1801 lines
75 KiB
C++
1801 lines
75 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Game.hpp"
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#include "Audio/openal_wrapper.hpp"
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#include "Level/Awards.hpp"
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#include "Level/Dialog.hpp"
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#include "Level/Hotspot.hpp"
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#include "Menu/Menu.hpp"
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#include "Tutorial.hpp"
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#include "Utils/Input.hpp"
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extern XYZ viewer;
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extern int environment;
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extern float texscale;
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extern Light light;
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extern Terrain terrain;
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extern float multiplier;
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extern float viewdistance;
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extern float fadestart;
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extern float screenwidth, screenheight;
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extern int kTextureSize;
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extern FRUSTUM frustum;
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extern Light light;
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extern int detail;
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extern float usermousesensitivity;
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extern float camerashake;
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extern int slomo;
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extern float slomodelay;
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extern bool ismotionblur;
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extern float woozy;
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extern float blackout;
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extern bool damageeffects;
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extern float volume;
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extern bool texttoggle;
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extern float blurness;
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extern float targetblurness;
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extern float playerdist;
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extern bool cellophane;
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extern bool freeze;
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extern float flashamount, flashr, flashg, flashb;
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extern int flashdelay;
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extern int netstate;
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extern float motionbluramount;
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extern bool isclient;
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extern bool alwaysblur;
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extern bool velocityblur;
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extern bool devtools;
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extern int mainmenu;
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extern int bloodtoggle;
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extern int difficulty;
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extern bool decalstoggle;
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extern float texdetail;
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extern bool musictoggle;
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extern float smoketex;
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extern bool againbonus;
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extern float damagedealt;
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extern bool invertmouse;
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extern bool campaign;
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extern bool winfreeze;
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extern bool gamestart;
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extern bool gamestarted;
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extern bool showdamagebar;
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int drawtoggle = 0;
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int numboundaries = 0;
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XYZ boundary[360];
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int change = 0;
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enum drawmodes
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{
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normalmode,
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motionblurmode,
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radialzoommode,
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realmotionblurmode,
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doublevisionmode,
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glowmode,
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};
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void Game::flash(float amount, int delay) // shouldn't be that way, these should be attributes and Person class should not change rendering.
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{
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flashr = 1;
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flashg = 0;
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flashb = 0;
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flashamount = amount;
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flashdelay = delay;
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}
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void DrawMenu();
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/*********************> DrawGLScene() <*****/
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int Game::DrawGLScene(StereoSide side)
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{
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static float texcoordwidth, texcoordheight;
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static float texviewwidth, texviewheight;
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static XYZ checkpoint;
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static float tempmult;
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float tutorialopac;
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std::string string;
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static int drawmode = 0;
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if (stereomode == stereoAnaglyph) {
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switch (side) {
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case stereoLeft:
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glColorMask(0.0, 1.0, 1.0, 1.0);
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break;
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case stereoRight:
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glColorMask(1.0, 0.0, 0.0, 1.0);
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break;
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default:
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break;
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}
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} else {
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glColorMask(1.0, 1.0, 1.0, 1.0);
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if (stereomode == stereoHorizontalInterlaced ||
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stereomode == stereoVerticalInterlaced) {
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glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
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}
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}
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if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
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tempmult = multiplier;
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multiplier = 0;
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}
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if (!mainmenu) {
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if (editorenabled) {
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numboundaries = mapradius * 2;
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if (numboundaries > 360) {
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numboundaries = 360;
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}
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for (int i = 0; i < numboundaries; i++) {
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boundary[i] = 0;
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boundary[i].z = 1;
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boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
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}
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}
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SetUpLighting();
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static int changed;
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changed = 0;
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int olddrawmode = drawmode;
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if (ismotionblur && !loading) {
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if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
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drawmode = motionblurmode;
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motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
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changed = 1;
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}
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if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
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drawmode = doublevisionmode;
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changed = 1;
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}
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}
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if (slomo && !loading) {
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if (ismotionblur) {
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drawmode = motionblurmode;
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}
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motionbluramount = .2;
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slomodelay -= multiplier;
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if (slomodelay < 0) {
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slomo = 0;
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}
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camerashake = 0;
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changed = 1;
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}
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if ((!changed && !slomo) || loading) {
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drawmode = normalmode;
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if (ismotionblur && (/*fps>100||*/ alwaysblur)) {
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if (olddrawmode != realmotionblurmode) {
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change = 1;
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} else {
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change = 0;
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}
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drawmode = realmotionblurmode;
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} else if (olddrawmode == realmotionblurmode) {
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change = 2;
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} else {
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change = 0;
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}
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}
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if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
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drawmode = normalmode;
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}
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if ((freeze || winfreeze) && ismotionblur && !mainmenu) {
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drawmode = radialzoommode;
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}
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if (winfreeze || mainmenu) {
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drawmode = normalmode;
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}
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if (drawtoggle != 2) {
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drawtoggle = 1 - drawtoggle;
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}
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if (!texcoordwidth) {
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texviewwidth = kTextureSize;
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if (texviewwidth > screenwidth) {
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texviewwidth = screenwidth;
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}
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texviewheight = kTextureSize;
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if (texviewheight > screenheight) {
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texviewheight = screenheight;
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}
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texcoordwidth = screenwidth / kTextureSize;
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texcoordheight = screenheight / kTextureSize;
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if (texcoordwidth > 1) {
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texcoordwidth = 1;
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}
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if (texcoordheight > 1) {
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texcoordheight = 1;
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}
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}
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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static XYZ terrainlight;
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static float distance;
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if (drawmode == normalmode) {
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Game::ReSizeGLScene(90, .1f);
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} else {
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glViewport(0, 0, texviewwidth, texviewheight);
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}
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glDepthFunc(GL_LEQUAL);
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glDepthMask(1);
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glAlphaFunc(GL_GREATER, 0.0001f);
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glEnable(GL_ALPHA_TEST);
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glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLoadIdentity();
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// Move the camera for the current eye's point of view.
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// Reverse the movement if we're reversing stereo
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glTranslatef((stereoseparation / 2) * side * (stereoreverse ? -1 : 1), 0, 0);
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//camera effects
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if (!cameramode && !freeze && !winfreeze) {
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//shake
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glRotatef(float(Random() % 100) / 10 * camerashake /*+(woozy*woozy)/10*/, 0, 0, 1);
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//sway
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glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
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glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
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}
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if (cameramode || freeze || winfreeze) {
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glRotatef(pitch, 1, 0, 0);
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glRotatef(yaw, 0, 1, 0);
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}
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if (environment == desertenvironment) {
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glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
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glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
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}
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SetUpLight(&light, 0);
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glPushMatrix();
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//heat blur effect in desert
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if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
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blurness = targetblurness;
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targetblurness = (float)(abs(Random() % 100)) / 40;
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}
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if (blurness < targetblurness) {
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blurness += multiplier * 5;
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} else {
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blurness -= multiplier * 5;
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}
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if (environment == desertenvironment) {
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if (detail == 2) {
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, blurness + .4);
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}
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glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
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glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
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}
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skybox->draw();
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 0);
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glPopMatrix();
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glTranslatef(-viewer.x, -viewer.y, -viewer.z);
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frustum.GetFrustum();
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//make shadow decals on terrain and Object::objects
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static XYZ point;
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static float size, opacity, rotation;
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rotation = 0;
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for (unsigned int k = 0; k < Person::players.size(); k++) {
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if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping) {
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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) {
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for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
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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) {
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point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
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size = .4f;
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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;
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if (k != 0 && Tutorial::active) {
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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;
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}
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terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
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for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
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unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
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if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
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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);
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size = .4f;
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opacity = .4f;
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if (k != 0 && Tutorial::active) {
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opacity = .2 + .2 * sin(smoketex * 6 + i);
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}
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Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
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}
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}
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}
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}
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}
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}
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if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail) {
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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) {
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for (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
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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) {
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if (Person::players[k]->skeleton.free) {
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point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
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} else {
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point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
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}
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size = .4f;
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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;
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if (k != 0 && Tutorial::active) {
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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;
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}
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terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
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for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
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unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
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if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
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if (Person::players[k]->skeleton.free) {
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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);
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} else {
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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);
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}
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size = .4f;
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opacity = .4f;
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if (k != 0 && Tutorial::active) {
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opacity = .2 + .2 * sin(smoketex * 6 + i);
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}
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Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
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}
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}
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}
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}
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}
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}
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if (!Person::players[k]->playerdetail) {
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if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
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point = Person::players[k]->coords;
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size = .7;
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opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
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terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
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for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
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unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
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point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
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size = .7;
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opacity = .4f;
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Object::objects[j]->model.MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
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}
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}
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}
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}
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//Terrain
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glEnable(GL_TEXTURE_2D);
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glDepthMask(1);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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terraintexture.bind();
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terrain.draw(0);
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terraintexture2.bind();
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terrain.draw(1);
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terrain.drawdecals();
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//Model
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glDepthMask(1);
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glEnable(GL_COLOR_MATERIAL);
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if (!cellophane) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT);
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glDepthMask(1);
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for (unsigned k = 0; k < Person::players.size(); k++) {
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if (k == 0 || !Tutorial::active) {
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glEnable(GL_BLEND);
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glEnable(GL_LIGHTING);
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terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
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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);
|
|
}
|
|
}
|