X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=de4d97d37926a04e4ddd725f26a8684651f41c43;hp=76eadb1d82689c281bed9f3ca8db930c7464eb3d;hb=762fb78d53f8be2003944fbdcc84f87e7851f453;hpb=1c7d28a2fc93699ab955ea66203d0c36bba9d977 diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 76eadb1..de4d97d 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -1,48 +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 "Game.hpp" + +#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 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; @@ -63,71 +62,50 @@ 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; - - int drawtoggle = 0; int numboundaries = 0; XYZ boundary[360]; int change = 0; - - -enum drawmodes { - normalmode, motionblurmode, radialzoommode, - realmotionblurmode, doublevisionmode, glowmode, +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. +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 = 1; - flashdelay = 1; + flashamount = amount; + flashdelay = delay; } void DrawMenu(); @@ -137,31 +115,28 @@ 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] = ""; + std::string string; static int drawmode = 0; - if ( stereomode == stereoAnaglyph ) { + 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; + 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 ); + glColorMask(1.0, 1.0, 1.0, 1.0); - if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) { + if (stereomode == stereoHorizontalInterlaced || + stereomode == stereoVerticalInterlaced) { glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); } } @@ -174,9 +149,10 @@ int Game::DrawGLScene(StereoSide side) if (!mainmenu) { if (editorenabled) { numboundaries = mapradius * 2; - if (numboundaries > 360) + if (numboundaries > 360) { numboundaries = 360; - for (i = 0; i < numboundaries; i++) { + } + 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); @@ -202,76 +178,78 @@ int Game::DrawGLScene(StereoSide side) } if (slomo && !loading) { - if (ismotionblur) + if (ismotionblur) { drawmode = motionblurmode; + } motionbluramount = .2; slomodelay -= multiplier; - if (slomodelay < 0) + if (slomodelay < 0) { slomo = 0; + } camerashake = 0; changed = 1; } if ((!changed && !slomo) || loading) { drawmode = normalmode; - if (ismotionblur && (/*fps>100||*/alwaysblur)) { - if (olddrawmode != realmotionblurmode) + if (ismotionblur && (/*fps>100||*/ alwaysblur)) { + if (olddrawmode != realmotionblurmode) { change = 1; - else + } else { change = 0; + } drawmode = realmotionblurmode; - } else if (olddrawmode == realmotionblurmode) + } else if (olddrawmode == realmotionblurmode) { change = 2; - else + } else { change = 0; + } } - if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) + if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { drawmode = normalmode; - if ((freeze || winfreeze) && ismotionblur && !mainmenu) + } + if ((freeze || winfreeze) && ismotionblur && !mainmenu) { drawmode = radialzoommode; + } - if (winfreeze || mainmenu) + 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) + if (drawtoggle != 2) { drawtoggle = 1 - drawtoggle; + } if (!texcoordwidth) { texviewwidth = kTextureSize; - if (texviewwidth > screenwidth) + if (texviewwidth > screenwidth) { texviewwidth = screenwidth; + } texviewheight = kTextureSize; - if (texviewheight > screenheight) + if (texviewheight > screenheight) { texviewheight = screenheight; + } texcoordwidth = screenwidth / kTextureSize; texcoordheight = screenheight / kTextureSize; - if (texcoordwidth > 1) + if (texcoordwidth > 1) { texcoordwidth = 1; - if (texcoordheight > 1) + } + if (texcoordheight > 1) { texcoordheight = 1; + } } glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - //glFinish(); static XYZ terrainlight; static float distance; - if (drawmode == normalmode) + if (drawmode == normalmode) { Game::ReSizeGLScene(90, .1f); - if (drawmode != normalmode) + } else { glViewport(0, 0, texviewwidth, texviewheight); + } glDepthFunc(GL_LEQUAL); glDepthMask(1); glAlphaFunc(GL_GREATER, 0.0001f); @@ -279,18 +257,18 @@ int Game::DrawGLScene(StereoSide side) glClearColor(0.25f, 0.25f, 0.25f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT); - glMatrixMode (GL_MODELVIEW); + glMatrixMode(GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glLoadIdentity (); + 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); + glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); //camera effects 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(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); @@ -312,99 +290,108 @@ int Game::DrawGLScene(StereoSide side) blurness = targetblurness; targetblurness = (float)(abs(Random() % 100)) / 40; } - if (blurness < targetblurness) + if (blurness < targetblurness) { blurness += multiplier * 5; - else + } else { blurness -= multiplier * 5; + } - if (environment == desertenvironment && detail == 2) - glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 ); 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_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0); + 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 objects + //make shadow decals on terrain and Object::objects static XYZ point; static float size, opacity, rotation; rotation = 0; - for (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 (i = 0; i < Person::players[k]->skeleton.num_joints; i++) { + 