X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=de4d97d37926a04e4ddd725f26a8684651f41c43;hp=09bdb1699ed8ad1a63d92825b19af98228846e7e;hb=762fb78d53f8be2003944fbdcc84f87e7851f453;hpb=531512ddd1b17458281b27a6f21be83bc2a9c16c diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 09bdb16..de4d97d 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -1,52 +1,47 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. -Lugaru is free software; you can redistribute it and/or -modify it under the terms of the GNU General Public License -as published by the Free Software Foundation; either version 2 -of the License, or (at your option) any later version. +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. -This program is distributed in the hope that it will be useful, +Lugaru is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - -See the GNU General Public License for more details. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. You should have received a copy of the GNU General Public License -along with this program; if not, write to the Free Software -Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +along with Lugaru. If not, see . */ -#include "Game.h" -#include "openal_wrapper.h" -#include "Input.h" -#include "Awards.h" -#include "Menu.h" - -#include +#include "Game.hpp" -using namespace std; +#include "Audio/openal_wrapper.hpp" +#include "Level/Awards.hpp" +#include "Level/Dialog.hpp" +#include "Level/Hotspot.hpp" +#include "Menu/Menu.hpp" +#include "Tutorial.hpp" +#include "Utils/Input.hpp" extern XYZ viewer; extern int environment; extern float texscale; extern Light light; extern Terrain terrain; -//extern Sprites sprites; extern float multiplier; -extern float sps; extern float viewdistance; extern float fadestart; -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern int kTextureSize; extern FRUSTUM frustum; extern Light light; -extern Objects objects; extern int detail; extern float usermousesensitivity; -extern bool osx; extern float camerashake; extern int slomo; extern float slomodelay; @@ -61,2182 +56,1743 @@ extern float targetblurness; extern float playerdist; extern bool cellophane; extern bool freeze; -extern float flashamount,flashr,flashg,flashb; +extern float flashamount, flashr, flashg, flashb; extern int flashdelay; extern int netstate; extern float motionbluramount; extern bool isclient; extern bool alwaysblur; -extern int test; -extern bool tilt2weird; -extern bool tiltweird; -extern bool midweird; -extern bool proportionweird; -extern bool vertexweird[6]; extern bool velocityblur; -extern bool debugmode; +extern bool devtools; extern int mainmenu; extern int bloodtoggle; extern int difficulty; -extern bool decals; -// MODIFIED GWC -//extern int texdetail; +extern bool decalstoggle; extern float texdetail; extern bool musictoggle; -extern int tutoriallevel; extern float smoketex; -extern float tutorialstagetime; -extern float tutorialmaxtime; -extern int tutorialstage; extern bool againbonus; extern float damagedealt; extern bool invertmouse; -extern int numhotspots; -extern int killhotspot; -extern XYZ hotspot[40]; -extern int hotspottype[40]; -extern float hotspotsize[40]; -extern char hotspottext[40][256]; -extern int currenthotspot;; - extern bool campaign; extern bool winfreeze; -extern float menupulse; - extern bool gamestart; extern bool gamestarted; extern bool showdamagebar; -enum drawmodes { - normalmode, motionblurmode, radialzoommode, - realmotionblurmode, doublevisionmode, glowmode, +int drawtoggle = 0; +int numboundaries = 0; +XYZ boundary[360]; +int change = 0; + +enum drawmodes +{ + normalmode, + motionblurmode, + radialzoommode, + realmotionblurmode, + doublevisionmode, + glowmode, }; -void Game::flash() { // shouldn't be that way, these should be attributes and Person class should not change rendering. - flashr=1; - flashg=0; - flashb=0; - flashamount=1; - flashdelay=1; +void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering. +{ + flashr = 1; + flashg = 0; + flashb = 0; + flashamount = amount; + flashdelay = delay; } + +void DrawMenu(); + /*********************> DrawGLScene() <*****/ int Game::DrawGLScene(StereoSide side) -{ - static float texcoordwidth,texcoordheight; - static float texviewwidth, texviewheight; - static int i,j,k,l; - static GLubyte color; - static XYZ checkpoint; - static float tempmult; - float tutorialopac; - static char string[256]=""; - static char string2[256]=""; - static char string3[256]=""; - - if ( stereomode == stereoAnaglyph ) { - switch(side) { - case stereoLeft: glColorMask( 0.0, 1.0, 1.0, 1.0 ); break; - case stereoRight: glColorMask( 1.0, 0.0, 0.0, 1.0 ); break; - } - } else { - glColorMask( 1.0, 1.0, 1.0, 1.0 ); - - if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { - glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); - } - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - tempmult=multiplier; - multiplier=0; - } - - if(!mainmenu){ - if(editorenabled){ - numboundaries=mapradius*2; - if(numboundaries>360)numboundaries=360; - for(i=0;i200)&&velocityblur&&!cameramode){ - drawmode=motionblurmode; - motionbluramount=200/(findLengthfast(&player[0].velocity)); - changed=1; - } - if(player[0].damage-player[0].superpermanentdamage>(player[0].damagetolerance-player[0].superpermanentdamage)*1/2&&damageeffects&&!cameramode){ - drawmode=doublevisionmode; - changed=1; - } - } - - if(slomo&&!loading){ - if(ismotionblur) - drawmode=motionblurmode; - motionbluramount=.2; - slomodelay-=multiplier; - if(slomodelay<0) - slomo=0; - camerashake=0; - changed=1; - } - if((!changed&&!slomo)||loading){ - drawmode=normalmode; - if(ismotionblur&&(/*fps>100||*/alwaysblur)){ - if(olddrawmode!=realmotionblurmode) - change=1; - else - change=0; - drawmode=realmotionblurmode; - }else if(olddrawmode==realmotionblurmode) - change=2; - else - change=0; - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)) - drawmode=normalmode; - if((freeze||winfreeze)&&ismotionblur&&!mainmenu) - drawmode=radialzoommode; - - if(winfreeze||mainmenu)drawmode=normalmode; - -#if PLATFORM_MACOSX - if(drawmode==glowmode){ - RGBColor color2; - color2.red=0; - color2.green=0; - color2.blue=0; - DSpContext_FadeGamma(NULL,200,&color2); - } -#endif - - if(drawtoggle!=2) - drawtoggle=1-drawtoggle; - - if(!texcoordwidth){ - texviewwidth=kTextureSize; - if(texviewwidth>screenwidth) - texviewwidth=screenwidth; - texviewheight=kTextureSize; - if(texviewheight>screenheight) - texviewheight=screenheight; - - texcoordwidth=screenwidth/kTextureSize; - texcoordheight=screenheight/kTextureSize; - if(texcoordwidth>1) - texcoordwidth=1; - if(texcoordheight>1) - texcoordheight=1; - } - - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - - //glFinish(); - static XYZ terrainlight; - static float distance; - if(drawmode==normalmode) - ReSizeGLScene(90,.1f); - if(drawmode!=normalmode) - glViewport(0,0,texviewwidth,texviewheight); - glDepthFunc(GL_LEQUAL); - glDepthMask(1); - glAlphaFunc(GL_GREATER, 0.0001f); - glEnable(GL_ALPHA_TEST); - glClearColor(0.25f, 0.25f, 0.25f, 1.0f); - glClear(GL_DEPTH_BUFFER_BIT); - - glMatrixMode (GL_MODELVIEW); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glLoadIdentity (); - - // Move the camera for the current eye's point of view. - // Reverse the movement if we're reversing stereo - glTranslatef((stereoseparation/2) * side * (stereoreverse ? -1 : 1), 0, 0); - +{ + static float texcoordwidth, texcoordheight; + static float texviewwidth, texviewheight; + static XYZ checkpoint; + static float tempmult; + float tutorialopac; + std::string string; + static int drawmode = 0; + + if (stereomode == stereoAnaglyph) { + switch (side) { + case stereoLeft: + glColorMask(0.0, 1.0, 1.0, 1.0); + break; + case stereoRight: + glColorMask(1.0, 0.0, 0.0, 1.0); + break; + default: + break; + } + } else { + glColorMask(1.0, 1.0, 1.0, 1.0); + + if (stereomode == stereoHorizontalInterlaced || + stereomode == stereoVerticalInterlaced) { + glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); + } + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + tempmult = multiplier; + multiplier = 0; + } + + if (!mainmenu) { + if (editorenabled) { + numboundaries = mapradius * 2; + if (numboundaries > 360) { + numboundaries = 360; + } + for (int i = 0; i < numboundaries; i++) { + boundary[i] = 0; + boundary[i].z = 1; + boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0); + } + } + + SetUpLighting(); + + static int changed; + changed = 0; + + int olddrawmode = drawmode; + if (ismotionblur && !loading) { + if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) { + drawmode = motionblurmode; + motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity)); + changed = 1; + } + if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) { + drawmode = doublevisionmode; + changed = 1; + } + } + + if (slomo && !loading) { + if (ismotionblur) { + drawmode = motionblurmode; + } + motionbluramount = .2; + slomodelay -= multiplier; + if (slomodelay < 0) { + slomo = 0; + } + camerashake = 0; + changed = 1; + } + if ((!changed && !slomo) || loading) { + drawmode = normalmode; + if (ismotionblur && (/*fps>100||*/ alwaysblur)) { + if (olddrawmode != realmotionblurmode) { + change = 1; + } else { + change = 0; + } + drawmode = realmotionblurmode; + } else if (olddrawmode == realmotionblurmode) { + change = 2; + } else { + change = 0; + } + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + drawmode = normalmode; + } + if ((freeze || winfreeze) && ismotionblur && !mainmenu) { + drawmode = radialzoommode; + } + + if (winfreeze || mainmenu) { + drawmode = normalmode; + } + + if (drawtoggle != 2) { + drawtoggle = 1 - drawtoggle; + } + + if (!texcoordwidth) { + texviewwidth = kTextureSize; + if (texviewwidth > screenwidth) { + texviewwidth = screenwidth; + } + texviewheight = kTextureSize; + if (texviewheight > screenheight) { + texviewheight = screenheight; + } + + texcoordwidth = screenwidth / kTextureSize; + texcoordheight = screenheight / kTextureSize; + if (texcoordwidth > 1) { + texcoordwidth = 1; + } + if (texcoordheight > 1) { + texcoordheight = 1; + } + } + + glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + + static XYZ terrainlight; + static float distance; + if (drawmode == normalmode) { + Game::ReSizeGLScene(90, .1f); + } else { + glViewport(0, 0, texviewwidth, texviewheight); + } + glDepthFunc(GL_LEQUAL); + glDepthMask(1); + glAlphaFunc(GL_GREATER, 0.0001f); + glEnable(GL_ALPHA_TEST); + glClearColor(0.25f, 0.25f, 0.25f, 1.0f); + glClear(GL_DEPTH_BUFFER_BIT); + + glMatrixMode(GL_MODELVIEW); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glLoadIdentity(); + + // Move the camera for the current eye's point of view. + // Reverse the movement if we're reversing stereo + glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); + //camera effects - if(!cameramode&&!freeze&&!winfreeze){ + if (!cameramode && !freeze && !winfreeze) { //shake - glRotatef(float(Random()%100)/10*camerashake/*+(woozy*woozy)/10*/,0,0,1); + glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1); //sway - glRotatef(rotation2+sin(woozy/2)*(player[0].damage/player[0].damagetolerance)*5,1,0,0); - glRotatef(rotation+sin(woozy)*(player[0].damage/player[0].damagetolerance)*5,0,1,0); - } - if(cameramode||freeze||winfreeze){ - glRotatef(rotation2,1,0,0); - glRotatef(rotation,0,1,0); - } - - if(environment==desertenvironment){ - glRotatef((float)(abs(Random()%100))/3000-1,1,0,0); - glRotatef((float)(abs(Random()%100))/3000-1,0,1,0); - } - SetUpLight(&light,0); - glPushMatrix(); + glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0); + glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0); + } + if (cameramode || freeze || winfreeze) { + glRotatef(pitch, 1, 0, 0); + glRotatef(yaw, 0, 1, 0); + } + + if (environment == desertenvironment) { + glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0); + glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0); + } + SetUpLight(&light, 0); + glPushMatrix(); //heat blur effect in desert - if(abs(blurness-targetblurness)2){ - blurness=targetblurness; - targetblurness=(float)(abs(Random()%100))/40; - } - if(blurness=typesleeping)&&player[k].playerdetail) - if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)&&player[k].occluded<25) - for(i=0;i 2) { + blurness = targetblurness; + targetblurness = (float)(abs(Random() % 100)) / 40; + } + if (blurness < targetblurness) { + blurness += multiplier * 5; + } else { + blurness -= multiplier * 5; + } + + if (environment == desertenvironment) { + if (detail == 2) { + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4); + } + glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0); + glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0); + } + skybox->draw(); + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); + glPopMatrix(); + glTranslatef(-viewer.x, -viewer.y, -viewer.z); + frustum.GetFrustum(); + + //make shadow decals on terrain and Object::objects + static XYZ point; + static float size, opacity, rotation; + rotation = 0; + for (unsigned int k = 0; k < Person::players.size(); k++) { + if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) { + if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) { + for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { + if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) { + point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + size = .4f; + opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; + if (k != 0 && Tutorial::active) { + opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; } - terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation); - for(l=0;lwhichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { + point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); + size = .4f; + opacity = .4f; + if (k != 0 && Tutorial::active) { + opacity = .2 + .2 * sin(smoketex * 6 + i); } - objects.model[j].MakeDecal(shadowdecal,&point,&size,&opacity,&rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } } + } + } + if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) { + if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) { + for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { + if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) { + if (Person::players[k]->skeleton.free) { + point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords; + } else { + point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + } + size = .4f; + opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; + if (k != 0 && Tutorial::active) { + opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; + } + terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { + if (Person::players[k]->skeleton.free) { + point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); + } else { + point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); + } + size = .4f; + opacity = .4f; + if (k != 0 && Tutorial::active) { + opacity = .2 + .2 * sin(smoketex * 6 + i); + } + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + } + } + } + } + } + } - if(!player[k].playerdetail) - if(frustum.SphereInFrustum(player[k].coords.x,player[k].coords.y,player[k].coords.z,player[k].scale*5)){ - point=player[k].coords; - size=.7; - opacity=.4-(player[k].coords.y-terrain.getHeight(player[k].coords.x,player[k].coords.z))/5; - terrain.MakeDecal(shadowdecal,point,size,opacity*.7,rotation); - for(l=0;lplayerdetail) { + if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) { + point = Person::players[k]->coords; + size = .7; + opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; + terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); + for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { + unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); + size = .7; + opacity = .4f; + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } - } - - //Terrain - glEnable(GL_TEXTURE_2D); - glDepthMask(1); - glEnable(GL_DEPTH_TEST); - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - glBindTexture( GL_TEXTURE_2D, terraintexture); - terrain.draw(0); - glBindTexture( GL_TEXTURE_2D, terraintexture2); - terrain.draw(1); - //glBindTexture( GL_TEXTURE_2D, terraintexture3); - //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - //terrain.draw(2); - - terrain.drawdecals(); - - //Model - glEnable(GL_CULL_FACE); - glEnable(GL_LIGHTING); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glDepthMask(1); - - glEnable(GL_COLOR_MATERIAL); - - test=2; - tilt2weird=0; - tiltweird=0; - midweird=0; - proportionweird=0; - vertexweird[0]=0; - vertexweird[1]=0; - vertexweird[2]=0; - vertexweird[3]=0; - vertexweird[4]=0; - vertexweird[5]=0; - - if(!cellophane){ - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - glDepthMask(1); - for(k=0;k=1) + } + } + + //Terrain + glEnable(GL_TEXTURE_2D); + glDepthMask(1); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + terraintexture.bind(); + terrain.draw(0); + terraintexture2.bind(); + terrain.draw(1); + + terrain.drawdecals(); + + //Model + glEnable(GL_CULL_FACE); + glEnable(GL_LIGHTING); + glDisable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glDepthMask(1); + + glEnable(GL_COLOR_MATERIAL); + + if (!cellophane) { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + glDepthMask(1); + for (unsigned k = 0; k < Person::players.size(); k++) { + if (k == 0 || !Tutorial::active) { + glEnable(GL_BLEND); + glEnable(GL_LIGHTING); + terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z); + distance = distsq(&viewer, &Person::players[k]->coords); + distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + if (distance >= 1) { glDisable(GL_BLEND); - if(distance>=.5){ - checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords; - checkpoint.y+=1; - if(!player[k].occluded==0) - i=checkcollide(viewer,checkpoint,player[k].lastoccluded); - if(i==-1||player[k].occluded==0) - i=checkcollide(viewer,checkpoint); - if(i!=-1){ - player[k].occluded+=1; - player[k].lastoccluded=i; - }else - player[k].occluded=0; - if(player[k].occluded<25) - player[k].DrawSkeleton(); - } - } - } - } - - if(!cameramode&&musictype==stream_fighttheme) - playerdist=findDistancefastflat(&player[0].coords,&viewer); - else - playerdist=-100; - glPushMatrix(); - glCullFace(GL_BACK); - glEnable(GL_TEXTURE_2D); - objects.Draw(); - glPopMatrix(); + } + if (distance >= .5) { + checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + checkpoint.y += 1; + int i = -1; + if (Person::players[k]->occluded != 0) { + i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); + } + if (i == -1) { + i = Object::checkcollide(viewer, checkpoint); + } + if (i != -1) { + Person::players[k]->occluded += 1; + Person::players[k]->lastoccluded = i; + } else { + Person::players[k]->occluded = 0; + } + if (Person::players[k]->occluded < 25) { + Person::players[k]->DrawSkeleton(); + } + } + } + } + } + + if (!cameramode && musictype == stream_fighttheme) { + playerdist = distsqflat(&Person::players[0]->coords, &viewer); + } else { + playerdist = -100; + } + glPushMatrix(); + glCullFace(GL_BACK); + glEnable(GL_TEXTURE_2D); + Object::Draw(); + glPopMatrix(); //draw hawk - glPushMatrix(); - if(frustum.SphereInFrustum(realhawkcoords.x+hawk.boundingspherecenter.x,realhawkcoords.y+hawk.boundingspherecenter.y,realhawkcoords.z+hawk.boundingspherecenter.z,2)){ - glAlphaFunc(GL_GREATER, 0.0001f); - glDepthMask(1); - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glEnable(GL_BLEND); - glTranslatef(hawkcoords.x,hawkcoords.y,hawkcoords.z); - glRotatef(hawkrotation,0,1,0); - glTranslatef(25,0,0); - distance=findDistancefast(&viewer,&realhawkcoords)*1.2; - glColor4f(light.color[0],light.color[1],light.color[2],(viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance); - if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>1) - glColor4f(light.color[0],light.color[1],light.color[2],1); - if((viewdistance*viewdistance-(distance-(viewdistance*viewdistance*fadestart))*(1/(1-fadestart)))/viewdistance/viewdistance>0) - hawk.drawdifftex(hawktexture); - } - glPopMatrix(); - - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_CULL_FACE); - glCullFace(GL_FRONT); - glDepthMask(1); - for(k=0;k=1) - glDisable(GL_BLEND); - if(distance>=.5){ - checkpoint=DoRotation(player[k].skeleton.joints[abs(Random()%player[k].skeleton.num_joints)].position,0,player[k].rotation,0)*player[k].scale+player[k].coords; - checkpoint.y+=1; - if(!player[k].occluded==0) - i=checkcollide(viewer,checkpoint,player[k].lastoccluded); - if(i==-1||player[k].occluded==0) - i=checkcollide(viewer,checkpoint); - if(i!