#include "Game.h"
#include "openal_wrapper.h"
#include "Animation.h"
+#include "Texture.h"
extern float screenwidth,screenheight;
extern float viewdistance;
extern XYZ viewer;
extern XYZ lightlocation;
-extern float lightambient[3],lightbrightness[3];
extern float fadestart;
extern float texscale;
extern float gravity;
extern Light light;
extern Skeleton testskeleton;
extern int numsounds;
-extern int channels[100];
extern Terrain terrain;
//extern Sprites sprites;
extern int kTextureSize;
extern float texdetail;
extern float realtexdetail;
-extern float terraindetail;
extern float volume;
extern Objects objects;
extern int detail;
extern short vRefNum;
extern long dirID;
extern int mainmenu;
-extern int oldmainmenu;
extern bool visibleloading;
-extern int loadscreencolor;
extern float flashamount,flashr,flashg,flashb;
extern int flashdelay;
extern int whichjointstartarray[26];
extern int difficulty;
extern float tintr,tintg,tintb;
extern float slomospeed;
-extern char mapname[256];
extern bool gamestarted;
extern int numdialogues;
extern char dialoguetext[20][20][128];
extern char dialoguename[20][20][64];
extern XYZ dialoguecamera[20][20];
-extern float dialoguecamerarotation[20][20];
-extern float dialoguecamerarotation2[20][20];
+extern float dialoguecamerayaw[20][20];
+extern float dialoguecamerapitch[20][20];
extern int indialogue;
extern int whichdialogue;
extern float dialoguetime;
// !!! FIXME: write me.
}
-
-Game::TextureList Game::textures;
-
-void Game::Dispose()
+void Dispose()
{
- int i,j;
-
LOGFUNC;
- if(endgame==2){
- accountactive->endGame();
- endgame=0;
+ if(Game::endgame==2){
+ Game::accountactive->endGame();
+ Game::endgame=0;
}
- Account::saveFile(":Data:Users", accountactive);
+ Account::saveFile(":Data:Users", Game::accountactive);
- TexIter it = textures.begin();
- for (; it != textures.end(); ++it)
- {
- if (glIsTexture(it->second))
- glDeleteTextures(1, &it->second);
- }
- textures.clear();
+ //textures.clear();
LOG("Shutting down sound system...");
// later in the shutdown process. --ryan.
#if !PLATFORM_LINUX
- for (i=0; i < sounds_count; ++i)
+ for (int i=0; i < sounds_count; ++i)
{
OPENAL_Sample_Free(samp[i]);
}
#endif
}
-
-void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha)
-{
- GLuint type;
-
- LOGFUNC;
-
- LOG(std::string("Loading texture...") + fileName);
-
- // Fix filename so that is os appropreate
- char * fixedFN = ConvertFileName(fileName);
-
- unsigned char fileNamep[256];
- CopyCStringToPascal(fixedFN, fileNamep);
- //Load Image
- upload_image( fileNamep ,hasalpha);
-
-// std::string fname(fileName);
-// std::transform(fname.begin(), fname.end(), tolower);
-// TexIter it = textures.find(fname);
-
- //Is it valid?
- if(1==1)
- //if(textures.end() == it)
- {
- //Alpha channel?
- if ( texture.bpp == 24 )
- type = GL_RGB;
- else
- type = GL_RGBA;
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- if(!*textureid)
- glGenTextures( 1, textureid );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- glBindTexture( GL_TEXTURE_2D, *textureid);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
- if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
- if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
- }
+void Game::newGame(){
+ text = new Text();
+ skybox = new SkyBox();
}
-void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize)
-{
- GLuint type;
- int i;
- int bytesPerPixel;
-
- LOGFUNC;
-
- LOG(std::string("Loading texture (S)...") + fileName);
-
- //Load Image
- unsigned char fileNamep[256];
- CopyCStringToPascal(ConvertFileName(fileName), fileNamep);
- //Load Image
- upload_image( fileNamep ,0);
- //LoadTGA( fileName );
-
-// std::string fname(fileName);
-// std::transform(fname.begin(), fname.end(), tolower);
-// TexIter it = textures.find(fname);
-
- //Is it valid?
- if(1==1)
- //if(textures.end() == it)
- {
- bytesPerPixel=texture.bpp/8;
-
- //Alpha channel?