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 && tutoriallevel == 1) { + 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, rotation); - for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == 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 - objects.position[j], 0, -objects.yaw[j], 0); + 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) { + 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 && tutoriallevel == 1) { + 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 (i = 0; i < Person::players[k]->skeleton.num_joints; i++) { + } + } + 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) + if (Person::players[k]->skeleton.free) { point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords; - else + } 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 && tutoriallevel == 1) { + 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; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) { - if (Person::players[k]->skeleton.free) - point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 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 - objects.position[j], 0, -objects.yaw[j], 0); + 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 && tutoriallevel == 1) { + 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]->playerdetail) + if (!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)) { 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 (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) { - j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; - point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0); + 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; - objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); + Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } + } } //Terrain @@ -419,9 +406,6 @@ int Game::DrawGLScene(StereoSide side) terrain.draw(0); terraintexture2.bind(); terrain.draw(1); - //glBindTexture( GL_TEXTURE_2D, terraintexture3); - //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - //terrain.draw(2); terrain.drawdecals(); @@ -434,61 +418,55 @@ int Game::DrawGLScene(StereoSide side) 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 < Person::players.size(); k++) { - if (k == 0 || tutoriallevel != 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) + if (distance >= 1) { glDisable(GL_BLEND); + } if (distance >= .5) { - checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + 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; - if (!Person::players[k]->occluded == 0) - i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1 || Person::players[k]->occluded == 0) - i = checkcollide(viewer, checkpoint); + 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) + if (Person::players[k]->occluded < 25) { Person::players[k]->DrawSkeleton(); + } } } } } - if (!cameramode && musictype == stream_fighttheme) + if (!cameramode && musictype == stream_fighttheme) { playerdist = distsqflat(&Person::players[0]->coords, &viewer); - else + } else { playerdist = -100; + } glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); - objects.Draw(); + Object::Draw(); glPopMatrix(); //draw hawk @@ -504,10 +482,12 @@ int Game::DrawGLScene(StereoSide side) 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) + 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) + } + if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) { hawk.drawdifftex(hawktexture); + } } glPopMatrix(); @@ -515,31 +495,36 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glDepthMask(1); - for (k = 0; k < Person::players.size(); k++) { - if (!(k == 0 || tutoriallevel != 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) + if (distance >= 1) { glDisable(GL_BLEND); + } if (distance >= .5) { - checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; + 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; - if (!Person::players[k]->occluded == 0) - i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1 || Person::players[k]->occluded == 0) - i = checkcollide(viewer, checkpoint); + 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) + if (Person::players[k]->occluded < 25) { Person::players[k]->DrawSkeleton(); + } } } } @@ -567,22 +552,21 @@ int Game::DrawGLScene(StereoSide side) glDisable(GL_COLOR_MATERIAL); glColor4f(1, 1, 0, 1); - for (k = 0; k < Person::players.size(); k++) { + for (unsigned k = 0; k < Person::players.size(); k++) { if (Person::players[k]->numwaypoints > 1) { glBegin(GL_LINE_LOOP); - for (i = 0; i < Person::players[k]->numwaypoints; i++) { + 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 (numpathpoints > 1) { glColor4f(0, 1, 0, 1); - for (k = 0; k < numpathpoints; k++) { + for (unsigned k = 0; int(k) < numpathpoints; k++) { if (numpathpointconnect[k]) { - for (i = 0; i < numpathpointconnect[k]; i++) { + 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); @@ -603,427 +587,85 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(.5, .5, .5, 1); if (!console) { - sprintf (string, " ", (int)(fps)); - text->glPrint(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) + 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 + } 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); - 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); + 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); - 