/* 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 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. You should have received a copy of the GNU General Public License along with Lugaru. If not, see . */ #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 float multiplier; extern float viewdistance; extern float fadestart; extern float screenwidth, screenheight; extern int kTextureSize; extern FRUSTUM frustum; extern Light light; extern int detail; extern float usermousesensitivity; extern float camerashake; extern int slomo; extern float slomodelay; extern bool ismotionblur; extern float woozy; extern float blackout; extern bool damageeffects; extern float volume; extern bool texttoggle; extern float blurness; extern float targetblurness; extern float playerdist; extern bool cellophane; extern bool freeze; extern float flashamount, flashr, flashg, flashb; extern int flashdelay; extern int netstate; extern float motionbluramount; extern bool isclient; extern bool alwaysblur; extern bool velocityblur; extern bool devtools; extern int mainmenu; extern int bloodtoggle; extern int difficulty; extern bool decalstoggle; extern float texdetail; extern bool musictoggle; extern float smoketex; extern bool againbonus; extern float damagedealt; extern bool invertmouse; extern bool campaign; extern bool winfreeze; 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, }; void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering. { flashr = 1; flashg = 0; flashb = 0; flashamount = amount; flashdelay = delay; } void DrawMenu(); /*********************> DrawGLScene() <*****/ int Game::DrawGLScene(StereoSide side) { static float texcoordwidth, texcoordheight; static float texviewwidth, texviewheight; static XYZ checkpoint; static float tempmult; float tutorialopac; std::string string; static int drawmode = 0; if (stereomode == stereoAnaglyph) { switch (side) { case stereoLeft: glColorMask(0.0, 1.0, 1.0, 1.0); break; case stereoRight: glColorMask(1.0, 0.0, 0.0, 1.0); break; default: break; } } else { glColorMask(1.0, 1.0, 1.0, 1.0); if (stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced) { glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01); } } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { tempmult = multiplier; multiplier = 0; } if (!mainmenu) { if (editorenabled) { numboundaries = mapradius * 2; if (numboundaries > 360) { numboundaries = 360; } for (int i = 0; i < numboundaries; i++) { boundary[i] = 0; boundary[i].z = 1; boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0); } } SetUpLighting(); static int changed; changed = 0; int olddrawmode = drawmode; if (ismotionblur && !loading) { if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) { drawmode = motionblurmode; motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity)); changed = 1; } if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) { drawmode = doublevisionmode; changed = 1; } } if (slomo && !loading) { if (ismotionblur) { drawmode = motionblurmode; } motionbluramount = .2; slomodelay -= multiplier; if (slomodelay < 0) { slomo = 0; } camerashake = 0; changed = 1; } if ((!changed && !slomo) || loading) { drawmode = normalmode; if (ismotionblur && (/*fps>100||*/ alwaysblur)) { if (olddrawmode != realmotionblurmode) { change = 1; } else { change = 0; } drawmode = realmotionblurmode; } else if (olddrawmode == realmotionblurmode) { change = 2; } else { change = 0; } } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { drawmode = normalmode; } if ((freeze || winfreeze) && ismotionblur && !mainmenu) { drawmode = radialzoommode; } if (winfreeze || mainmenu) { drawmode = normalmode; } if (drawtoggle != 2) { drawtoggle = 1 - drawtoggle; } if (!texcoordwidth) { texviewwidth = kTextureSize; if (texviewwidth > screenwidth) { texviewwidth = screenwidth; } texviewheight = kTextureSize; if (texviewheight > screenheight) { texviewheight = screenheight; } texcoordwidth = screenwidth / kTextureSize; texcoordheight = screenheight / kTextureSize; if (texcoordwidth > 1) { texcoordwidth = 1; } if (texcoordheight > 1) { texcoordheight = 1; } } glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); static XYZ terrainlight; static float distance; if (drawmode == normalmode) { Game::ReSizeGLScene(90, .1f); } else { glViewport(0, 0, texviewwidth, texviewheight); } glDepthFunc(GL_LEQUAL); glDepthMask(1); glAlphaFunc(GL_GREATER, 0.0001f); glEnable(GL_ALPHA_TEST); glClearColor(0.25f, 0.25f, 0.25f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glLoadIdentity(); // Move the camera for the current eye's point of view. // Reverse the movement if we're reversing stereo glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0); //camera effects if (!cameramode && !freeze && !winfreeze) { //shake 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); } if (cameramode || freeze || winfreeze) { glRotatef(pitch, 1, 0, 0); glRotatef(yaw, 0, 1, 0); } if (environment == desertenvironment) { glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0); glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0); } SetUpLight(&light, 0); glPushMatrix(); //heat blur effect in desert if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) { blurness = targetblurness; targetblurness = (float)(abs(Random() % 100)) / 40; } if (blurness < targetblurness) { blurness += multiplier * 5; } else { blurness -= multiplier * 5; } if (environment == desertenvironment) { if (detail == 2) { glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4); } glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0); glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0); } skybox->draw(); glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0); glPopMatrix(); glTranslatef(-viewer.x, -viewer.y, -viewer.z); frustum.GetFrustum(); //make shadow decals on terrain and Object::objects static XYZ point; static float size, opacity, rotation; rotation = 0; for (unsigned int k = 0; k < Person::players.size(); k++) { if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) { if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25) { for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; size = .4f; opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; } terrain.MakeDecal(shadowdecal, point, size, opacity, rotation); for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .4f; opacity = .4f; if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i); } Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } } } } if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) { if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25) { for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) { if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) { if (Person::players[k]->skeleton.free) { point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords; } else { point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; } size = .4f; opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5; if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10; } terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation); for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) { if (Person::players[k]->skeleton.free) { point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); } else { point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); } size = .4f; opacity = .4f; if (k != 0 && Tutorial::active) { opacity = .2 + .2 * sin(smoketex * 6 + i); } Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } } } } if (!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 (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) { unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l]; point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0); size = .7; opacity = .4f; Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation); } } } } //Terrain glEnable(GL_TEXTURE_2D); glDepthMask(1); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); terraintexture.bind(); terrain.draw(0); terraintexture2.bind(); terrain.draw(1); terrain.drawdecals(); //Model glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glDepthMask(1); glEnable(GL_COLOR_MATERIAL); if (!cellophane) { glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glDepthMask(1); for (unsigned k = 0; k < Person::players.size(); k++) { if (k == 0 || !Tutorial::active) { glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z); distance = distsq(&viewer, &Person::players[k]->coords); distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); if (distance >= 1) { glDisable(GL_BLEND); } if (distance >= .5) { checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) { i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); } if (i == -1) { i = Object::checkcollide(viewer, checkpoint); } if (i != -1) { Person::players[k]->occluded += 1; Person::players[k]->lastoccluded = i; } else { Person::players[k]->occluded = 0; } if (Person::players[k]->occluded < 25) { Person::players[k]->DrawSkeleton(); } } } } } if (!cameramode && musictype == stream_fighttheme) { playerdist = distsqflat(&Person::players[0]->coords, &viewer); } else { playerdist = -100; } glPushMatrix(); glCullFace(GL_BACK); glEnable(GL_TEXTURE_2D); Object::Draw(); glPopMatrix(); //draw hawk glPushMatrix(); if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) { glAlphaFunc(GL_GREATER, 0.0001f); glDepthMask(1); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z); glRotatef(hawkyaw, 0, 1, 0); glTranslatef(25, 0, 0); distance = distsq(&viewer, &realhawkcoords) * 1.2; glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance); if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1) { glColor4f(light.color[0], light.color[1], light.color[2], 1); } if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0) { hawk.drawdifftex(hawktexture); } } glPopMatrix(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); glDepthMask(1); for (unsigned k = 0; k < Person::players.size(); k++) { if (!(k == 0 || !Tutorial::active)) { glEnable(GL_BLEND); glEnable(GL_LIGHTING); terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z); distance = distsq(&viewer, &Person::players[k]->coords); distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance; glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance); if (distance >= 1) { glDisable(GL_BLEND); } if (distance >= .5) { checkpoint = DoRotation(Person::players[k]->skeleton.joints[fabs(Random() % Person::players[k]->skeleton.joints.size())].