- if ( texture.bpp == 24 )
- type = GL_RGB;
- else
- type = GL_RGBA;
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- if(!*textureid)glGenTextures( 1, textureid );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- glBindTexture( GL_TEXTURE_2D, *textureid);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
- if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
- if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- int tempnum=0;
- for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
- if((i+1)%4||type==GL_RGB){
- array[tempnum]=texture.data[i];
- tempnum++;
- }
- }
-
- *skinsize=texture.sizeX;
+void Game::deleteGame(){
+ if(skybox) delete skybox;
+ if(text) delete text;
+ terraintexture.destroy();
+ terraintexture2.destroy();
+ cursortexture.destroy();
+ Maparrowtexture.destroy();
+ Mapboxtexture.destroy();
+ Mapcircletexture.destroy();
+ hawktexture.destroy();
+ loadscreentexture.destroy();
+
+ for(int i=0;i<10;i++)
+ Mainmenuitems[i].destroy();
+
+ glDeleteTextures(1,&screentexture);
+ glDeleteTextures(1,&screentexture2);
+
+ Dispose();
+}
- gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, GL_RGB, GL_UNSIGNED_BYTE, array );
-// textures.insert(std::make_pair(fname, *textureid));
- }
-// else
-// {
-// *textureid = it->second;
-// }
-}
-void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
+void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
{
int i;
int bytesPerPixel;
}
}
-bool Game::AddClothes(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
-{
- int i;
- int bytesPerPixel;
-
- LOGFUNC;
-
- //upload_image( fileName );
- //LoadTGA( fileName );
- //Load Image
- unsigned char fileNamep[256];
- CopyCStringToPascal(fileName,fileNamep);
- //Load Image
- bool opened;
- opened=upload_image( fileNamep ,1);
-
- float alphanum;
- //Is it valid?
- if(opened){
- if(tintr>1)tintr=1;
- if(tintg>1)tintg=1;
- if(tintb>1)tintb=1;
-
- if(tintr<0)tintr=0;
- if(tintg<0)tintg=0;
- if(tintb<0)tintb=0;
-
- bytesPerPixel=texture.bpp/8;
-
- int tempnum=0;
- alphanum=255;
- for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
- if(bytesPerPixel==3)alphanum=255;
- else if((i+1)%4==0)alphanum=texture.data[i];
- //alphanum/=2;
- if((i+1)%4||bytesPerPixel==3){
- if((i%4)==0)texture.data[i]*=tintr;
- if((i%4)==1)texture.data[i]*=tintg;
- if((i%4)==2)texture.data[i]*=tintb;
- array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255);
- tempnum++;
- }
- }
- }
- else return 0;
- return 1;
-}
//***************> ResizeGLScene() <******/
void Game::LoadingScreen()
{
- static float loadprogress,minprogress,maxprogress;
+ static float loadprogress;
static AbsoluteTime time = {0,0};
static AbsoluteTime frametime = {0,0};
AbsoluteTime currTime = UpTime ();
if(multiplier>.05){
frametime = currTime; // reset for next time interval
- float size=1;
glLoadIdentity();
//Clear to black
glClearColor(0,0,0,1);
//Background
glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, loadscreentexture);
+ loadscreentexture.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- //glColor4f(1,1,1,1);
- /*if(loadscreencolor==0)glColor4f(1,1,1,1);
- if(loadscreencolor==1)glColor4f(1,0,0,1);
- if(loadscreencolor==2)glColor4f(0,1,0,1);
- if(loadscreencolor==3)glColor4f(0,0,1,1);
- if(loadscreencolor==4)glColor4f(1,1,0,1);
- if(loadscreencolor==5)glColor4f(1,0,1,1);
- */
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glDepthMask(1);
glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, loadscreentexture);
+ loadscreentexture.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
glEnable(GL_BLEND);
//glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- /*if(loadscreencolor==0)glColor4f(1,1,1,1);
- if(loadscreencolor==1)glColor4f(1,0,0,1);
- if(loadscreencolor==2)glColor4f(0,1,0,1);
- if(loadscreencolor==3)glColor4f(0,0,1,1);
- if(loadscreencolor==4)glColor4f(1,1,0,1);
- if(loadscreencolor==5)glColor4f(1,0,1,1);
- */
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glDepthMask(1);
glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, loadscreentexture);
