X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=de4d97d37926a04e4ddd725f26a8684651f41c43;hp=fa7da1ccfa1fb8dd7ba17aa51cea38abbee05885;hb=762fb78d53f8be2003944fbdcc84f87e7851f453;hpb=7d2f9d40d94d14a61ecdaaa2c41f964029815bc2 diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index fa7da1c..de4d97d 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -1,6 +1,6 @@ /* Copyright (C) 2003, 2010 - Wolfire Games -Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file) +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) This file is part of Lugaru. @@ -25,6 +25,7 @@ along with Lugaru. If not, see . #include "Level/Dialog.hpp" #include "Level/Hotspot.hpp" #include "Menu/Menu.hpp" +#include "Tutorial.hpp" #include "Utils/Input.hpp" extern XYZ viewer; @@ -66,14 +67,10 @@ extern bool devtools; extern int mainmenu; extern int bloodtoggle; extern int difficulty; -extern bool decals; +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; @@ -87,21 +84,22 @@ 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(float amount, int delay) // 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; @@ -117,30 +115,28 @@ int Game::DrawGLScene(StereoSide side) { static float texcoordwidth, texcoordheight; static float texviewwidth, texviewheight; - static int l; static XYZ checkpoint; static float tempmult; float tutorialopac; std::string string; - std::string string2; - std::string string3; 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); } } @@ -153,8 +149,9 @@ int Game::DrawGLScene(StereoSide side) if (!mainmenu) { if (editorenabled) { numboundaries = mapradius * 2; - if (numboundaries > 360) + if (numboundaries > 360) { numboundaries = 360; + } for (int i = 0; i < numboundaries; i++) { boundary[i] = 0; boundary[i].z = 1; @@ -181,54 +178,66 @@ 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 (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); @@ -248,18 +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); @@ -281,20 +290,21 @@ 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) { if (detail == 2) { - glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4 ); + 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); + glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); glPopMatrix(); glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); @@ -303,25 +313,25 @@ int Game::DrawGLScene(StereoSide side) static XYZ point; static float size, opacity, rotation; rotation = 0; - for (unsigned 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 i = 0; i < Person::players[k]->skeleton.joints.size(); 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++) { - int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + 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); } Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); @@ -329,30 +339,34 @@ int Game::DrawGLScene(StereoSide side) } } } - 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) + } + } + 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++) { - int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + 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) + 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 + } 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); } Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); @@ -360,21 +374,24 @@ int Game::DrawGLScene(StereoSide side) } } } + } + } - 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++) { - int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; + 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 @@ -407,40 +424,45 @@ int Game::DrawGLScene(StereoSide side) glCullFace(GL_FRONT); glDepthMask(1); for (unsigned k = 0; k < Person::players.size(); k++) { - if (k == 0 || tutoriallevel != 1) { + 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[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 = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1) - i = checkcollide(viewer, checkpoint); + 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); @@ -460,10 +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(); @@ -472,31 +496,35 @@ int Game::DrawGLScene(StereoSide side) glCullFace(GL_FRONT); glDepthMask(1); for (unsigned k = 0; k < Person::players.size(); k++) { - if (!(k == 0 || tutoriallevel != 1)) { + 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[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 = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); - if (i == -1) - i = checkcollide(viewer, checkpoint); + 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(); + } } } } @@ -534,7 +562,6 @@ int Game::DrawGLScene(StereoSide side) } } - if (numpathpoints > 1) { glColor4f(0, 1, 0, 1); for (unsigned k = 0; int(k) < numpathpoints; k++) { @@ -560,332 +587,33 @@ int Game::DrawGLScene(StereoSide side) glEnable(GL_TEXTURE_2D); glColor4f(.5, .5, .5, 1); if (!console) { - if (!tutoriallevel) + if (!Tutorial::active) { if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) { - const char *bonus_name; - if (bonus < bonus_count) + 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); - string = to_string((int)bonusvalue); + 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); } + } - if (tutoriallevel == 1) { - tutorialopac = tutorialmaxtime - tutorialstagetime; - if (tutorialopac > 1) - tutorialopac = 1; - if (tutorialopac < 0) - tutorialopac = 0; - - string = " "; - string2 = " "; - string3 = " "; - if (tutorialstage == 0) { - string = " "; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 1) { - string = "Welcome to the Lugaru training level!