=-1){ - player[k].occluded+=1; - player[k].lastoccluded=i; - }else - player[k].occluded=0; - if(player[k].occluded<25) - player[k].DrawSkeleton(); - } - } - } - - glPushMatrix(); - glEnable(GL_TEXTURE_2D); - weapons.Draw(); - glPopMatrix(); - glCullFace(GL_BACK); - - glDisable(GL_COLOR_MATERIAL); - - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - - glDepthMask(0); - - Sprite::Draw(); + glPushMatrix(); + if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) { + glAlphaFunc(GL_GREATER, 0.0001f); + glDepthMask(1); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glEnable(GL_BLEND); + glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z); + glRotatef(hawkyaw, 0, 1, 0); + glTranslatef(25, 0, 0); + distance = distsq(&viewer, &realhawkcoords) * 1.2; + glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance); + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) { + glColor4f(light.color[0], light.color[1], light.color[2], 1); + } + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) { + hawk.drawdifftex(hawktexture); + } + } + glPopMatrix(); - //waypoints, pathpoints in editor - if(editorenabled){ - glEnable(GL_BLEND); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDisable(GL_COLOR_MATERIAL); - glColor4f(1,1,0,1); - - for(k=0;k1){ - glBegin(GL_LINE_LOOP); - for(i=0;i1){ - glColor4f(0,1,0,1); - for(k=0;kglPrint(10,30,string,0,.8,screenwidth,screenheight); - - if(!tutoriallevel) - if(bonus>0&&bonustime<1&&!winfreeze&&indialogue==-1/*bonustime<4*/){ - const char *bonus_name; - if (bonus < bonus_count) - bonus_name = bonus_names[bonus]; - else - bonus_name = "Excellent!"; // When does this happen? - - glColor4f(0,0,0,1-bonustime); - text->glPrintOutline(1024/2-10*strlen(bonus_name)-4,768/16-4+768*4/5,bonus_name,1,2.5,1024,768); - glColor4f(1,0,0,1-bonustime); - text->glPrint(1024/2-10*strlen(bonus_name),768/16+768*4/5,bonus_name,1,2,1024,768); - - sprintf (string, "%d",(int)bonusvalue); - glColor4f(0,0,0,1-bonustime); - text->glPrintOutline(1024/2-10*strlen(string)-4,768/16-4-20+768*4/5,string,1,2.5*.8,1024,768); - glColor4f(1,0,0,1-bonustime); - text->glPrint(1024/2-10*strlen(string),768/16-20+768*4/5,string,1,2*.8,1024,768); - glColor4f(.5,.5,.5,1); - } - - if(tutoriallevel==1){ - tutorialopac=tutorialmaxtime-tutorialstagetime; - if(tutorialopac>1)tutorialopac=1; - if(tutorialopac<0)tutorialopac=0; - - sprintf (string, " "); - sprintf (string2, " "); - sprintf (string3, " "); - if(tutorialstage==0){ - sprintf (string, " "); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==1){ - sprintf (string, "Welcome to the Lugaru training level!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==2){ - sprintf (string, "BASIC MOVEMENT:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==3){ - sprintf (string, "You can move the mouse to rotate the camera."); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==4){ - sprintf (string, "Try using the %s, %s, %s and %s keys to move around.",Input::keyToChar(forwardkey),Input::keyToChar(leftkey),Input::keyToChar(backkey),Input::keyToChar(rightkey)); - sprintf (string2, "All movement is relative to the camera."); - sprintf (string3, " "); - } - if(tutorialstage==5){ - sprintf (string, "Please press %s to jump.",Input::keyToChar(jumpkey)); - sprintf (string2, "You can hold it longer to jump higher."); - sprintf (string3, " "); - } - if(tutorialstage==6){ - sprintf (string, "You can press %s to crouch.",Input::keyToChar(crouchkey)); - sprintf (string2, "You can jump higher from a crouching position."); - sprintf (string3, " "); - } - if(tutorialstage==7){ - sprintf (string, "While running, you can press %s to roll.",Input::keyToChar(crouchkey)); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==8){ - sprintf (string, "While crouching, you can sneak around silently"); - sprintf (string2, "using the movement keys."); - sprintf (string3, " "); - } - if(tutorialstage==9){ - sprintf (string, "Release the crouch key while sneaking and hold the movement keys"); - sprintf (string2, "to run animal-style."); - sprintf (string3, " "); - } - if(tutorialstage==10){ - sprintf (string, "ADVANCED MOVEMENT:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==11){ - sprintf (string, "When you jump at a wall, you can hold %s again",Input::keyToChar(jumpkey)); - sprintf (string2, "during impact to perform a walljump."); - sprintf (string3, "Be sure to use the movement keys to press against the wall"); - } - if(tutorialstage==12){ - sprintf (string, "While in the air, you can press crouch to flip.",Input::keyToChar(jumpkey)); - sprintf (string2, "Walljumps and flips confuse enemies and give you more control."); - sprintf (string3, " "); - } - if(tutorialstage==13){ - sprintf (string, "BASIC COMBAT:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==14){ - sprintf (string, "There is now an imaginary enemy"); - sprintf (string2, "in the middle of the training area."); - sprintf (string3, " "); - } - if(tutorialstage==15){ - if(attackkey==MOUSEBUTTON1)sprintf (string, "Click to attack when you are near an enemy."); - else sprintf (string, "Press %s to attack when you are near an enemy.",Input::keyToChar(attackkey)); - sprintf (string2, "You can punch by standing still near an enemy and attacking."); - sprintf (string3, " "); - } - if(tutorialstage==16){ - sprintf (string, "If you are close, you will perform a weak punch."); - sprintf (string2, "The weak punch is excellent for starting attack combinations."); - sprintf (string3, " "); - } - if(tutorialstage==17){ - sprintf (string, "Attacking while running results in a spin kick."); - sprintf (string2, "This is one of your most powerful ground attacks."); - sprintf (string3, " "); - } - if(tutorialstage==18){ - sprintf (string, "Sweep the enemy's legs out by attacking while crouched."); - sprintf (string2, "This is a very fast attack, and easy to follow up."); - sprintf (string3, " "); - } - if(tutorialstage==19){ - sprintf (string, "When an enemy is on the ground, you can deal some extra"); - sprintf (string2, "damage by running up and drop-kicking him."); - sprintf (string3, "(Try knocking them down with a sweep first)"); - } - if(tutorialstage==20){ - sprintf (string, "Your most powerful individual attack is the rabbit kick."); - if(attackkey==MOUSEBUTTON1)sprintf (string2, "Run at the enemy while holding the mouse button, and press"); - else sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey)); - sprintf (string3, "the jump key (%s) to attack.",Input::keyToChar(jumpkey)); - } - if(tutorialstage==21){ - sprintf (string, "This attack is devastating if timed correctly."); - sprintf (string2, "Even if timed incorrectly, it will knock the enemy over."); - if(againbonus)sprintf (string3, "Try rabbit-kicking the imaginary enemy again."); - else sprintf (string3, "Try rabbit-kicking the imaginary enemy."); - } - if(tutorialstage==22){ - sprintf (string, "If you sneak behind an enemy unnoticed, you can kill"); - sprintf (string2, "him instantly. Move close behind this enemy"); - sprintf (string3, "and attack."); - } - if(tutorialstage==23){ - sprintf (string, "Another important attack is the wall kick. When an enemy"); - sprintf (string2, "is near a wall, perform a walljump nearby and hold"); - sprintf (string3, "the attack key during impact with the wall."); - } - if(tutorialstage==24){ - sprintf (string, "You can tackle enemies by running at them animal-style"); - if(attackkey==MOUSEBUTTON1)sprintf (string2, "and pressing jump (%s) or attack(mouse button).",Input::keyToChar(jumpkey)); - else sprintf (string2, "and pressing jump (%s) or attack(%s).",Input::keyToChar(jumpkey),Input::keyToChar(attackkey)); - sprintf (string3, "This is especially useful when they are running away."); - } - if(tutorialstage==25){ - sprintf (string, "Dodge by pressing back and attack. Dodging is essential"); - sprintf (string2, "against enemies with swords or other long weapons."); - sprintf (string3, " "); - } - if(tutorialstage==26){ - sprintf (string, "REVERSALS AND COUNTER-REVERSALS"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==27){ - sprintf (string, "The enemy can now reverse your attacks."); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==28){ - sprintf (string, "If you attack, you will notice that the enemy now sometimes"); - sprintf (string2, "catches your attack and uses it against you. Hold"); - sprintf (string3, "crouch (%s) after attacking to escape from reversals.",Input::keyToChar(crouchkey)); - } - if(tutorialstage==29){ - sprintf (string, "Try escaping from two more reversals in a row."); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==30){ - sprintf (string, "Good!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==31){ - sprintf (string, "To reverse an attack, you must tap crouch (%s) during the",Input::keyToChar(crouchkey)); - sprintf (string2, "enemy's attack. You must also be close to the enemy;"); - sprintf (string3, "this is especially important against armed opponents."); - } - if(tutorialstage==32){ - sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime-tutorialstagetime)); - sprintf (string2, "This imaginary opponents attacks will be highlighted"); - sprintf (string3, "to make this easier."); - } - if(tutorialstage==33){ - sprintf (string, "Reverse three enemy attacks!