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."); - 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!"); - } - 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 (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."); - } - 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 (tutorialstage == 51) { - sprintf (string, "Walk out of the training area to return to the main menu."); - sprintf (string2, " "); - sprintf (string3, " "); - } - - 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."); - 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; + //Hot spots + if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) { float closestdist = -1; - float distance = 0; - closest = currenthotspot; - for (i = 0; i < numhotspots; i++) { - distance = distsq(&Person::players[0]->coords, &hotspot[i]); + 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[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) { + 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 (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest]) - tutorialstagetime = 0; - tutorialmaxtime = 1; - tutorialopac = tutorialmaxtime - tutorialstagetime; - if (tutorialopac > 1) + 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) + } + if (tutorialopac < 0) { tutorialopac = 0; + } - sprintf (string, "%s", hotspottext[closest]); + string = Hotspot::hotspots[closest].text; int lastline = 0; int line = 0; bool done = false; - i = 0; + int 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); + 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') + if (string[i] == '\0') { done = 1; + } } - if (i >= 255) + if (i >= 255) { done = 1; + } i++; } - } else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) { - whichdialogue = hotspottype[closest] - 20; - for (j = 0; j < numdialogueboxes[whichdialogue]; j++) { - Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]]; - Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; - Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]]; - Person::players[participantfocus[whichdialogue][j]]->velocity = 0; - Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle(); - Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0; - } - directing = 0; - indialogue = 0; - dialoguegonethrough[whichdialogue]++; - if (dialogueboxsound[whichdialogue][indialogue] != 0) { - int whichsoundplay; - if (dialogueboxsound[whichdialogue][indialogue] == 1) whichsoundplay = rabbitchitter; - if (dialogueboxsound[whichdialogue][indialogue] == 2) whichsoundplay = rabbitchitter2; - if (dialogueboxsound[whichdialogue][indialogue] == 3) whichsoundplay = rabbitpainsound; - if (dialogueboxsound[whichdialogue][indialogue] == 4) whichsoundplay = rabbitpain1sound; - if (dialogueboxsound[whichdialogue][indialogue] == 5) whichsoundplay = rabbitattacksound; - if (dialogueboxsound[whichdialogue][indialogue] == 6) whichsoundplay = rabbitattack2sound; - if (dialogueboxsound[whichdialogue][indialogue] == 7) whichsoundplay = rabbitattack3sound; - if (dialogueboxsound[whichdialogue][indialogue] == 8) whichsoundplay = rabbitattack4sound; - if (dialogueboxsound[whichdialogue][indialogue] == 9) whichsoundplay = growlsound; - if (dialogueboxsound[whichdialogue][indialogue] == 10) whichsoundplay = growl2sound; - if (dialogueboxsound[whichdialogue][indialogue] == 11) whichsoundplay = snarlsound; - if (dialogueboxsound[whichdialogue][indialogue] == 12) whichsoundplay = snarl2sound; - if (dialogueboxsound[whichdialogue][indialogue] == 13) whichsoundplay = barksound; - if (dialogueboxsound[whichdialogue][indialogue] == 14) whichsoundplay = bark2sound; - if (dialogueboxsound[whichdialogue][indialogue] == 15) whichsoundplay = bark3sound; - if (dialogueboxsound[whichdialogue][indialogue] == 16) whichsoundplay = barkgrowlsound; - if (dialogueboxsound[whichdialogue][indialogue] == -1) whichsoundplay = fireendsound; - if (dialogueboxsound[whichdialogue][indialogue] == -2) whichsoundplay = firestartsound; - if (dialogueboxsound[whichdialogue][indialogue] == -3) whichsoundplay = consolesuccesssound; - if (dialogueboxsound[whichdialogue][indialogue] == -4) whichsoundplay = consolefailsound; - emit_sound_at(whichsoundplay, Person::players[participantfocus[whichdialogue][indialogue]]->coords); - } + } else if ((Hotspot::hotspots[closest].type >= 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) { + /* Drawing dialogs */ + if (Dialog::inDialog() && !mainmenu) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1036,13 +678,14 @@ int Game::DrawGLScene(StereoSide side) glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - if (dialogueboxlocation[whichdialogue][indialogue] == 1) + 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); @@ -1065,89 +708,65 @@ int Game::DrawGLScene(StereoSide side) float starty; startx = screenwidth * 1 / 5; - if (dialogueboxlocation[whichdialogue][indialogue] == 1) + if (Dialog::currentScene().location == 1) { starty = screenheight / 16 + screenheight * 4 / 5; - if (dialogueboxlocation[whichdialogue][indialogue] == 2) + } else { starty = screenheight * 1 / 5 - screenheight / 16; - - char tempname[264]; - bool goodchar; - int tempnum = 0; - for (i = 0; i < 264; i++) { - tempname[i] = '\0'; } - 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); + /* Get speaker name, and remove potential '#' chars hardcoded in it. */ + string = Dialog::currentScene().name + ": "; + string.erase(std::remove(string.begin(), string.end(), '#'), string.end()); - 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); + /* 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 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight); + text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.4 * 1.25 * screenwidth / 1024, screenwidth, screenheight); } - 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++; - } - - 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; + int 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); + 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/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i); } lastline = i + 1; line++; - if (string[i] == '\0') + if (string[i] == '\0') { done = 1; + } } - if (i >= 255) + if (i >= 255) { done = 1; + } i++; } } - if (!tutoriallevel && !winfreeze && indialogue == -1 && !mainmenu) { + if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) { if (campaign) { - if (scoreadded) - sprintf (string, "Score: %d", (int)accountactive->getCampaignScore()); - else - sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal); + 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); + 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); @@ -1226,89 +845,87 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); // writing the numbers : - sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[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); + 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)); + if ((texttoggle || editorenabled) && devtools && !mainmenu) { + string = "The framespersecond is " + to_string(int(fps)); text->glPrint(10, 30, string, 0, .8, 1024, 768); - if (editorenabled) - sprintf (string, "Map editor enabled."); - else - sprintf (string, "Map editor disabled."); + if (editorenabled) { + string = "Map editor enabled."; + } else { + string = "Map editor disabled."; + } text->glPrint(10, 60, string, 0, .8, 1024, 768); if (editorenabled) { - sprintf (string, "Object size: %f", editorsize); + string = "Object size: " + to_string(editorsize); text->glPrint(10, 75, string, 0, .8, 1024, 768); - if (editoryaw >= 0) - sprintf (string, "Object yaw: %f", editoryaw); - else - sprintf (string, "Object yaw: Random"); + 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) - sprintf (string, "Object pitch: %f", editorpitch); - else - sprintf (string, "Object pitch: Random"); + if (editorpitch >= 0) { + string = "Object pitch: " + to_string(editorpitch); + } else { + string = "Object pitch: Random"; + } text->glPrint(10, 105, string, 0, .8, 1024, 768); - sprintf (string, "Object type: %d", editortype); + string = "Object type: " + to_string(editortype); text->glPrint(10, 120, string, 0, .8, 1024, 768); switch (editortype) { - case boxtype: - sprintf (string, "(box)"); - break; - case treetrunktype: - sprintf (string, "(tree)"); - break; - case walltype: - sprintf (string, "(wall)"); - break; - case weirdtype: - sprintf (string, "(weird)"); - break; - case spiketype: - sprintf (string, "(spike)"); - break; - case rocktype: - sprintf (string, "(rock)"); - break; - case bushtype: - sprintf (string, "(bush)"); - break; - case tunneltype: - sprintf (string, "(tunnel)"); - break; - case chimneytype: - sprintf (string, "(chimney)"); - break; - case platformtype: - sprintf (string, "(platform)"); - break; - case cooltype: - sprintf (string, "(cool)"); - break; - case firetype: - sprintf (string, "(fire)"); - break; + case boxtype: + string = "(box)"; + break; + case treetrunktype: + string = "(tree)"; + break; + case walltype: + string = "(wall)"; + break; + case weirdtype: + string = "(weird)"; + break; + case spiketype: + string = "(spike)"; + break; + case rocktype: + string = "(rock)"; + break; + case bushtype: + string = "(bush)"; + break; + case tunneltype: + string = "(tunnel)"; + break; + case chimneytype: + string = "(chimney)"; + break; + case platformtype: + string = "(platform)"; + break; + case cooltype: + string = "(cool)"; + break; + case firetype: + string = "(fire)"; + break; } text->glPrint(130, 120, string, 0, .8, 1024, 768); - sprintf (string, "Numplayers: %d", Person::players.size()); + string = "Numplayers: " + to_string(Person::players.size()); text->glPrint(10, 155, string, 0, .8, 1024, 768); - sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints); + 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); + string = "Difficulty: " + to_string(difficulty); text->glPrint(10, 240, string, 0, .8, 1024, 768); - } } @@ -1330,7 +947,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glColor4f(0, 0, 0, .5); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); + glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); @@ -1361,27 +978,31 @@ int Game::DrawGLScene(StereoSide side) glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - if (Person::players[0]->dead) + if (Person::players[0]->dead) { blackout += multiplier * 3; - if (Person::players[0]->dead == 1) + } + if (Person::players[0]->dead == 1) { blackout = .4f; - if (Person::players[0]->dead == 2 && blackout > .6) + } + 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); + 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) + if (console) { glColor4f(.7, 0, 