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 2) { - string = "BASIC MOVEMENT:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 3) { - string = "You can move the mouse to rotate the camera."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 4) { - string = std::string("Try using the ") + - Input::keyToChar(forwardkey) + ", " + - Input::keyToChar(leftkey) + ", " + - Input::keyToChar(backkey) + " and " + - Input::keyToChar(rightkey) + " keys to move around."; - string2 = "All movement is relative to the camera."; - string3 = " "; - } - if (tutorialstage == 5) { - string = std::string("Please press ") + Input::keyToChar(jumpkey) + " to jump."; - string2 = "You can hold it longer to jump higher."; - string3 = " "; - } - if (tutorialstage == 6) { - string = std::string("You can press ") + Input::keyToChar(crouchkey) + " to crouch."; - string2 = "You can jump higher from a crouching position."; - string3 = " "; - } - if (tutorialstage == 7) { - string = std::string("While running, you can press ") + Input::keyToChar(crouchkey) + " to roll."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 8) { - string = "While crouching, you can sneak around silently"; - string2 = "using the movement keys."; - string3 = " "; - } - if (tutorialstage == 9) { - string = "Release the crouch key while sneaking and hold the movement keys"; - string2 = "to run animal-style."; - string3 = " "; - } - if (tutorialstage == 10) { - string = "ADVANCED MOVEMENT:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 11) { - string = std::string("When you jump at a wall, you can hold ") + Input::keyToChar(jumpkey) + " again"; - string2 = "during impact to perform a walljump."; - string3 = "Be sure to use the movement keys to press against the wall"; - } - if (tutorialstage == 12) { - string = "While in the air, you can press crouch to flip."; - string2 = "Walljumps and flips confuse enemies and give you more control."; - string3 = " "; - } - if (tutorialstage == 13) { - string = "BASIC COMBAT:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 14) { - string = "There is now an imaginary enemy"; - string2 = "in the middle of the training area."; - string3 = " "; - } - if (tutorialstage == 15) { - if (attackkey == MOUSEBUTTON1) { - string = "Click to attack when you are near an enemy."; - } else { - string = std::string("Press ") + Input::keyToChar(attackkey) + " to attack when you are near an enemy."; - } - string2 = "You can punch by standing still near an enemy and attacking."; - string3 = " "; - } - if (tutorialstage == 16) { - string = "If you are close, you will perform a weak punch."; - string2 = "The weak punch is excellent for starting attack combinations."; - string3 = " "; - } - if (tutorialstage == 17) { - string = "Attacking while running results in a spin kick."; - string2 = "This is one of your most powerful ground attacks."; - string3 = " "; - } - if (tutorialstage == 18) { - string = "Sweep the enemy's legs out by attacking while crouched."; - string2 = "This is a very fast attack, and easy to follow up."; - string3 = " "; - } - if (tutorialstage == 19) { - string = "When an enemy is on the ground, you can deal some extra"; - string2 = "damage by running up and drop-kicking him."; - string3 = "(Try knocking them down with a sweep first)"; - } - if (tutorialstage == 20) { - string = "Your most powerful individual attack is the rabbit kick."; - if (attackkey == MOUSEBUTTON1) { - string2 = "Run at the enemy while holding the mouse button, and press"; - } else { - string2 = std::string("Run at the enemy while holding ") + Input::keyToChar(attackkey) + ", and press"; - } - string3 = std::string("the jump key (") + Input::keyToChar(jumpkey) + ") to attack."; - } - if (tutorialstage == 21) { - string = "This attack is devastating if timed correctly."; - string2 = "Even if timed incorrectly, it will knock the enemy over."; - if (againbonus) - string3 = "Try rabbit-kicking the imaginary enemy again."; - else - string3 = "Try rabbit-kicking the imaginary enemy."; - } - if (tutorialstage == 22) { - string = "If you sneak behind an enemy unnoticed, you can kill"; - string2 = "him instantly. Move close behind this enemy"; - string3 = "and attack."; - } - if (tutorialstage == 23) { - string = "Another important attack is the wall kick. When an enemy"; - string2 = "is near a wall, perform a walljump nearby and hold"; - string3 = "the attack key during impact with the wall."; - } - if (tutorialstage == 24) { - string = "You can tackle enemies by running at them animal-style"; - if (attackkey == MOUSEBUTTON1) { - string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(mouse button)."; - } else { - string2 = std::string("and pressing jump (") + Input::keyToChar(jumpkey) + ") or attack(" + Input::keyToChar(attackkey) + ")."; - } - string3 = "This is especially useful when they are running away."; - } - if (tutorialstage == 25) { - string = "Dodge by pressing back and attack. Dodging is essential"; - string2 = "against enemies with swords or other long weapons."; - string3 = " "; - } - if (tutorialstage == 26) { - string = "REVERSALS AND COUNTER-REVERSALS"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 27) { - string = "The enemy can now reverse your attacks."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 28) { - string = "If you attack, you will notice that the enemy now sometimes"; - string2 = "catches your attack and uses it against you. Hold"; - string3 = std::string("crouch (") + Input::keyToChar(crouchkey) + ") after attacking to escape from reversals."; - } - if (tutorialstage == 29) { - string = "Try escaping from two more reversals in a row."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 30) { - string = "Good!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 31) { - string = std::string("To reverse an attack, you must tap crouch (") + Input::keyToChar(crouchkey) + ") during the"; - string2 = "enemy's attack. You must also be close to the enemy;"; - string3 = "this is especially important against armed opponents."; - } - if (tutorialstage == 32) { - string = "The enemy can attack in " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " seconds."; - string2 = "This imaginary opponents attacks will be highlighted"; - string3 = "to make this easier."; - } - if (tutorialstage == 33) { - string = "Reverse three enemy attacks!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 34) { - string = "Reverse two more enemy attacks!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 35) { - string = "Reverse one more enemy attack!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 36) { - string = "Excellent!"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 37) { - string = "Now spar with the enemy for " + to_string(int(tutorialmaxtime - tutorialstagetime)) + " more seconds."; - string2 = "Damage dealt: " + to_string(int(damagedealt)); - string3 = "Damage taken: " + to_string(int(damagetaken)); - } - if (tutorialstage == 38) { - string = "WEAPONS:"; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 39) { - string = "There is now an imaginary knife"; - string2 = "in the center of the training area."; - string3 = " "; - } - if (tutorialstage == 40) { - string = "Stand, roll or handspring over the knife"; - string2 = std::string("while pressing ") + Input::keyToChar(throwkey) + " to pick it up."; - string3 = "You can crouch and press the same key to drop it again."; - } - if (tutorialstage == 41) { - string = std::string("You can equip and unequip weapons using the ") + Input::keyToChar(drawkey) + " key."; - string2 = "Sometimes it is best to keep them unequipped to"; - string3 = "prevent enemies from taking them. "; - } - if (tutorialstage == 42) { - string = "The knife is the smallest weapon and the least encumbering."; - string2 = "You can equip or unequip it while standing, crouching,"; - string3 = "running or flipping."; - } - if (tutorialstage == 43) { - string = "You perform weapon attacks the same way as unarmed attacks,"; - string2 = "but sharp weapons cause permanent damage, instead of the"; - string3 = "temporary trauma from blunt weapons, fists and feet."; - } - if (tutorialstage == 44) { - string = "The enemy now has your knife!"; - string2 = "Please reverse two of his knife attacks."; - string3 = " "; - } - if (tutorialstage == 45) { - string = "Please reverse one more of his knife attacks."; - string2 = " "; - string3 = " "; - } - if (tutorialstage == 46) { - string = "Now he has a sword!"; - string2 = "The sword has longer reach than your arms, so you"; - string3 = "must move close to reverse the sword slash."; - } - if (tutorialstage == 47) { - string = "Long weapons like the sword and staff are also useful for defense;"; - string2 = "you can parry enemy weapon attacks by pressing the attack key"; - string3 = "at the right time. Please try parrying the enemy's attacks!"; - } - if (tutorialstage == 48) { - string = "The staff is like the sword, but has two main attacks."; - string2 = "The standing smash is fast and effective, and the running"; - string3 = "spin smash is slower and more powerful."; - } - if (tutorialstage == 49) { - string = std::string("When facing an enemy, you can throw the knife with ") + Input::keyToChar(throwkey) + "."; - string2 = "It is possible to throw the knife while flipping,"; - string3 = "but it is very inaccurate."; - } - if (tutorialstage == 50) { - string = "You now know everything you can learn from training."; - string2 = "Everything else you must learn from experience!"; - string3 = " "; - } - if (tutorialstage == 51) { - string = "Walk out of the training area to return to the main menu."; - string2 = " "; - string3 = " "; - } - - text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); - text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); - text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * string3.size()*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight); - - string = "Press 'tab' to skip to the next item."; - string2 = "Press escape at any time to"; - string3 = "pause or exit the tutorial."; - - text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight); - text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string2.size()*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight); - text->glPrintOutlined(0.5, 0.5, 0.5, 1, screenwidth / 2 - 7.6 * string3.size()*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 (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) { + if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) { float closestdist = -1; - float distance = 0; int closest = Hotspot::current; for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { - distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position); + 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; @@ -896,14 +624,17 @@ int Game::DrawGLScene(StereoSide side) 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) - tutorialstagetime = 0; - tutorialmaxtime = 1; - tutorialopac = tutorialmaxtime - tutorialstagetime; - if (tutorialopac > 1) + 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; + } string = Hotspot::hotspots[closest].text; @@ -913,14 +644,16 @@ int Game::DrawGLScene(StereoSide side) 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); + 