2023-08-01 19:50:29 +02:00

1801 lines
75 KiB
C++

/*
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 <http://www.gnu.org/licenses/>.
*/
#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);
}
}