0, .2); + } glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); @@ -1396,13 +1017,16 @@ int Game::DrawGLScene(StereoSide side) } if (flashamount > 0 && damageeffects) { - if (flashamount > 1) + if (flashamount > 1) { flashamount = 1; - if (flashdelay <= 0) + } + if (flashdelay <= 0) { flashamount -= multiplier; + } flashdelay--; - if (flashamount < 0) + if (flashamount < 0) { flashamount = 0; + } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -1419,7 +1043,7 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_BLEND); glColor4f(flashr, flashg, flashb, flashamount); glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); + glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); @@ -1434,36 +1058,15 @@ int Game::DrawGLScene(StereoSide side) 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; j < displaytext[i].size(); j++) { - glColor4f(1, 1, 1, 4 - displaytime[i]); - sprintf (string, "%c", displaytext[i][j]); - text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight); - } - } - - if (difficulty < 2 && indialogue == -1) { // minimap + if (difficulty < 2 && !Dialog::inDialog()) { // minimap float mapviewdist = 20000; glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + 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 ); + 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); @@ -1485,50 +1088,9 @@ int Game::DrawGLScene(StereoSide side) XYZ center; float radius; float distcheck; - int numliveplayers = 0; - center = 0; - for (i = 0; i < Person::players.size(); i++) { - if (!Person::players[i]->dead) - numliveplayers++; - } - - int numadd = 0; - - for (i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) { - center += objects.position[i]; - numadd++; - } - } - for (i = 0; i < Person::players.size(); i++) { - if (!Person::players[i]->dead) - center += Person::players[i]->coords; - } - center /= numadd + numliveplayers; center = Person::players[0]->coords; - float maxdistance = 0; - float tempdist; - //~ int whichclosest; - for (i = 0; i < objects.numobjects; i++) { - tempdist = distsq(¢er, &objects.position[i]); - if (tempdist > maxdistance) { - //~ whichclosest=i; - maxdistance = tempdist; - } - } - for (i = 0; i < Person::players.size(); i++) { - if (!Person::players[i]->dead) { - tempdist = distsq(¢er, &Person::players[i]->coords); - if (tempdist > maxdistance) { - //~ whichclosest=i; - maxdistance = tempdist; - } - } - } - radius = fast_sqrt(maxdistance); - radius = 110; glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1); @@ -1537,15 +1099,15 @@ int Game::DrawGLScene(StereoSide side) 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 (i = 0; i < objects.numobjects; i++) { - if (objects.type[i] == treetrunktype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + 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(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0); - glRotatef(objects.yaw[i], 0, 0, 1); + 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); @@ -1560,15 +1122,15 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } } - if (objects.type[i] == boxtype) { - distcheck = distsq(&Person::players[0]->coords, &objects.position[i]); + 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(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0); - glRotatef(objects.yaw[i], 0, 0, 1); - glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]); + 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); @@ -1585,7 +1147,7 @@ int Game::DrawGLScene(StereoSide side) } if (editorenabled) { Mapcircletexture.bind(); - for (i = 0; i < numboundaries; i++) { + 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); @@ -1603,23 +1165,24 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } } - for (i = 0; i < Person::players.size(); i++) { + 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) + if (i == 0) { glColor4f(1, 1, 1, opac); - else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) + } 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) + } else if (Person::players[i]->dead) { glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist)); - else if (Person::players[i]->aitype == attacktypecutoff) + } else if (Person::players[i]->aitype == attacktypecutoff) { glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist)); - else if (Person::players[i]->aitype == passivetype) + } else if (Person::players[i]->aitype == passivetype) { glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist)); - else + } 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); @@ -1682,7 +1245,7 @@ int Game::DrawGLScene(StereoSide side) //logo glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); @@ -1691,11 +1254,10 @@ int Game::DrawGLScene(StereoSide side) if (loading != 4) { glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); - sprintf (string, "Loading..."); + string = "Loading..."; text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768); } loading = 2; - //if(ismotionblur)drawmode=motionblurmode; drawmode = normalmode; } @@ -1733,7 +1295,7 @@ int Game::DrawGLScene(StereoSide side) //logo glDisable(GL_DEPTH_TEST); - glColor3f (1.0, 1.0, 1.0); // no coloring + glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); @@ -1741,35 +1303,30 @@ int Game::DrawGLScene(StereoSide side) 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); + string = "Level