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 ((Hotspot::hotspots[closest].type >= 20) && (Dialog::dialogs[Hotspot::hotspots[closest].type - 20].gonethrough == 0)) { @@ -931,6 +664,7 @@ int Game::DrawGLScene(StereoSide side) } } + /* Drawing dialogs */ if (Dialog::inDialog() && !mainmenu) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); @@ -944,8 +678,9 @@ int Game::DrawGLScene(StereoSide side) glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - if (Dialog::currentScene().location == 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); @@ -979,39 +714,23 @@ int Game::DrawGLScene(StereoSide side) starty = screenheight * 1 / 5 - screenheight / 16; } - // FIXME - What is that char[] building for? - char tempname[264]; - int tempnum = 0; - for (int i = 0; i < 264; i++) { - tempname[i] = '\0'; - } - - for (unsigned i = 0; i < Dialog::currentScene().name.size(); i++) { - tempname[tempnum] = Dialog::currentScene().name[i]; - if (tempname[tempnum] == '#' || tempname[tempnum] == '\0') - tempname[tempnum] = '\0'; - else - tempnum++; - } - - string = std::string(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()); + /* 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, 1.5 * screenwidth / 1024, screenwidth, screenheight); + 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, 1.5 * 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 (unsigned i = 0; i < Dialog::currentScene().text.size() + 1; i++) { - tempname[tempnum] = Dialog::currentScene().text[i]; - if (Dialog::currentScene().text[i] != '#') - tempnum++; - } - - string = 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; @@ -1019,23 +738,25 @@ int Game::DrawGLScene(StereoSide side) 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, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); + 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, 1.5 * 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 && !Dialog::inDialog() && !mainmenu) { + if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) { if (campaign) { if (scoreadded) { string = "Score: " + to_string(int(Account::active().getCampaignScore())); @@ -1131,7 +852,6 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -1160,42 +880,42 @@ int Game::DrawGLScene(StereoSide side) string = "Object type: " + to_string(editortype); text->glPrint(10, 120, string, 0, .8, 1024, 768); switch (editortype) { - 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; + 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); @@ -1206,7 +926,6 @@ int Game::DrawGLScene(StereoSide side) } string = "Difficulty: " + to_string(difficulty); text->glPrint(10, 240, string, 0, .8, 1024, 768); - } } @@ -1228,7 +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); @@ -1259,27 +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(); @@ -1294,13 +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); @@ -1317,7 +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); @@ -1336,11 +1062,11 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -1373,7 +1099,7 @@ 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 (int i = 0; i < Object::objects.size(); 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) { @@ -1444,18 +1170,19 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -1518,7 +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); @@ -1568,7 +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); @@ -1597,8 +1324,9 @@ int Game::DrawGLScene(StereoSide side) int awards[award_count]; int numawards = award_awards(awards); - for (int 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) { @@ -1614,25 +1342,25 @@ int Game::DrawGLScene(StereoSide side) 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); } @@ -1649,12 +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); @@ -1671,8 +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, motionbluramount); glPushMatrix(); glBegin(GL_QUADS); @@ -1691,7 +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); @@ -1705,7 +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); @@ -1724,10 +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(); @@ -1852,14 +1583,15 @@ 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; - text->glPrint(10, 30, " ]", 0, 1, 1024, 768); + } + textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768); if (consoleblink) { - text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); + textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); } for (unsigned i = 0; i < 15; i++) { - text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768); + textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768); } } } @@ -1877,7 +1609,7 @@ int Game::DrawGLScene(StereoSide side) multiplier = 0; } - if ( side == stereoRight || side == stereoCenter ) { + if (side == stereoRight || side == stereoCenter) { if (drawmode != motionblurmode || mainmenu) { swap_gl_buffers(); } @@ -1888,8 +1620,9 @@ int Game::DrawGLScene(StereoSide side) weapons.DoStuff(); - if (drawtoggle == 2) + if (drawtoggle == 2) { drawtoggle = 0; + } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { multiplier = tempmult; @@ -1905,7 +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 @@ -1930,8 +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); @@ -1941,8 +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); @@ -1961,8 +1694,6 @@ void DrawMenu() glPopMatrix(); glMatrixMode(GL_MODELVIEW); - - glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -1994,8 +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(); @@ -2023,16 +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);