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords; checkpoint.y += 1; int i = -1; if (Person::players[k]->occluded != 0) { i = Object::checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded); } if (i == -1) { i = Object::checkcollide(viewer, checkpoint); } if (i != -1) { Person::players[k]->occluded += 1; Person::players[k]->lastoccluded = i; } else { Person::players[k]->occluded = 0; } if (Person::players[k]->occluded < 25) { Person::players[k]->DrawSkeleton(); } } } } glPushMatrix(); glEnable(GL_TEXTURE_2D); weapons.Draw(); glPopMatrix(); glCullFace(GL_BACK); glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); Sprite::Draw(); //waypoints, pathpoints in editor if (editorenabled) { glEnable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDisable(GL_COLOR_MATERIAL); glColor4f(1, 1, 0, 1); for (unsigned k = 0; k < Person::players.size(); k++) { if (Person::players[k]->numwaypoints > 1) { glBegin(GL_LINE_LOOP); for (int i = 0; i < Person::players[k]->numwaypoints; i++) { glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z); } glEnd(); } } if (numpathpoints > 1) { glColor4f(0, 1, 0, 1); for (unsigned k = 0; int(k) < numpathpoints; k++) { if (numpathpointconnect[k]) { for (int i = 0; i < numpathpointconnect[k]; i++) { glBegin(GL_LINE_LOOP); glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z); glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z); glEnd(); } } } glColor4f(1, 1, 1, 1); glPointSize(4); glBegin(GL_POINTS); glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z); glEnd(); } } //Text glEnable(GL_TEXTURE_2D); glColor4f(.5, .5, .5, 1); if (!console) { if (!Tutorial::active) { if (bonus > 0 && bonustime < 1 && !winfreeze && !Dialog::inDialog()) { const char* bonus_name; if (bonus < bonus_count) { bonus_name = bonus_names[bonus]; } else { bonus_name = "Excellent!"; // When does this happen? } text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768); string = to_string(bonusvalue); text->glPrintOutlined(1, 0, 0, 1 - bonustime, 1024 / 2 - 10 * string.size(), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768); glColor4f(.5, .5, .5, 1); } } if (Tutorial::active) { Tutorial::DrawTextInfo(); } //Hot spots if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) { float closestdist = -1; int closest = Hotspot::current; for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) { float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position); if (closestdist == -1 || distance < closestdist) { if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) { closestdist = distance; closest = i; } } } if (closest != -1) { Hotspot::current = closest; if (Hotspot::hotspots[closest].type <= 10) { if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[closest].position) < Hotspot::hotspots[closest].size) { Tutorial::stagetime = 0; } Tutorial::maxtime = 1; tutorialopac = Tutorial::maxtime - Tutorial::stagetime; if (tutorialopac > 1) { tutorialopac = 1; } if (tutorialopac < 0) { tutorialopac = 0; } string = Hotspot::hotspots[closest].text; int lastline = 0; int line = 0; bool done = false; int i = 0; while (!done) { if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { text->glPrintOutlined(1, 1, 1, tutorialopac, screenwidth / 2 - 7.6 * (i - lastline) * screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i); lastline = i + 1; line++; if (string[i] == '\0') { done = 1; } } if (i >= 255) { done = 1; } i++; } } 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++; } } } /* Drawing dialogs */ if (Dialog::inDialog() && !mainmenu) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); if (Dialog::currentScene().location == 1) { glTranslatef(0, screenheight * 3 / 4, 0); } glScalef(screenwidth, screenheight / 4, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(Dialog::currentScene().color[0], Dialog::currentScene().color[1], Dialog::currentScene().color[2], 0.7); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(1, 0, 0.0f); glVertex3f(1, 1, 0.0f); glVertex3f(0, 1, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); glEnable(GL_TEXTURE_2D); tutorialopac = 1; float startx; float starty; startx = screenwidth * 1 / 5; if (Dialog::currentScene().location == 1) { starty = screenheight / 16 + screenheight * 4 / 5; } else { starty = screenheight * 1 / 5 - screenheight / 16; } /* 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, 1.4 * screenwidth / 1024, screenwidth, screenheight); } else { glColor4f(0, 0, 0, tutorialopac); text->glPrintOutline(startx - 2 * 7.6 * string.size() * screenwidth / 1024 - 4, starty - 4, string, 1, 1.4 * 1.25 * screenwidth / 1024, screenwidth, screenheight); } /* 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; int i = 0; while (!done) { if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') { if (Dialog::currentScene().color[0] + Dialog::currentScene().color[1] + Dialog::currentScene().color[2] < 1.5) { text->glPrintOutlined(1, 1, 1, tutorialopac, startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i); } else { glColor4f(0, 0, 0, tutorialopac); text->glPrint(startx, starty - 20 * screenwidth / 1024 * line, string, 1, 1.4 * screenwidth / 1024, screenwidth, screenheight, lastline, i); } lastline = i + 1; line++; if (string[i] == '\0') { done = 1; } } if (i >= 255) { done = 1; } i++; } } if (!Tutorial::active && !winfreeze && !Dialog::inDialog() && !mainmenu) { if (campaign) { if (scoreadded) { string = "Score: " + to_string(int(Account::active().getCampaignScore())); } else { string = "Score: " + to_string(int(Account::active().getCampaignScore() + bonustotal)); } } else { string = "Score: " + to_string(int(bonustotal)); } text->glPrintOutlined(1, 0, 0, 1, 1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768); if (showdamagebar) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(15, screenheight * 17.5 / 20, 0); glScalef(screenwidth / 3 + 20, screenheight / 20, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(0.0, 0.4, 0.0, 0.7); float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); glVertex3f(1, 0, 0.0f); glVertex3f(1, 1, 0.0f); glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glEnd(); glColor4f(0.1, 0.0, 0.0, 1); bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glVertex3f(0, 1, 0.0f); glEnd(); glColor4f(0.4, 0.0, 0.0, 0.7); bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glVertex3f(0, 1, 0.0f); glEnd(); glColor4f(0.4, 0.0, 0.0, 0.7); bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glVertex3f(0, 1, 0.0f); glEnd(); glColor4f(0.4, 0.0, 0.0, 0.7); bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance; glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 0, 0.0f); glVertex3f((bar < 1 ? bar : 1), 1, 0.0f); glVertex3f(0, 1, 0.0f); glEnd(); glColor4f(0.0, 0.0, 0.0, 0.7); glLineWidth(2.0); glBegin(GL_LINE_STRIP); glVertex3f(0, 0, 0.0f); glVertex3f(1, 0, 0.0f); glVertex3f(1, 1, 0.0f); glVertex3f(0, 1, 0.0f); glVertex3f(0, 0, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); glEnable(GL_TEXTURE_2D); // writing the numbers : 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) && devtools && !mainmenu) { string = "The framespersecond is " + to_string(int(fps)); text->glPrint(10, 30, string, 0, .8, 1024, 768); if (editorenabled) { string = "Map editor enabled."; } else { string = "Map editor disabled."; } text->glPrint(10, 60, string, 0, .8, 1024, 768); if (editorenabled) { string = "Object size: " + to_string(editorsize); text->glPrint(10, 75, string, 0, .8, 1024, 768); if (editoryaw >= 0) { string = "Object yaw: " + to_string(editoryaw); } else { string = "Object yaw: Random"; } text->glPrint(10, 90, string, 0, .8, 1024, 768); if (editorpitch >= 0) { string = "Object pitch: " + to_string(editorpitch); } else { string = "Object pitch: Random"; } text->glPrint(10, 105, string, 0, .8, 1024, 768); string = "Object type: " + to_string(editortype); text->glPrint(10, 120, string, 0, .8, 1024, 768); switch (editortype) { case boxtype: string = "(box)"; break; case treetrunktype: 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); string = "Numplayers: " + to_string(Person::players.size()); text->glPrint(10, 155, string, 0, .8, 1024, 768); string = "Player " + to_string(int(Person::players.size()) - 1) + ": numwaypoints: " + to_string(Person::players.back()->numwaypoints); text->glPrint(10, 140, string, 0, .8, 1024, 768); } string = "Difficulty: " + to_string(difficulty); text->glPrint(10, 240, string, 0, .8, 1024, 768); } } if (drawmode == glowmode) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(0, 0, 0, .5); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); } if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); if (Person::players[0]->dead) { blackout += multiplier * 3; } if (Person::players[0]->dead == 1) { blackout = .4f; } if (Person::players[0]->dead == 2 && blackout > .6) { blackout = .6; } glColor4f(0, 0, 0, blackout); if (!Person::players[0]->dead) { if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)) * .3 < .3) { glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3); blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3; } else { glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3); blackout = Person::players[0]->blooddimamount * .3; } } if (console) { glColor4f(.7, 0, 0, .2); } glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); } if (flashamount > 0 && damageeffects) { if (flashamount > 1) { flashamount = 1; } if (flashdelay <= 0) { flashamount -= multiplier; } flashdelay--; if (flashamount < 0) { flashamount = 0; } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(flashr, flashg, flashb, flashamount); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); } if (difficulty < 2 && !Dialog::inDialog()) { // minimap float mapviewdist = 20000; glDisable(GL_DEPTH_TEST); glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1); glTranslatef(1.75, .25, 0); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(1, 1, 1, 1); glPushMatrix(); float opac = .7; XYZ center; float radius; float distcheck; center = Person::players[0]->coords; radius = 110; glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1); glPushMatrix(); glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1); glPopMatrix(); glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1); glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0); for (unsigned int i = 0; i < Object::objects.size(); i++) { if (Object::objects[i]->type == treetrunktype) { distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapcircletexture.bind(); glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist)); glPushMatrix(); glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); glRotatef(Object::objects[i]->yaw, 0, 0, 1); glScalef(.003, .003, .003); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(1, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(1, 1); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } } if (Object::objects[i]->type == boxtype) { distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position); if (distcheck < mapviewdist) { Mapboxtexture.bind(); glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist)); glPushMatrix(); glTranslatef(Object::objects[i]->position.x / terrain.scale / 256 * -2 + 