Cleared!"; + text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768); - sprintf (string, "Score: %d", (int)(bonustotal - startbonustotal)); + string = "Score: " + to_string(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); + 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 (i = 0; i < numawards && i < 6; i++) + 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 != normalmode) { @@ -1778,38 +1335,36 @@ int Game::DrawGLScene(StereoSide side) if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) { if (screentexture) { - glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT); + 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_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); + 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); - glBindTexture( GL_TEXTURE_2D, screentexture); + 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); + glBindTexture(GL_TEXTURE_2D, screentexture2); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } if (!screentexture2) { - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - glGenTextures( 1, &screentexture2 ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + 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 ); + 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); @@ -1822,12 +1377,12 @@ int Game::DrawGLScene(StereoSide side) glDrawBuffer(GL_FRONT); glReadBuffer(GL_BACK); } - glColor3f (1.0, 1.0, 1.0); // no coloring + 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 ); + 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); @@ -1844,9 +1399,9 @@ int Game::DrawGLScene(StereoSide side) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); if (drawmode == motionblurmode) { - if (motionbluramount < .2) + if (motionbluramount < .2) { motionbluramount = .2; - //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount); + } glColor4f(1, 1, 1, motionbluramount); glPushMatrix(); glBegin(GL_QUADS); @@ -1865,7 +1420,7 @@ int Game::DrawGLScene(StereoSide side) 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); + glBindTexture(GL_TEXTURE_2D, screentexture); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); @@ -1879,7 +1434,7 @@ int Game::DrawGLScene(StereoSide side) glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); - glBindTexture( GL_TEXTURE_2D, screentexture2); + glBindTexture(GL_TEXTURE_2D, screentexture2); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); @@ -1898,10 +1453,12 @@ int Game::DrawGLScene(StereoSide side) 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) + if (crosseyedness > 1) { crosseyedness = 1; - if (crosseyedness < 0) + } + if (crosseyedness < 0) { crosseyedness = 0; + } glColor4f(1, 1, 1, 1); glDisable(GL_BLEND); glPushMatrix(); @@ -1994,8 +1551,7 @@ int Game::DrawGLScene(StereoSide side) glPopMatrix(); } if (drawmode == radialzoommode) { - for (i = 0; i < 3; i++) { - //glRotatef((float)i*.1,0,0,1); + 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); @@ -2027,20 +1583,16 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); int offset = 0; - if (consoleselected >= 60) + if (consoleselected >= 60) { offset = consoleselected - 60; - sprintf (string, " ]"); - text->glPrint(10, 30, string, 0, 1, 1024, 768); + } + textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768); if (consoleblink) { - sprintf (string, "_"); - text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768); + 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); } - for (i = 0; i < 15; i++) - for (j = 0; j < consoletext[i].size(); j++) { - glColor4f(1, 1, 1, 1 - (float)(i) / 16); - sprintf (string, "%c", consoletext[i][j]); - text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768); - } } } @@ -2057,22 +1609,20 @@ int Game::DrawGLScene(StereoSide side) multiplier = 0; } - //glFlush(); - if ( side == stereoRight || side == stereoCenter ) { + 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) + if (drawtoggle == 2) { drawtoggle = 0; + } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { multiplier = tempmult; @@ -2088,7 +1638,7 @@ void DrawMenu() glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Game::ReSizeGLScene(90, .1f); //draw menu background @@ -2113,8 +1663,8 @@ void DrawMenu() 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 ); + 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); @@ -2124,8 +1674,8 @@ void DrawMenu() 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 ); + 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); @@ -2144,8 +1694,6 @@ void DrawMenu() glPopMatrix(); glMatrixMode(GL_MODELVIEW); - - glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -2177,8 +1725,8 @@ void DrawMenu() 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 ); + 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(); @@ -2189,7 +1737,6 @@ void DrawMenu() glColor4f(1, 1, 1, 1); Game::cursortexture.bind(); glPushMatrix(); - //glScalef(.25,.25,.25); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); @@ -2207,16 +1754,18 @@ void DrawMenu() glMatrixMode(GL_PROJECTION); glPopMatrix(); - //draw screen flash if (flashamount > 0) { - if (flashamount > 1) + if (flashamount > 1) { flashamount = 1; - if (flashdelay <= 0) + } + if (flashdelay <= 0) { flashamount -= multiplier; + } flashdelay--; - if (flashamount < 0) + if (flashamount < 0) { flashamount = 0; + } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING);