2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
5 This file is part of Lugaru.
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
23 #include "Animation/Animation.hpp"
24 #include "Audio/openal_wrapper.hpp"
25 #include "Graphic/Texture.hpp"
26 #include "Menu/Menu.hpp"
27 #include "Utils/Folders.hpp"
29 extern float screenwidth, screenheight;
30 extern float viewdistance;
32 extern float fadestart;
33 extern float texscale;
36 extern Terrain terrain;
37 extern int kTextureSize;
38 extern float texdetail;
39 extern float realtexdetail;
42 extern bool cellophane;
43 extern bool ismotionblur;
44 extern bool trilinear;
45 extern bool musictoggle;
46 extern int environment;
47 extern bool ambientsound;
48 extern float multiplier;
49 extern int netdatanew;
51 extern bool stillloading;
53 extern bool visibleloading;
54 extern float flashamount, flashr, flashg, flashb;
55 extern int flashdelay;
56 extern int whichjointstartarray[26];
57 extern int whichjointendarray[26];
58 extern float slomospeed;
59 extern bool gamestarted;
61 extern float accountcampaignhighscore[10];
62 extern float accountcampaignfasttime[10];
63 extern float accountcampaignscore[10];
64 extern float accountcampaigntime[10];
66 extern int accountcampaignchoicesmade[10];
67 extern int accountcampaignchoices[10][5000];
69 void LOG(const std::string&, ...)
71 // !!! FIXME: write me.
78 if (Game::endgame == 2) {
79 Account::active().endGame();
83 Account::saveFile(Folders::getUserSavePath());
87 LOG("Shutting down sound system...");
89 OPENAL_StopSound(OPENAL_ALL);
91 // this is causing problems on Linux, but we'll force an _exit() a little
92 // later in the shutdown process. --ryan.
95 for (int i = 0; i < sounds_count; ++i) {
96 OPENAL_Sample_Free(samp[i]);
106 textmono = new Text();
107 skybox = new SkyBox();
110 void Game::deleteGame()
116 glDeleteTextures(1, &screentexture);
117 glDeleteTextures(1, &screentexture2);
122 void LoadSave(const std::string& fileName, GLubyte* array)
126 LOG(std::string("Loading (S)...") + fileName);
129 float temptexdetail = texdetail;
134 if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
135 texdetail = temptexdetail;
138 texdetail = temptexdetail;
140 int bytesPerPixel = texture.bpp / 8;
143 for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
144 if ((i + 1) % 4 || bytesPerPixel == 3) {
145 array[tempnum] = texture.data[i];
151 //***************> ResizeGLScene() <******/
152 GLvoid Game::ReSizeGLScene(float fov, float pnear)
154 if (screenheight == 0) {
158 glViewport(0, 0, screenwidth, screenheight);
160 glMatrixMode(GL_PROJECTION);
163 gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance);
165 glMatrixMode(GL_MODELVIEW);
169 void Game::LoadingScreen()
171 if (!visibleloading) {
175 static float loadprogress;
176 static AbsoluteTime frametime = { 0, 0 };
177 AbsoluteTime currTime = UpTime();
178 double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
180 if (0 > deltaTime) { // if negative microseconds
181 deltaTime /= -1000000.0;
182 } else { // else milliseconds
186 multiplier = deltaTime;
187 if (multiplier < .001) {
190 if (multiplier > 10) {
193 if (multiplier > .05) {
194 frametime = currTime; // reset for next time interval
198 glClearColor(0, 0, 0, 1);
199 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
201 loadtime += multiplier * 4;
203 loadprogress = loadtime;
204 if (loadprogress > 100) {
210 glEnable(GL_TEXTURE_2D);
211 loadscreentexture.bind();
212 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
213 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
214 glDisable(GL_DEPTH_TEST);
215 glDisable(GL_CULL_FACE);
216 glDisable(GL_LIGHTING);
218 glMatrixMode(GL_PROJECTION);
221 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
222 glMatrixMode(GL_MODELVIEW);
225 glTranslatef(screenwidth / 2, screenheight / 2, 0);
226 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
227 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
229 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
232 glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
233 glVertex3f(-1, -1, 0.0f);
234 glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
235 glVertex3f(1, -1, 0.0f);
236 glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
237 glVertex3f(1, 1, 0.0f);
238 glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
239 glVertex3f(-1, 1, 0.0f);
245 glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
246 glVertex3f(-1, -1, 0.0f);
247 glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
248 glVertex3f(1, -1, 0.0f);
249 glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
250 glVertex3f(1, 1, 0.0f);
251 glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
252 glVertex3f(-1, 1, 0.0f);
255 glDisable(GL_TEXTURE_2D);
256 glMatrixMode(GL_PROJECTION);
258 glMatrixMode(GL_MODELVIEW);
263 glEnable(GL_TEXTURE_2D);
264 loadscreentexture.bind();
265 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
266 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
267 glDisable(GL_DEPTH_TEST);
268 glDisable(GL_CULL_FACE);
269 glDisable(GL_LIGHTING);
271 glMatrixMode(GL_PROJECTION);
274 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
275 glMatrixMode(GL_MODELVIEW);
278 glTranslatef(screenwidth / 2, screenheight / 2, 0);
279 glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
280 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
282 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
285 glTexCoord2f(0 + .5, 0 + .5);
286 glVertex3f(-1, -1, 0.0f);
287 glTexCoord2f(1 + .5, 0 + .5);
288 glVertex3f(1, -1, 0.0f);
289 glTexCoord2f(1 + .5, 1 + .5);
290 glVertex3f(1, 1, 0.0f);
291 glTexCoord2f(0 + .5, 1 + .5);
292 glVertex3f(-1, 1, 0.0f);
295 glDisable(GL_TEXTURE_2D);
296 glMatrixMode(GL_PROJECTION);
298 glMatrixMode(GL_MODELVIEW);
303 glEnable(GL_TEXTURE_2D);
304 loadscreentexture.bind();
305 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
306 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
307 glDisable(GL_DEPTH_TEST);
308 glDisable(GL_CULL_FACE);
309 glDisable(GL_LIGHTING);
311 glMatrixMode(GL_PROJECTION);
314 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
315 glMatrixMode(GL_MODELVIEW);
318 glTranslatef(screenwidth / 2, screenheight / 2, 0);
319 glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
320 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
322 glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
325 glTexCoord2f(0 + .2, 0 + .8);
326 glVertex3f(-1, -1, 0.0f);
327 glTexCoord2f(1 + .2, 0 + .8);
328 glVertex3f(1, -1, 0.0f);
329 glTexCoord2f(1 + .2, 1 + .8);
330 glVertex3f(1, 1, 0.0f);
331 glTexCoord2f(0 + .2, 1 + .8);
332 glVertex3f(-1, 1, 0.0f);
335 glDisable(GL_TEXTURE_2D);
336 glMatrixMode(GL_PROJECTION);
338 glMatrixMode(GL_MODELVIEW);
345 if (flashamount > 0) {
346 if (flashamount > 1) {
349 if (flashdelay <= 0) {
350 flashamount -= multiplier;
353 if (flashamount < 0) {
356 glDisable(GL_DEPTH_TEST);
357 glDisable(GL_CULL_FACE);
358 glDisable(GL_LIGHTING);
359 glDisable(GL_TEXTURE_2D);
361 glMatrixMode(GL_PROJECTION);
364 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
365 glMatrixMode(GL_MODELVIEW);
368 glScalef(screenwidth, screenheight, 1);
369 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
371 glColor4f(flashr, flashg, flashb, flashamount);
373 glVertex3f(0, 0, 0.0f);
374 glVertex3f(256, 0, 0.0f);
375 glVertex3f(256, 256, 0.0f);
376 glVertex3f(0, 256, 0.0f);
378 glMatrixMode(GL_PROJECTION);
380 glMatrixMode(GL_MODELVIEW);
382 glEnable(GL_DEPTH_TEST);
383 glEnable(GL_CULL_FACE);
392 void FadeLoadingScreen(float howmuch)
394 static float loadprogress;
398 glClearColor(0, 0, 0, 1);
399 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
401 loadprogress = howmuch;
405 glDisable(GL_TEXTURE_2D);
406 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
407 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
408 glDisable(GL_DEPTH_TEST);
409 glDisable(GL_CULL_FACE);
410 glDisable(GL_LIGHTING);
412 glMatrixMode(GL_PROJECTION);
415 glOrtho(0, screenwidth, 0, screenheight, -100, 100);
416 glMatrixMode(GL_MODELVIEW);
419 glTranslatef(screenwidth / 2, screenheight / 2, 0);
420 glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
421 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
423 glColor4f(loadprogress / 100, 0, 0, 1);
427 glVertex3f(-1, -1, 0.0f);
429 glVertex3f(1, -1, 0.0f);
431 glVertex3f(1, 1, 0.0f);
433 glVertex3f(-1, 1, 0.0f);
436 glDisable(GL_TEXTURE_2D);
437 glMatrixMode(GL_PROJECTION);
439 glMatrixMode(GL_MODELVIEW);
447 void Game::InitGame()
451 numchallengelevels = 14;
453 Account::loadFile(Folders::getUserSavePath());
455 whichjointstartarray[0] = righthip;
456 whichjointendarray[0] = rightfoot;
458 whichjointstartarray[1] = righthip;
459 whichjointendarray[1] = rightankle;
461 whichjointstartarray[2] = righthip;
462 whichjointendarray[2] = rightknee;
464 whichjointstartarray[3] = rightknee;
465 whichjointendarray[3] = rightankle;
467 whichjointstartarray[4] = rightankle;
468 whichjointendarray[4] = rightfoot;
470 whichjointstartarray[5] = lefthip;
471 whichjointendarray[5] = leftfoot;
473 whichjointstartarray[6] = lefthip;
474 whichjointendarray[6] = leftankle;
476 whichjointstartarray[7] = lefthip;
477 whichjointendarray[7] = leftknee;
479 whichjointstartarray[8] = leftknee;
480 whichjointendarray[8] = leftankle;
482 whichjointstartarray[9] = leftankle;
483 whichjointendarray[9] = leftfoot;
485 whichjointstartarray[10] = abdomen;
486 whichjointendarray[10] = rightshoulder;
488 whichjointstartarray[11] = abdomen;
489 whichjointendarray[11] = rightelbow;
491 whichjointstartarray[12] = abdomen;
492 whichjointendarray[12] = rightwrist;
494 whichjointstartarray[13] = abdomen;
495 whichjointendarray[13] = righthand;
497 whichjointstartarray[14] = rightshoulder;
498 whichjointendarray[14] = rightelbow;
500 whichjointstartarray[15] = rightelbow;
501 whichjointendarray[15] = rightwrist;
503 whichjointstartarray[16] = rightwrist;
504 whichjointendarray[16] = righthand;
506 whichjointstartarray[17] = abdomen;
507 whichjointendarray[17] = leftshoulder;
509 whichjointstartarray[18] = abdomen;
510 whichjointendarray[18] = leftelbow;
512 whichjointstartarray[19] = abdomen;
513 whichjointendarray[19] = leftwrist;
515 whichjointstartarray[20] = abdomen;
516 whichjointendarray[20] = lefthand;
518 whichjointstartarray[21] = leftshoulder;
519 whichjointendarray[21] = leftelbow;
521 whichjointstartarray[22] = leftelbow;
522 whichjointendarray[22] = leftwrist;
524 whichjointstartarray[23] = leftwrist;
525 whichjointendarray[23] = lefthand;
527 whichjointstartarray[24] = abdomen;
528 whichjointendarray[24] = neck;
530 whichjointstartarray[25] = neck;
531 whichjointendarray[25] = head;
533 FadeLoadingScreen(0);
537 int temptexdetail = texdetail;
539 text->LoadFontTexture("Textures/Font.png");
541 textmono->LoadFontTexture("Textures/FontMono.png");
542 textmono->BuildFont();
543 texdetail = temptexdetail;
545 FadeLoadingScreen(10);
557 LOG("Initializing sound system...");
559 OPENAL_Init(44100, 32, 0);
561 OPENAL_SetSFXMasterVolume((int)(volume * 255));
565 emit_stream_np(stream_menutheme);
568 cursortexture.load("Textures/Cursor.png", 0);
570 Mapcircletexture.load("Textures/MapCircle.png", 0);
571 Mapboxtexture.load("Textures/MapBox.png", 0);
572 Maparrowtexture.load("Textures/MapArrow.png", 0);
574 temptexdetail = texdetail;
578 Mainmenuitems[0].load("Textures/Lugaru.png", 0);
579 Mainmenuitems[1].load("Textures/NewGame.png", 0);
580 Mainmenuitems[2].load("Textures/Options.png", 0);
581 Mainmenuitems[3].load("Textures/Quit.png", 0);
582 Mainmenuitems[4].load("Textures/Eyelid.png", 0);
583 Mainmenuitems[5].load("Textures/Resume.png", 0);
584 Mainmenuitems[6].load("Textures/EndGame.png", 0);
586 texdetail = temptexdetail;
588 FadeLoadingScreen(95);
594 firstLoadDone = false;
597 newscreenwidth = screenwidth;
598 newscreenheight = screenheight;
602 Animation::loadAll();
606 Person::players.emplace_back(new Person());
609 void Game::LoadScreenTexture()
611 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
613 if (!Game::screentexture) {
614 glGenTextures(1, &Game::screentexture);
616 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
618 glEnable(GL_TEXTURE_2D);
619 glBindTexture(GL_TEXTURE_2D, Game::screentexture);
620 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
621 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
623 glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
626 //TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
627 /* Loads models and textures which only needs to be loaded once */
628 void Game::LoadStuff()
631 float viewdistdetail;
640 visibleloading = false; //don't use loadscreentexture yet
641 loadscreentexture.load("Textures/Fire.jpg", 1);
642 visibleloading = true;
644 temptexdetail = texdetail;
646 text->LoadFontTexture("Textures/Font.png");
648 textmono->LoadFontTexture("Textures/FontMono.png");
649 textmono->BuildFont();
650 texdetail = temptexdetail;
653 viewdistance = 50 * megascale * viewdistdetail;
658 } else if (detail == 1) {
666 realtexdetail = texdetail;
670 terrain.shadowtexture.load("Textures/Shadow.png", 0);
671 terrain.bloodtexture.load("Textures/Blood.png", 0);
672 terrain.breaktexture.load("Textures/Break.png", 0);
673 terrain.bloodtexture2.load("Textures/Blood.png", 0);
675 terrain.footprinttexture.load("Textures/Footprint.png", 0);
676 terrain.bodyprinttexture.load("Textures/Bodyprint.png", 0);
677 hawktexture.load("Textures/Hawk.png", 0);
679 Sprite::cloudtexture.load("Textures/Cloud.png", 1);
680 Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1);
681 Sprite::bloodtexture.load("Textures/BloodParticle.png", 1);
682 Sprite::snowflaketexture.load("Textures/SnowFlake.png", 1);
683 Sprite::flametexture.load("Textures/Flame.png", 1);
684 Sprite::bloodflametexture.load("Textures/BloodFlame.png", 1);
685 Sprite::smoketexture.load("Textures/Smoke.png", 1);
686 Sprite::shinetexture.load("Textures/Shine.png", 1);
687 Sprite::splintertexture.load("Textures/Splinter.png", 1);
688 Sprite::leaftexture.load("Textures/Leaf.png", 1);
689 Sprite::toothtexture.load("Textures/Tooth.png", 1);
693 ReSizeGLScene(90, .01);
697 //Set up distant light
698 light.color[0] = .95;
699 light.color[1] = .95;
701 light.ambient[0] = .2;
702 light.ambient[1] = .2;
703 light.ambient[2] = .24;
704 light.location.x = 1;
705 light.location.y = 1;
706 light.location.z = -.2;
707 Normalise(&light.location);
716 texscale = .2 / megascale / viewdistdetail;
717 terrain.scale = 3 * megascale * viewdistdetail;
719 viewer.x = terrain.size / 2 * terrain.scale;
720 viewer.z = terrain.size / 2 * terrain.scale;
722 hawk.load("Models/Hawk.solid");
723 hawk.Scale(.03, .03, .03);
724 hawk.Rotate(90, 1, 1);
725 hawk.CalculateNormals(0);
726 hawk.ScaleNormals(-1, -1, -1);
727 hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7;
728 hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
729 hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
731 eye.load("Models/Eye.solid");
732 eye.Scale(.03, .03, .03);
733 eye.CalculateNormals(0);
735 cornea.load("Models/Cornea.solid");
736 cornea.Scale(.03, .03, .03);
737 cornea.CalculateNormals(0);
739 iris.load("Models/Iris.solid");
740 iris.Scale(.03, .03, .03);
741 iris.CalculateNormals(0);
743 LoadSave("Textures/WolfBloodFur.png", &PersonType::types[wolftype].bloodText[0]);
744 LoadSave("Textures/BloodFur.png", &PersonType::types[rabbittype].bloodText[0]);
751 //Fix knife stab, too lazy to do it manually
755 // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
756 // It seems skeleton.joints.size() is 0 at this point, so this is useless.
757 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
758 for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
759 Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
765 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
766 for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
767 Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
773 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
774 Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
775 Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
776 Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
777 Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
779 Animation::animations[dead1anim].frames[0].speed = 0.001;
780 Animation::animations[dead2anim].frames[0].speed = 0.001;
781 Animation::animations[dead3anim].frames[0].speed = 0.001;
782 Animation::animations[dead4anim].frames[0].speed = 0.001;
784 Animation::animations[dead1anim].frames[1].speed = 0.001;
785 Animation::animations[dead2anim].frames[1].speed = 0.001;
786 Animation::animations[dead3anim].frames[1].speed = 0.001;
787 Animation::animations[dead4anim].frames[1].speed = 0.001;
789 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
790 for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
791 Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
795 for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
796 Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
801 for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
802 for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
803 Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
809 if (!screentexture) {
813 if (targetlevel != 7) {
814 emit_sound_at(fireendsound);
821 visibleloading = false;
822 firstLoadDone = true;