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==34){ - sprintf (string, "Reverse two more enemy attacks!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==35){ - sprintf (string, "Reverse one more enemy attack!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==36){ - sprintf (string, "Excellent!"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==37){ - sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime-tutorialstagetime)); - sprintf (string2, "Damage dealt: %d",(int)damagedealt); - sprintf (string3, "Damage taken: %d.",(int)damagetaken); - } - if(tutorialstage==38){ - sprintf (string, "WEAPONS:"); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==39){ - sprintf (string, "There is now an imaginary knife"); - sprintf (string2, "in the center of the training area."); - sprintf (string3, " "); - } - if(tutorialstage==40){ - sprintf (string, "Stand, roll or handspring over the knife"); - sprintf (string2, "while pressing %s to pick it up.",Input::keyToChar(throwkey)); - sprintf (string3, "You can crouch and press the same key to drop it again."); - } - if(tutorialstage==41){ - sprintf (string, "You can equip and unequip weapons using the %s key.",Input::keyToChar(drawkey)); - sprintf (string2, "Sometimes it is best to keep them unequipped to"); - sprintf (string3, "prevent enemies from taking them. "); - } - if(tutorialstage==42){ - sprintf (string, "The knife is the smallest weapon and the least encumbering."); - sprintf (string2, "You can equip or unequip it while standing, crouching,"); - sprintf (string3, "running or flipping."); - } - if(tutorialstage==43){ - sprintf (string, "You perform weapon attacks the same way as unarmed attacks,"); - sprintf (string2, "but sharp weapons cause permanent damage, instead of the"); - sprintf (string3, "temporary trauma from blunt weapons, fists and feet."); - } - if(tutorialstage==44){ - sprintf (string, "The enemy now has your knife!"); - sprintf (string2, "Please reverse two of his knife attacks."); - sprintf (string3, " "); - } - if(tutorialstage==45){ - sprintf (string, "Please reverse one more of his knife attacks."); - sprintf (string2, " "); - sprintf (string3, " "); - } - if(tutorialstage==46){ - sprintf (string, "Now he has a sword!"); - sprintf (string2, "The sword has longer reach than your arms, so you"); - sprintf (string3, "must move close to reverse the sword slash."); - } - if(tutorialstage==47){ - sprintf (string, "Long weapons like the sword and staff are also useful for defense;"); - sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key"); - sprintf (string3, "at the right time. Please try parrying the enemy's attacks!"); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_CULL_FACE); + glCullFace(GL_FRONT); + glDepthMask(1); + for (unsigned k = 0; k < Person::players.size(); k++) { + if (!(k == 0 || !Tutorial::active)) { + glEnable(GL_BLEND); + glEnable(GL_LIGHTING); + terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z); + distance = distsq(&viewer, &Person::players[k]->coords); + distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; + glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); + if (distance >= 1) { + glDisable(GL_BLEND); } - if(tutorialstage==48){ - sprintf (string, "The staff is like the sword, but has two main attacks."); - sprintf (string2, "The standing smash is fast and effective, and the running"); - sprintf (string3, "spin smash is slower and more powerful."); + if (distance >= .5) { + checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + checkpoint.y += 1; + int i = -1; + if (Person::players[k]->occluded != 0) { + i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); + } + if (i == -1) { + i = Object::checkcollide(viewer, checkpoint); + } + if (i != -1) { + Person::players[k]->occluded += 1; + Person::players[k]->lastoccluded = i; + } else { + Person::players[k]->occluded = 0; + } + if (Person::players[k]->occluded < 25) { + Person::players[k]->DrawSkeleton(); + } } - if(tutorialstage==49){ - sprintf (string, "When facing an enemy, you can throw the knife with %s.",Input::keyToChar(throwkey)); - sprintf (string2, "It is possible to throw the knife while flipping,"); - sprintf (string3, "but it is very inaccurate."); + } + } + + glPushMatrix(); + glEnable(GL_TEXTURE_2D); + weapons.Draw(); + glPopMatrix(); + glCullFace(GL_BACK); + + glDisable(GL_COLOR_MATERIAL); + + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + + glDepthMask(0); + + Sprite::Draw(); + + //waypoints, pathpoints in editor + if (editorenabled) { + glEnable(GL_BLEND); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDisable(GL_COLOR_MATERIAL); + glColor4f(1, 1, 0, 1); + + for (unsigned k = 0; k < Person::players.size(); k++) { + if (Person::players[k]->numwaypoints > 1) { + glBegin(GL_LINE_LOOP); + for (int i = 0; i < Person::players[k]->numwaypoints; i++) { + glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z); + } + glEnd(); } - if(tutorialstage==50){ - sprintf (string, "You now know everything you can learn from training."); - sprintf (string2, "Everything else you must learn from experience!"); - sprintf (string3, " "); + } + + if (numpathpoints > 1) { + glColor4f(0, 1, 0, 1); + for (unsigned k = 0; int(k) < numpathpoints; k++) { + if (numpathpointconnect[k]) { + for (int i = 0; i < numpathpointconnect[k]; i++) { + glBegin(GL_LINE_LOOP); + glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z); + glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z); + glEnd(); + } + } } - if(tutorialstage==51){ - sprintf (string, "Walk out of the training area to return to the main menu."); - sprintf (string2, " "); - sprintf (string3, " "); + glColor4f(1, 1, 1, 1); + glPointSize(4); + glBegin(GL_POINTS); + glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z); + glEnd(); + } + } + + //Text + + glEnable(GL_TEXTURE_2D); + glColor4f(.5, .5, .5, 1); + if (!console) { + if (!Tutorial::active) { + if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) { + const char* bonus_name; + if (bonus < bonus_count) { + bonus_name = bonus_names[bonus]; + } else { + bonus_name = "Excellent!"; // When does this happen? + } + text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768); + + string = to_string(bonusvalue); + text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768); + + glColor4f(.5, .5, .5, 1); } + } - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - glColor4f(1,1,1,tutorialopac); - text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024,screenheight/16+screenheight*4/5,string,1,1.5*screenwidth/1024,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024,string2,1,1.5*screenwidth/1024,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024,screenheight/16+screenheight*4/5-40*screenwidth/1024,string3,1,1.5*screenwidth/1024,screenwidth,screenheight); - - sprintf (string, "Press 'tab' to skip to the next item.",Input::keyToChar(jumpkey)); - sprintf (string2, "Press escape at any time to"); - sprintf (string3, "pause or exit the tutorial."); - - glColor4f(0,0,0,1); - text->glPrintOutline(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8-4,0-4+screenheight*1/10,string,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8-4,0-4+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrintOutline(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8-4,0-4+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*1.25*screenwidth/1024*.8,screenwidth,screenheight); - glColor4f(0.5,0.5,0.5,1); - text->glPrint(screenwidth/2-7.6*strlen(string)*screenwidth/1024*.8,0+screenheight*1/10,string,1,1.5*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string2)*screenwidth/1024*.8,0+screenheight*1/10-20*.8*screenwidth/1024,string2,1,1.5*screenwidth/1024*.8,screenwidth,screenheight); - text->glPrint(screenwidth/2-7.6*strlen(string3)*screenwidth/1024*.8,0+screenheight*1/10-40*.8*screenwidth/1024,string3,1,1.5*screenwidth/1024*.8,screenwidth,screenheight); + if (Tutorial::active) { + Tutorial::DrawTextInfo(); } - //Hot spots - - if(numhotspots&&(bonustime>=1||bonus<=0||bonustime<0)&&!tutoriallevel){ - int closest=-1; - float closestdist=-1; - float distance=0; - closest=currenthotspot; - for(i=0;i=0)||(hotspottype[i]<=40&&hotspottype[i]>=20))){ - closestdist=distance; - closest=i; + + //Hot spots + if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) { + float closestdist = -1; + int closest = Hotspot::current; + for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { + float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position); + if (closestdist == -1 || distance < closestdist) { + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) { + closestdist = distance; + closest = i; } } } - if(closest!=-1) - currenthotspot=closest; - if(currenthotspot!=-1){ - if(hotspottype[closest]<=10){ - if(findDistancefast(&player[0].coords,&hotspot[closest])1)tutorialopac=1; - if(tutorialopac<0)tutorialopac=0; - - sprintf (string, "%s", hotspottext[closest]); + if (closest != -1) { + Hotspot::current = closest; + if (Hotspot::hotspots[closest].type <= 10) { + if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) { + Tutorial::stagetime = 0; + } + Tutorial::maxtime = 1; + tutorialopac = Tutorial::maxtime - Tutorial::stagetime; + if (tutorialopac > 1) { + tutorialopac = 1; + } + if (tutorialopac < 0) { + tutorialopac = 0; + } + + string = Hotspot::hotspots[closest].text; int lastline = 0; int line = 0; bool done = false; - i=0; - while(!done){ - if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){ - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(screenwidth/2-7.6*(i-lastline)*screenwidth/1024-4,screenheight/16-4+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i); - glColor4f(1,1,1,tutorialopac); - text->glPrint(screenwidth/2-7.6*(i-lastline)*screenwidth/1024,screenheight/16+screenheight*4/5-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i); - lastline=i+1; + int i = 0; + while (!done) { + if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { + text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + lastline = i + 1; line++; - if(string[i]=='\0')done=1; + if (string[i] == '\0') { + done = 1; + } + } + if (i >= 255) { + done = 1; } - if(i>=255)done=1; i++; } - } else if (hotspottype[closest]>=20&&dialoguegonethrough[hotspottype[closest]-20]==0){ - whichdialogue=hotspottype[closest]-20; - for(j=0;j= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) { + Dialog::whichdialogue = Hotspot::hotspots[closest].type - 20; + Dialog::currentDialog().play(); + Dialog::currentDialog().gonethrough++; } } } - if(indialogue!