1, Object::objects[i]->position.z / terrain.scale / 256 * 2 - 1, 0); glRotatef(Object::objects[i]->yaw, 0, 0, 1); glScalef(.01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale, .01 * Object::objects[i]->scale); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(1, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(1, 1); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } } } if (editorenabled) { Mapcircletexture.bind(); for (int i = 0; i < numboundaries; i++) { glColor4f(0, 0, 0, opac / 3); glPushMatrix(); glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0); glScalef(.002, .002, .002); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(1, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(1, 1); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } } for (unsigned i = 0; i < Person::players.size(); i++) { distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords); if (distcheck < mapviewdist) { glPushMatrix(); Maparrowtexture.bind(); if (i == 0) { glColor4f(1, 1, 1, opac); } else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping) { glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist)); } else if (Person::players[i]->dead) { glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist)); } else if (Person::players[i]->aitype == attacktypecutoff) { glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist)); } else if (Person::players[i]->aitype == passivetype) { glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist)); } else { glColor4f(1, 1, 0, 1); } glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0); glRotatef(Person::players[i]->yaw + 180, 0, 0, 1); glScalef(.005, .005, .005); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(1, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(1, 1); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } } glPopMatrix(); glDisable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); } if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(0, 0, 0, .7); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); //logo glDisable(GL_DEPTH_TEST); glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); //Minimap if (loading != 4) { glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); string = "Loading..."; text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768); } loading = 2; drawmode = normalmode; } if (winfreeze && !campaign) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(0, 0, 0, .4); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); //logo glDisable(GL_DEPTH_TEST); glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); //Win Screen Won Victory glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); string = "Level Cleared!"; text->glPrintOutlined(1024 / 2 - string.size() * 10, 768 * 7 / 8, string, 1, 2, 1024, 768); string = "Score: " + to_string(int(bonustotal - startbonustotal)); text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768); string = "Press Escape to return to menu or Space to continue"; text->glPrintOutlined(640 / 2 - string.size() * 5, 480 * 1 / 16, string, 1, 1, 640, 480); int wontime = (int)round(wonleveltime); string = "Time: " + to_string(int((wontime - wontime % 60) / 60)); if (wontime % 60 < 10) { string += "0"; } string += to_string(int(wontime % 60)); text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768); //Awards int awards[award_count]; int numawards = award_awards(awards); for (int i = 0; i < numawards && i < 6; i++) { text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768); } } if (drawmode != normalmode) { glEnable(GL_TEXTURE_2D); glFinish(); if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) { if (screentexture) { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 }; glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE); glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT); glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE, 2.0f); glBindTexture(GL_TEXTURE_2D, screentexture); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } } if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) { if (screentexture2) { glBindTexture(GL_TEXTURE_2D, screentexture2); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight); } if (!screentexture2) { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &screentexture2); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, screentexture2); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); } } } glClear(GL_DEPTH_BUFFER_BIT); Game::ReSizeGLScene(90, .1f); glViewport(0, 0, screenwidth, screenheight); if (drawmode != normalmode) { glDisable(GL_DEPTH_TEST); if (drawmode == motionblurmode) { glDrawBuffer(GL_FRONT); glReadBuffer(GL_BACK); } glColor3f(1.0, 1.0, 1.0); // no coloring glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, screentexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); glTranslatef(1, 1, 0); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); if (drawmode == motionblurmode) { if (motionbluramount < .2) { motionbluramount = .2; } glColor4f(1, 1, 1, motionbluramount); glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } if (drawmode == realmotionblurmode) { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glBindTexture(GL_TEXTURE_2D, screentexture); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glBindTexture(GL_TEXTURE_2D, screentexture2); glColor4f(1, 1, 1, .5); glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } if (drawmode == doublevisionmode) { static float crosseyedness; crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30; if (crosseyedness > 1) { crosseyedness = 1; } if (crosseyedness < 0) { crosseyedness = 0; } glColor4f(1, 1, 1, 1); glDisable(GL_BLEND); glPushMatrix(); glScalef(1, 1, 1); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); if (crosseyedness) { glColor4f(1, 1, 1, .5); glEnable(GL_BLEND); glPushMatrix(); glTranslatef(.015 * crosseyedness, 0, 0); glScalef(1, 1, 1); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } } if (drawmode == glowmode) { glColor4f(.5, .5, .5, .5); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); glPushMatrix(); glTranslatef(.01, 0, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glPushMatrix(); glTranslatef(-.01, 0, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glPushMatrix(); glTranslatef(.0, .01, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glPushMatrix(); glTranslatef(0, -.01, 0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } if (drawmode == radialzoommode) { for (int i = 0; i < 3; i++) { glColor4f(1, 1, 1, 1 / ((float)i + 1)); glPushMatrix(); glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(texcoordwidth, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(texcoordwidth, texcoordheight); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, texcoordheight); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); } } glDisable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); } if (console) { glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); int offset = 0; if (consoleselected >= 60) { offset = consoleselected - 60; } textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768); if (consoleblink) { textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768); } for (unsigned i = 0; i < 15; i++) { textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768); } } } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { multiplier = tempmult; } if (mainmenu) { DrawMenu(); } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { tempmult = multiplier; multiplier = 0; } if (side == stereoRight || side == stereoCenter) { if (drawmode != motionblurmode || mainmenu) { swap_gl_buffers(); } } glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); weapons.DoStuff(); if (drawtoggle == 2) { drawtoggle = 0; } if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) { multiplier = tempmult; } //Jordan fixed your warning! return 0; } void DrawMenu() { // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. SDL_Delay(15); glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); Game::ReSizeGLScene(90, .1f); //draw menu background glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.001f); glEnable(GL_TEXTURE_2D); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(screenwidth / 2, screenheight / 2, 0); glPushMatrix(); glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glColor4f(0, 0, 0, 1.0); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glDisable(GL_TEXTURE_2D); glBegin(GL_QUADS); glVertex3f(-1, -1, 0); glVertex3f(+1, -1, 0); glVertex3f(+1, +1, 0); glVertex3f(-1, +1, 0); glEnd(); glEnable(GL_BLEND); glColor4f(0.4, 0.4, 0.4, 1.0); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glEnable(GL_TEXTURE_2D); Game::Mainmenuitems[4].bind(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0); glTexCoord2f(1, 0); glVertex3f(+1, -1, 0); glTexCoord2f(1, 1); glVertex3f(+1, +1, 0); glTexCoord2f(0, 1); glVertex3f(-1, +1, 0); glEnd(); glPopMatrix(); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, 640, 0, 480, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_TEXTURE_2D); Menu::drawItems(); //draw mouse cursor glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslatef(screenwidth / 2, screenheight / 2, 0); glPushMatrix(); glScalef((float)screenwidth / 2, (float)screenheight / 2, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor4f(1, 1, 1, 1); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glPopMatrix(); if (!Game::waiting) { // hide the cursor while waiting for a key glPushMatrix(); glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0); glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1); glTranslatef(1, -1, 0); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1, 1, 1, 1); Game::cursortexture.bind(); glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.0f); glTexCoord2f(1, 0); glVertex3f(1, -1, 0.0f); glTexCoord2f(1, 1); glVertex3f(1, 1, 0.0f); glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.0f); glEnd(); glPopMatrix(); glPopMatrix(); } glPopMatrix(); glMatrixMode(GL_PROJECTION); glPopMatrix(); //draw screen flash if (flashamount > 0) { if (flashamount > 1) { flashamount = 1; } if (flashdelay <= 0) { flashamount -= multiplier; } flashdelay--; if (flashamount < 0) { flashamount = 0; } glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); glDisable(GL_TEXTURE_2D); glDepthMask(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, screenwidth, 0, screenheight, -100, 100); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glScalef(screenwidth, screenheight, 1); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glColor4f(flashr, flashg, flashb, flashamount); glBegin(GL_QUADS); glVertex3f(0, 0, 0.0f); glVertex3f(256, 0, 0.0f); glVertex3f(256, 256, 0.0f); glVertex3f(0, 256, 0.0f); glEnd(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); glDisable(GL_BLEND); glDepthMask(1); } }