=-1&&!mainmenu){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + /* Drawing dialogs */ + if (Dialog::inDialog() && !mainmenu) { + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - if(dialogueboxlocation[whichdialogue][indialogue]==1)glTranslatef(0,screenheight*3/4,0); - glScalef(screenwidth,screenheight/4,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + if (Dialog::currentScene().location == 1) { + glTranslatef(0, screenheight * 3 / 4, 0); + } + glScalef(screenwidth, screenheight / 4, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - glColor4f(dialogueboxcolor[whichdialogue][indialogue][0],dialogueboxcolor[whichdialogue][indialogue][1],dialogueboxcolor[whichdialogue][indialogue][2],0.7); + glColor4f(Dialog::currentScene().color[0], Dialog::currentScene().color[1], Dialog::currentScene().color[2], 0.7); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(1, 0, 0.0f); - glVertex3f(1, 1, 0.0f); - glVertex3f(0, 1, 0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(1, 0, 0.0f); + glVertex3f(1, 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); glEnable(GL_TEXTURE_2D); - tutorialopac=1; + tutorialopac = 1; float startx; float starty; - startx=screenwidth*1/5; - if(dialogueboxlocation[whichdialogue][indialogue]==1) - starty=screenheight/16+screenheight*4/5; - if(dialogueboxlocation[whichdialogue][indialogue]==2) - starty=screenheight*1/5-screenheight/16; - - char tempname[264]; - bool goodchar; - int tempnum=0; - for(i=0;i<264;i++){ - tempname[i]='\0'; + startx = screenwidth * 1 / 5; + if (Dialog::currentScene().location == 1) { + starty = screenheight / 16 + screenheight * 4 / 5; + } else { + starty = screenheight * 1 / 5 - screenheight / 16; } - for(i=0;i<(int)strlen(dialoguename[whichdialogue][indialogue]);i++){ - tempname[tempnum]=dialoguename[whichdialogue][indialogue][i]; - goodchar=1; - if(dialoguename[whichdialogue][indialogue][i]=='#'||dialoguename[whichdialogue][indialogue][i]=='\0')goodchar=0; - if(goodchar) - tempnum++; - else - tempname[tempnum]='\0'; - } - - sprintf (string, "%s: ", tempname); - - if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){ - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - glColor4f(0.7,0.7,0.7,tutorialopac); - text->glPrint(startx-2*7.6*strlen(string)*screenwidth/1024,starty,string,1,1.5*screenwidth/1024,screenwidth,screenheight); - } - else - { - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(startx-2*7.6*strlen(string)*screenwidth/1024-4,starty-4,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight); - } + /* Get speaker name, and remove potential '#' chars hardcoded in it. */ + string = Dialog::currentScene().name + ": "; + string.erase(std::remove(string.begin(), string.end(), '#'), string.end()); - tempnum=0; - for(i=0;i<(int)strlen(dialoguetext[whichdialogue][indialogue])+1;i++){ - tempname[tempnum]=dialoguetext[whichdialogue][indialogue][i]; - if(dialoguetext[whichdialogue][indialogue][i]!='#')tempnum++; + /* Print speaker name in dialog box. */ + if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) { + text->glPrintOutlined(0.7, 0.7, 0.7, tutorialopac, startx - 2 * 7.6 * string.size() * screenwidth / 1024, starty, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight); + } else { + glColor4f(0, 0, 0, tutorialopac); + text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.4 * 1.25 * screenwidth / 1024, screenwidth, screenheight); } - sprintf (string, "%s", tempname); + /* Get dialog text, and remove potential '#' chars hardcoded in it.' */ + string = Dialog::currentScene().text; + string.erase(std::remove(string.begin(), string.end(), '#'), string.end()); + /* Print dialog text in dialog box. */ int lastline = 0; int line = 0; bool done = false; - i=0; - while(!done){ - if(string[i]=='\n'||string[i]>'z'||string[i]<' '||string[i]=='\0'){ - if(dialogueboxcolor[whichdialogue][indialogue][0]+dialogueboxcolor[whichdialogue][indialogue][1]+dialogueboxcolor[whichdialogue][indialogue][2]<1.5){ - glColor4f(0,0,0,tutorialopac); - text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/-4,starty-4-20*screenwidth/1024*line,string,1,1.5*1.25*screenwidth/1024,screenwidth,screenheight,lastline,i); - glColor4f(1,1,1,tutorialopac); - text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i); + int i = 0; + while (!done) { + if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { + if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) { + text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + } else { + glColor4f(0, 0, 0, tutorialopac); + text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i); } - else - { - glColor4f(0,0,0,tutorialopac); - text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/,starty-20*screenwidth/1024*line,string,1,1.5*screenwidth/1024,screenwidth,screenheight,lastline,i); - } - lastline=i+1; + lastline = i + 1; line++; - if(string[i]=='\0')done=1; + if (string[i] == '\0') { + done = 1; + } + } + if (i >= 255) { + done = 1; } - if(i>=255)done=1; i++; } } - if(!tutoriallevel&&!winfreeze&&indialogue==-1&&!mainmenu){ - if(campaign){ - if(scoreadded) - sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()); - else - sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()+(int)bonustotal); + if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) { + if (campaign) { + if (scoreadded) { + string = "Score: " + to_string(int(Account::active().getCampaignScore())); + } else { + string = "Score: " + to_string(int(Account::active().getCampaignScore() + bonustotal)); + } + } else { + string = "Score: " + to_string(int(bonustotal)); } - if(!campaign)sprintf (string, "Score: %d", (int)bonustotal); - glColor4f(0,0,0,1); - text->glPrintOutline(1024/40-4,768/16-4+768*14/16,string,1,1.5*1.25,1024,768); - glColor4f(1,0,0,1); - text->glPrint(1024/40,768/16+768*14/16,string,1,1.5,1024,768); - if(showdamagebar) { - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768); + if (showdamagebar) { + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(15,screenheight*17.5/20,0); - glScalef(screenwidth/3+20,screenheight/20,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glTranslatef(15, screenheight * 17.5 / 20, 0); + glScalef(screenwidth / 3 + 20, screenheight / 20, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - glColor4f(0.0,0.4,0.0,0.7); - float bar=((float)player[0].damage)/player[0].damagetolerance; + glColor4f(0.0, 0.4, 0.0, 0.7); + float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f(1,0,0.0f); - glVertex3f(1,1,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f(1, 0, 0.0f); + glVertex3f(1, 1, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glEnd(); - glColor4f(0.1,0.0,0.0,1); - bar = ((float)player[0].bloodloss)/player[0].damagetolerance; + glColor4f(0.1, 0.0, 0.0, 1); + bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.4,0.0,0.0,0.7); - bar = ((float)player[0].damage)/player[0].damagetolerance; + glColor4f(0.4, 0.0, 0.0, 0.7); + bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.4,0.0,0.0,0.7); - bar = ((float)player[0].permanentdamage)/player[0].damagetolerance; + glColor4f(0.4, 0.0, 0.0, 0.7); + bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.4,0.0,0.0,0.7); - bar = ((float)player[0].superpermanentdamage)/player[0].damagetolerance; + glColor4f(0.4, 0.0, 0.0, 0.7); + bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); - glVertex3f(0,0,0.0f); - glVertex3f((bar<1?bar:1),0,0.0f); - glVertex3f((bar<1?bar:1),1,0.0f); - glVertex3f(0,1,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); + glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); + glVertex3f(0, 1, 0.0f); glEnd(); - glColor4f(0.0,0.0,0.0,0.7); + glColor4f(0.0, 0.0, 0.0, 0.7); glLineWidth(2.0); glBegin(GL_LINE_STRIP); - glVertex3f(0,0,0.0f); - glVertex3f(1,0,0.0f); - glVertex3f(1,1,0.0f); - glVertex3f(0,1,0.0f); - glVertex3f(0,0,0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(1, 0, 0.0f); + glVertex3f(1, 1, 0.0f); + glVertex3f(0, 1, 0.0f); + glVertex3f(0, 0, 0.0f); glEnd(); - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing + + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); glEnable(GL_TEXTURE_2D); - - // writing the numbers : - sprintf (string, "Damages : %d/%d (%d)",(int)(player[0].damage),(int)(player[0].damagetolerance),(int)(player[0].bloodloss)); - glColor4f(0,0,0,1); - text->glPrintOutline(1024/40-4,768/16-4+768*14/16-40,string,1,1.5*1.25,1024,768); - glColor4f(1,0,0,1); - text->glPrint(1024/40,768/16+768*14/16-40,string,1,1.5,1024,768); + + // writing the numbers : + string = "Damages : " + to_string(int(Person::players[0]->damage)) + "/" + to_string(int(Person::players[0]->damagetolerance)) + " (" + to_string(int(Person::players[0]->bloodloss)) + ")"; + text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768); } } - glColor4f(.5,.5,.5,1); - - - if((texttoggle||editorenabled)&&debugmode&&!mainmenu){ - sprintf (string, "The framespersecond is %d.",(int)(fps)); - text->glPrint(10,30,string,0,.8,1024,768); - - sprintf (string, "Name: %s", registrationname); - text->glPrint(10,260,string,0,.8,1024,768); - - - if(editorenabled) - sprintf (string, "Map editor enabled."); - else - sprintf (string, "Map editor disabled."); - text->glPrint(10,60,string,0,.8,1024,768); - if(editorenabled){ - sprintf (string, "Object size: %f",editorsize); - text->glPrint(10,75,string,0,.8,1024,768); - if(editorrotation>=0)sprintf (string, "Object rotation: %f",editorrotation); - else sprintf (string, "Object rotation: Random"); - text->glPrint(10,90,string,0,.8,1024,768); - if(editorrotation2>=0)sprintf (string, "Object rotation2: %f",editorrotation2); - else sprintf (string, "Object rotation2: Random"); - text->glPrint(10,105,string,0,.8,1024,768); - sprintf (string, "Object type: %d",editortype); - text->glPrint(10,120,string,0,.8,1024,768); - switch(editortype) { - case boxtype: - sprintf (string, "(box)"); + glColor4f(.5, .5, .5, 1); + + if ((texttoggle || editorenabled) && devtools && !mainmenu) { + string = "The framespersecond is " + to_string(int(fps)); + text->glPrint(10, 30, string, 0, .8, 1024, 768); + + if (editorenabled) { + string = "Map editor enabled."; + } else { + string = "Map editor disabled."; + } + text->glPrint(10, 60, string, 0, .8, 1024, 768); + if (editorenabled) { + string = "Object size: " + to_string(editorsize); + text->glPrint(10, 75, string, 0, .8, 1024, 768); + if (editoryaw >= 0) { + string = "Object yaw: " + to_string(editoryaw); + } else { + string = "Object yaw: Random"; + } + text->glPrint(10, 90, string, 0, .8, 1024, 768); + if (editorpitch >= 0) { + string = "Object pitch: " + to_string(editorpitch); + } else { + string = "Object pitch: Random"; + } + text->glPrint(10, 105, string, 0, .8, 1024, 768); + string = "Object type: " + to_string(editortype); + text->glPrint(10, 120, string, 0, .8, 1024, 768); + switch (editortype) { + case boxtype: + string = "(box)"; break; - case treetrunktype: - sprintf (string, "(tree)"); + case treetrunktype: + string = "(tree)"; break; - case walltype: - sprintf (string, "(wall)"); + case walltype: + string = "(wall)"; break; - case weirdtype: - sprintf (string, "(weird)"); + case weirdtype: + string = "(weird)"; break; - case spiketype: - sprintf (string, "(spike)"); + case spiketype: + string = "(spike)"; break; - case rocktype: - sprintf (string, "(rock)"); + case rocktype: + string = "(rock)"; break; - case bushtype: - sprintf (string, "(bush)"); + case bushtype: + string = "(bush)"; break; - case tunneltype: - sprintf (string, "(tunnel)"); + case tunneltype: + string = "(tunnel)"; break; - case chimneytype: - sprintf (string, "(chimney)"); + case chimneytype: + string = "(chimney)"; break; - case platformtype: - sprintf (string, "(platform)"); + case platformtype: + string = "(platform)"; break; - case cooltype: - sprintf (string, "(cool)"); + case cooltype: + string = "(cool)"; break; - case firetype: - sprintf (string, "(fire)"); + case firetype: + string = "(fire)"; break; } - text->glPrint(130,120,string,0,.8,1024,768); + text->glPrint(130, 120, string, 0, .8, 1024, 768); - sprintf (string, "Numplayers: %d",numplayers); - text->glPrint(10,155,string,0,.8,1024,768); - sprintf (string, "Player %d: numwaypoints: %d",numplayers,player[numplayers-1].numwaypoints); - text->glPrint(10,140,string,0,.8,1024,768); + string = "Numplayers: " + to_string(Person::players.size()); + text->glPrint(10, 155, string, 0, .8, 1024, 768); + string = "Player " + to_string(int(Person::players.size()) - 1) + ": numwaypoints: " + to_string(Person::players.back()->numwaypoints); + text->glPrint(10, 140, string, 0, .8, 1024, 768); } - sprintf (string, "Difficulty: %d",difficulty); - text->glPrint(10,240,string,0,.8,1024,768); + string = "Difficulty: " + to_string(difficulty); + text->glPrint(10, 240, string, 0, .8, 1024, 768); + } + } + + if (drawmode == glowmode) { + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0, 0, 0, .5); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) { + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + if (Person::players[0]->dead) { + blackout += multiplier * 3; + } + if (Person::players[0]->dead == 1) { + blackout = .4f; + } + if (Person::players[0]->dead == 2 && blackout > .6) { + blackout = .6; + } + glColor4f(0, 0, 0, blackout); + if (!Person::players[0]->dead) { + if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) { + glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3); + blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3; + } else { + glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3); + blackout = Person::players[0]->blooddimamount * .3; + } + } + if (console) { + glColor4f(.7, 0, 0, .2); + } + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (flashamount > 0 && damageeffects) { + if (flashamount > 1) { + flashamount = 1; + } + if (flashdelay <= 0) { + flashamount -= multiplier; + } + flashdelay--; + if (flashamount < 0) { + flashamount = 0; + } + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(flashr, flashg, flashb, flashamount); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (difficulty < 2 && !Dialog::inDialog()) { // minimap + float mapviewdist = 20000; + + glDisable(GL_DEPTH_TEST); + glColor3f(1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1); + glTranslatef(1.75, .25, 0); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glPushMatrix(); + float opac = .7; + XYZ center; + float radius; + float distcheck; + + center = Person::players[0]->coords; + + radius = 110; + + glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1); + glPushMatrix(); + glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1); + glPopMatrix(); + glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1); + glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); + for (unsigned int i = 0; i < Object::objects.size(); i++) { + if (Object::objects[i]->type == treetrunktype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); + if (distcheck < mapviewdist) { + Mapcircletexture.bind(); + glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist)); + glPushMatrix(); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); + glScalef(.003, .003, .003); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + if (Object::objects[i]->type == boxtype) { + distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); + if (distcheck < mapviewdist) { + Mapboxtexture.bind(); + glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist)); + glPushMatrix(); + glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Object::objects[i]->yaw, 0, 0, 1); + glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + } + if (editorenabled) { + Mapcircletexture.bind(); + for (int i = 0; i < numboundaries; i++) { + glColor4f(0, 0, 0, opac / 3); + glPushMatrix(); + glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0); + glScalef(.002, .002, .002); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + for (unsigned i = 0; i < Person::players.size(); i++) { + distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords); + if (distcheck < mapviewdist) { + glPushMatrix(); + Maparrowtexture.bind(); + if (i == 0) { + glColor4f(1, 1, 1, opac); + } else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) { + glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist)); + } else if (Person::players[i]->dead) { + glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist)); + } else if (Person::players[i]->aitype == attacktypecutoff) { + glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist)); + } else if (Person::players[i]->aitype == passivetype) { + glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist)); + } else { + glColor4f(1, 1, 0, 1); + } + glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0); + glRotatef(Person::players[i]->yaw + 180, 0, 0, 1); + glScalef(.005, .005, .005); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) { + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0, 0, 0, .7); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + + //logo + glDisable(GL_DEPTH_TEST); + glColor3f(1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + + //Minimap + + if (loading != 4) { + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + string = "Loading..."; + text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768); + } + loading = 2; + drawmode = normalmode; + } + + if (winfreeze && !campaign) { + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(0, 0, 0, .4); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + + //logo + glDisable(GL_DEPTH_TEST); + glColor3f(1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + + //Win Screen Won Victory + + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + string = "Level Cleared!"; + text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768); + + string = "Score: " + to_string(int(bonustotal - startbonustotal)); + text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768); + + string = "Press Escape to return to menu or Space to continue"; + text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480); + + int wontime = (int)round(wonleveltime); + string = "Time: " + to_string(int((wontime - wontime % 60) / 60)); + if (wontime % 60 < 10) { + string += "0"; + } + string += to_string(int(wontime % 60)); + text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768); + //Awards + int awards[award_count]; + int numawards = award_awards(awards); + + for (int i = 0; i < numawards && i < 6; i++) { + text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768); } - } - - if(drawmode==glowmode){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0,0,0,.5); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if((((blackout&&damageeffects)||(player[0].bloodloss>0&&damageeffects&&player[0].blooddimamount>0)||player[0].dead)&&!cameramode)||console){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - if(player[0].dead)blackout+=multiplier*3; - if(player[0].dead==1)blackout=.4f; - if(player[0].dead==2&&blackout>.6)blackout=.6; - glColor4f(0,0,0,blackout); - if(!player[0].dead){ - if((player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5))*.3<.3){ - glColor4f(0,0,0,player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3); - blackout=player[0].blooddimamount*player[0].bloodloss/player[0].damagetolerance*(sin(woozy)/4+.5)*.3; - } - else { - glColor4f(0,0,0,player[0].blooddimamount*.3); - blackout=player[0].blooddimamount*.3; - } - } - if(console)glColor4f(.7,0,0,.2); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(flashamount>0&&damageeffects) { - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; - flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(!console) { - displaytime[0]=0; - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - if(chatting){ - sprintf (string, " ]"); - text->glPrint(10,30+screenheight-330,string,0,1,screenwidth,screenheight); - if(displayblink){ - sprintf (string, "_"); - text->glPrint(30+(float)(displayselected)*10,30+(screenheight-330),string,0,1,screenwidth,screenheight); - } - } - for(i=0;i<15;i++) - if((i!=0||chatting)&&displaytime[i]<4) - for(j=0;jglPrint(30+j*10,30+i*20+(screenheight-330),string,0,1,screenwidth,screenheight); - } - } - } - - if(minimap&&indialogue==-1){ - float mapviewdist = 20000; - - glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef((float)screenwidth/2,(float)screenwidth/2,1); - glTranslatef(1.75,.25,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(1,1,1,1); - glPushMatrix(); - float opac = .7; - XYZ center; - float radius; - float distcheck; - int numliveplayers=0; - center = 0; - for(i=0;imaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - for(i=0;imaxdistance){ - //~ whichclosest=i; - maxdistance=tempdist; - } - } - } - radius=fast_sqrt(maxdistance); - - radius=110; - - glScalef(.25/radius*256*terrain.scale*.4,.25/radius*256*terrain.scale*.4,1); - glPushMatrix(); - glScalef(1/(1/radius*256*terrain.scale*.4),1/(1/radius*256*terrain.scale*.4),1); - glPopMatrix(); - glRotatef(player[0].lookrotation*-1+180,0,0,1); - glTranslatef(-(center.x/terrain.scale/256*-2+1),(center.z/terrain.scale/256*-2+1),0); - for(i=0;itypesleeping)glColor4f(0,0,0,opac*(1-distcheck/mapviewdist)); - else if(player[i].dead)glColor4f(.3,.3,.3,opac*(1-distcheck/mapviewdist)); - else if(player[i].aitype==attacktypecutoff)glColor4f(1,0,0,opac*(1-distcheck/mapviewdist)); - else if(player[i].aitype==passivetype)glColor4f(0,1,0,opac*(1-distcheck/mapviewdist)); - else glColor4f(1,1,0,1); - glTranslatef(player[i].coords.x/terrain.scale/256*-2+1,player[i].coords.z/terrain.scale/256*2-1,0); - glRotatef(player[i].rotation+180,0,0,1); - glScalef(.005,.005,.005); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - glPopMatrix(); - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(loading&&!stealthloading&&(!campaign||player[0].dead)){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0,0,0,.7); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - - //logo - glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - - //Minimap - - if(loading!=4){ - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - sprintf (string, "Loading..."); - text->glPrint(1024/2-90,768/2,string,1,2,1024,768); - } - loading=2; - //if(ismotionblur)drawmode=motionblurmode; - drawmode=normalmode; - } - - if(winfreeze&&!campaign){ - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(0,0,0,.4); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - - //logo - glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - - //Win Screen Won Victory - - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - sprintf (string, "Level Cleared!"); - text->glPrintOutlined(1024/2-strlen(string)*10,768*7/8,string,1,2,1024,768); - - sprintf (string, "Score: %d",(int)(bonustotal-startbonustotal)); - text->glPrintOutlined(1024/30,768*6/8,string,1,2,1024,768); - - if(campaign) - sprintf (string, "Press Escape or Space to continue"); - else - sprintf (string, "Press Escape to return to menu or Space to continue"); - text->glPrintOutlined(640/2-strlen(string)*5,480*1/16,string,1,1,640,480); - - char temp[255]; - - for(i=0;i<255;i++)string[i]='\0'; - sprintf (temp, "Time: %d:",(int)(((int)leveltime-(int)(leveltime)%60)/60)); - strcat(string,temp); - if((int)(leveltime)%60<10)strcat(string,"0"); - sprintf (temp, "%d",(int)(leveltime)%60); - strcat(string,temp); - text->glPrintOutlined(1024/30,768*6/8-40,string,1,2,1024,768); - - //Awards - int awards[award_count]; - int numawards = award_awards(awards); - - for (i = 0; i < numawards && i < 6; i++) - text->glPrintOutlined(1024/30,768*6/8-90-40*i,award_names[awards[i]],1,2,1024,768); - } - - if(drawmode!=normalmode){ - glEnable(GL_TEXTURE_2D); - glFinish(); - if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){ - if(screentexture){ - - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); - GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 }; - glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor); - //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT); - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE); - glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT); - glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f); - - glBindTexture( GL_TEXTURE_2D, screentexture); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); - } - } - if((drawtoggle||change==1)&&drawmode==realmotionblurmode){ - if(screentexture2){ - glBindTexture( GL_TEXTURE_2D, screentexture2); - glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); - } - if(!screentexture2){ - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); - - glGenTextures( 1, &screentexture2 ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture2); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); - glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); - - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); - } - } - //glFlush(); - } - - glClear(GL_DEPTH_BUFFER_BIT); - ReSizeGLScene(90,.1f); - glViewport(0,0,screenwidth,screenheight); - - if(drawmode!=normalmode){ - glDisable(GL_DEPTH_TEST); - if(drawmode==motionblurmode){ - glDrawBuffer(GL_FRONT); - glReadBuffer(GL_BACK); - } - glColor3f (1.0, 1.0, 1.0); // no coloring - - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, screentexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glTranslatef(1,1,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - if(drawmode==motionblurmode){ - if(motionbluramount<.2)motionbluramount=.2; - //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount); - glColor4f(1,1,1,motionbluramount); - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - if(drawmode==realmotionblurmode){ - glClearColor(0.0f, 0.0f, 0.0f, 1.0f); - glClear(GL_COLOR_BUFFER_BIT); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glBindTexture( GL_TEXTURE_2D, screentexture); - glColor4f(1,1,1,.5); - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glBindTexture( GL_TEXTURE_2D, screentexture2); - glColor4f(1,1,1,.5); - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - } - if(drawmode==doublevisionmode){ - static float crosseyedness; - crosseyedness=abs(player[0].damage-player[0].superpermanentdamage-(player[0].damagetolerance-player[0].superpermanentdamage)*1/2)/30; - if(crosseyedness>1)crosseyedness=1; - if(crosseyedness<0)crosseyedness=0; - glColor4f(1,1,1,1); - glDisable(GL_BLEND); - glPushMatrix(); - glScalef(1,1,1); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - if(crosseyedness){ - glColor4f(1,1,1,.5); - glEnable(GL_BLEND); - glPushMatrix(); - glTranslatef(.015*crosseyedness,0,0); - glScalef(1,1,1); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - if(drawmode==glowmode){ - glColor4f(.5,.5,.5,.5); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glPushMatrix(); - glTranslatef(.01,0,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPushMatrix(); - glTranslatef(-.01,0,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPushMatrix(); - glTranslatef(.0,.01,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPushMatrix(); - glTranslatef(0,-.01,0); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - if(drawmode==radialzoommode){ - for(i=0;i<3;i++){ - //glRotatef((float)i*.1,0,0,1); - glColor4f(1,1,1,1/((float)i+1)); - glPushMatrix(); - glScalef(1+(float)i*.01,1+(float)i*.01,1); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(texcoordwidth,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(texcoordwidth,texcoordheight); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,texcoordheight); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - } - } - glDisable(GL_TEXTURE_2D); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - if(console){ - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - int offset = 0; - if(consoleselected>=60) - offset=consoleselected-60; - sprintf (string, " ]"); - text->glPrint(10,30,string,0,1,1024,768); - if(consoleblink){ - sprintf (string, "_"); - text->glPrint(30+(float)(consoleselected)*10-offset*10,30,string,0,1,1024,768); - } - for(i=0;i<15;i++) - for(j=0;jglPrint(30+j*10-offset*10,30+i*20,string,0,1,1024,768); - } - } - } - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - multiplier=tempmult; - } - - if(mainmenu){ - DrawMenu(); - } - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - tempmult=multiplier; - multiplier=0; - } - - //glFlush(); - if ( side == stereoRight || side == stereoCenter ) { - if(drawmode!=motionblurmode||mainmenu){ - swap_gl_buffers(); - } - } - - //myassert(glGetError() == GL_NO_ERROR); - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - //glFlush(); - - weapons.DoStuff(); - - if(drawtoggle==2)drawtoggle=0; - - if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)){ - multiplier=tempmult; - } - //Jordan fixed your warning! - return 0; -} + } -vector Game::ListCampaigns() { - DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns")); - struct dirent *campaign = NULL; - if(!campaigns) { - perror("Problem while loading campaigns"); - cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl; - exit(EXIT_FAILURE); - } - vector campaignNames; - while ((campaign = readdir(campaigns)) != NULL) { - string name(campaign->d_name); - if(name.length()<5) - continue; - if(!name.compare(name.length()-4,4,".txt")) { - campaignNames.push_back(name.substr(0,name.length()-4)); - } - } - closedir(campaigns); - return campaignNames; -} + if (drawmode != normalmode) { + glEnable(GL_TEXTURE_2D); + glFinish(); + if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) { + if (screentexture) { + + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); + GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 }; + glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor); + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); + glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); + glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f); -void Game::LoadCampaign() { - if(!accountactive) - return; - ifstream ipstream(ConvertFileName((":Data:Campaigns:"+accountactive->getCurrentCampaign()+".txt").c_str())); - ipstream.ignore(256,':'); - int numlevels; - ipstream >> numlevels; - campaignlevels.clear(); - for(int i=0;i> cl; - campaignlevels.push_back(cl); - } - ipstream.close(); - - ifstream test(ConvertFileName((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str())); - if(test.good()) { - LoadTexture((":Data:Textures:"+accountactive->getCurrentCampaign()+":World.png").c_str(),&Mainmenuitems[7],0,0); - } else { - LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); - } - - if(accountactive->getCampaignChoicesMade()==0) { - accountactive->setCampaignScore(0); - accountactive->resetFasttime(); - } + glBindTexture(GL_TEXTURE_2D, screentexture); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); + } + } + if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) { + if (screentexture2) { + glBindTexture(GL_TEXTURE_2D, screentexture2); + glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); + } + if (!screentexture2) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glGenTextures(1, &screentexture2); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, screentexture2); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); + } + } + } + + glClear(GL_DEPTH_BUFFER_BIT); + Game::ReSizeGLScene(90, .1f); + glViewport(0, 0, screenwidth, screenheight); + + if (drawmode != normalmode) { + glDisable(GL_DEPTH_TEST); + if (drawmode == motionblurmode) { + glDrawBuffer(GL_FRONT); + glReadBuffer(GL_BACK); + } + glColor3f(1.0, 1.0, 1.0); // no coloring + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, screentexture); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glTranslatef(1, 1, 0); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + if (drawmode == motionblurmode) { + if (motionbluramount < .2) { + motionbluramount = .2; + } + glColor4f(1, 1, 1, motionbluramount); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + if (drawmode == realmotionblurmode) { + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); + glClear(GL_COLOR_BUFFER_BIT); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glBindTexture(GL_TEXTURE_2D, screentexture); + glColor4f(1, 1, 1, .5); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glBindTexture(GL_TEXTURE_2D, screentexture2); + glColor4f(1, 1, 1, .5); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + if (drawmode == doublevisionmode) { + static float crosseyedness; + crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30; + if (crosseyedness > 1) { + crosseyedness = 1; + } + if (crosseyedness < 0) { + crosseyedness = 0; + } + glColor4f(1, 1, 1, 1); + glDisable(GL_BLEND); + glPushMatrix(); + glScalef(1, 1, 1); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + if (crosseyedness) { + glColor4f(1, 1, 1, .5); + glEnable(GL_BLEND); + glPushMatrix(); + glTranslatef(.015 * crosseyedness, 0, 0); + glScalef(1, 1, 1); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + if (drawmode == glowmode) { + glColor4f(.5, .5, .5, .5); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glPushMatrix(); + glTranslatef(.01, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPushMatrix(); + glTranslatef(-.01, 0, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPushMatrix(); + glTranslatef(.0, .01, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPushMatrix(); + glTranslatef(0, -.01, 0); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + if (drawmode == radialzoommode) { + for (int i = 0; i < 3; i++) { + glColor4f(1, 1, 1, 1 / ((float)i + 1)); + glPushMatrix(); + glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(texcoordwidth, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(texcoordwidth, texcoordheight); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, texcoordheight); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + } + } + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + if (console) { + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + int offset = 0; + if (consoleselected >= 60) { + offset = consoleselected - 60; + } + textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768); + if (consoleblink) { + textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); + } + for (unsigned i = 0; i < 15; i++) { + textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768); + } + } + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + multiplier = tempmult; + } + + if (mainmenu) { + DrawMenu(); + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + tempmult = multiplier; + multiplier = 0; + } + + if (side == stereoRight || side == stereoCenter) { + if (drawmode != motionblurmode || mainmenu) { + swap_gl_buffers(); + } + } + + glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + + weapons.DoStuff(); + + if (drawtoggle == 2) { + drawtoggle = 0; + } + + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { + multiplier = tempmult; + } + //Jordan fixed your warning! + return 0; } -void Game::DrawMenu() { - // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. - SDL_Delay(15); +void DrawMenu() +{ + // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. + SDL_Delay(15); - glDrawBuffer(GL_BACK); - glReadBuffer(GL_BACK); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - ReSizeGLScene(90,.1f); + glDrawBuffer(GL_BACK); + glReadBuffer(GL_BACK); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + Game::ReSizeGLScene(90, .1f); //draw menu background - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.001f); - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glColor4f(0,0,0,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glDisable(GL_TEXTURE_2D); - glBegin(GL_QUADS); - glVertex3f(-1,-1,0); - glVertex3f(+1,-1,0); - glVertex3f(+1,+1,0); - glVertex3f(-1,+1,0); - glEnd(); - glEnable(GL_BLEND); - glColor4f(0.4,0.4,0.4,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1,-1,0); - glTexCoord2f(1,0); - glVertex3f(+1,-1,0); - glTexCoord2f(1,1); - glVertex3f(+1,+1,0); - glTexCoord2f(0,1); - glVertex3f(-1,+1,0); - glEnd(); - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - - - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glEnable(GL_TEXTURE_2D); - + glClear(GL_DEPTH_BUFFER_BIT); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.001f); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glPushMatrix(); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glColor4f(0, 0, 0, 1.0); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glDisable(GL_TEXTURE_2D); + glBegin(GL_QUADS); + glVertex3f(-1, -1, 0); + glVertex3f(+1, -1, 0); + glVertex3f(+1, +1, 0); + glVertex3f(-1, +1, 0); + glEnd(); + glEnable(GL_BLEND); + glColor4f(0.4, 0.4, 0.4, 1.0); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glEnable(GL_TEXTURE_2D); + Game::Mainmenuitems[4].bind(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0); + glTexCoord2f(1, 0); + glVertex3f(+1, -1, 0); + glTexCoord2f(1, 1); + glVertex3f(+1, +1, 0); + glTexCoord2f(0, 1); + glVertex3f(-1, +1, 0); + glEnd(); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, 640, 0, 480, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glEnable(GL_TEXTURE_2D); + Menu::drawItems(); //draw mouse cursor - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glPopMatrix(); - if(!waiting) { // hide the cursor while waiting for a key - glPushMatrix(); - glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0); - glScalef((float)screenwidth/64,(float)screenwidth/64,1); - glTranslatef(1,-1,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glColor4f(1,1,1,1); - glBindTexture( GL_TEXTURE_2D, cursortexture); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPopMatrix(); - } - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glTranslatef(screenwidth / 2, screenheight / 2, 0); + glPushMatrix(); + glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 1); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glPopMatrix(); + if (!Game::waiting) { // hide the cursor while waiting for a key + glPushMatrix(); + glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0); + glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1); + glTranslatef(1, -1, 0); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor4f(1, 1, 1, 1); + Game::cursortexture.bind(); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPopMatrix(); + } + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); //draw screen flash - if(flashamount>0) - { - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; + if (flashamount > 0) { + if (flashamount > 1) { + flashamount = 1; + } + if (flashdelay <= 0) { + flashamount -= multiplier; + } flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing + if (flashamount < 0) { + flashamount = 0; + } + glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(0, screenwidth, 0, screenheight, -100, 100); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + glScalef(screenwidth, screenheight, 1); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(flashr, flashg, flashb, flashamount); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1);