+ loadscreentexture.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glDisable(GL_DEPTH_TEST); // Disables Depth Testing
glDepthMask(1);
//Text
- /*
- glEnable(GL_TEXTURE_2D);
- static char string[256]="";
- sprintf (string, "LOADING... %d%",(int)loadprogress);
- glColor4f(1,1,1,.2);
- text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480);
- glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1);
- text.glPrint(280,125,string,1,1,640,480);
- */
if(flashamount>0){
if(flashamount>1)flashamount=1;
}
swap_gl_buffers();
- loadscreencolor=0;
}
}
-void Game::FadeLoadingScreen(float howmuch)
+void FadeLoadingScreen(float howmuch)
{
- static float loadprogress,minprogress,maxprogress;
+ static float loadprogress;
- float size=1;
glLoadIdentity();
//Clear to black
glClearColor(0,0,0,1);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress/100,0,0,1);
- /*if(loadscreencolor==0)glColor4f(1,1,1,1);
- if(loadscreencolor==1)glColor4f(1,0,0,1);
- if(loadscreencolor==2)glColor4f(0,1,0,1);
- if(loadscreencolor==3)glColor4f(0,0,1,1);
- if(loadscreencolor==4)glColor4f(1,1,0,1);
- if(loadscreencolor==5)glColor4f(1,0,1,1);
- */
glPushMatrix();
//glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glDisable(GL_BLEND);
glDepthMask(1);
//Text
- /*
- glEnable(GL_TEXTURE_2D);
- static char string[256]="";
- sprintf (string, "LOADING... %d%",(int)loadprogress);
- glColor4f(1,1,1,.2);
- text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480);
- glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1);
- text.glPrint(280,125,string,1,1,640,480);
- */
swap_gl_buffers();
- loadscreencolor=0;
}
+extern bool cmdline(const char *cmd);
+
void Game::InitGame()
{
#if PLATFORM_MACOSX
LOGFUNC;
- autocam=0;
-
- int i,j;
-
numchallengelevels=14;
accountactive=Account::loadFile(":Data:Users");
int temptexdetail=texdetail;
texdetail=1;
- text.LoadFontTexture(":Data:Textures:Font.png");
- text.BuildFont();
+ text->LoadFontTexture(":Data:Textures:Font.png");
+ text->BuildFont();
texdetail=temptexdetail;
FadeLoadingScreen(10);
if(detail==2){
texdetail=1;
- terraindetail=1;
}
if(detail==1){
texdetail=2;
- terraindetail=1;
}
if(detail==0){
texdetail=4;
- terraindetail=1;
- //terraindetail=2;
}
- memset(channels, 0xff, sizeof(channels));
-
LOG("Initializing sound system...");
- int output = -1;
-
#if PLATFORM_LINUX
- extern bool cmdline(const char *cmd);
+ int output = -1;
+
unsigned char rc = 0;
output = OPENAL_OUTPUT_ALSA; // Try alsa first...
if (cmdline("forceoss")) // ...but let user override that.
loadAllSounds();
if(musictoggle)
- emit_stream_np(stream_music3);
+ emit_stream_np(stream_menutheme);
- LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1);
+ cursortexture.load(":Data:Textures:Cursor.png",0,1);
- LoadTexture(":Data:Textures:MapCircle.png",&Mapcircletexture,0,1);
- LoadTexture(":Data:Textures:MapBox.png",&Mapboxtexture,0,1);
- LoadTexture(":Data:Textures:MapArrow.png",&Maparrowtexture,0,1);
+ Mapcircletexture.load(":Data:Textures:MapCircle.png",0,1);
+ Mapboxtexture.load(":Data:Textures:MapBox.png",0,1);
+ Maparrowtexture.load(":Data:Textures:MapArrow.png",0,1);
temptexdetail=texdetail;
if(texdetail>2)texdetail=2;
- LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
- LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
- LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
- LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
- LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
- LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1);
+ Mainmenuitems[0].load(":Data:Textures:Lugaru.png",0,0);
+ Mainmenuitems[1].load(":Data:Textures:Newgame.png",0,0);
+ Mainmenuitems[2].load(":Data:Textures:Options.png",0,0);
+ Mainmenuitems[3].load(":Data:Textures:Quit.png",0,0);
+ Mainmenuitems[4].load(":Data:Textures:Eyelid.png",0,1);
+ Mainmenuitems[5].load(":Data:Textures:Resume.png",0,0);
+ Mainmenuitems[6].load(":Data:Textures:Endgame.png",0,0);
+
//LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1);
+ //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that
texdetail=temptexdetail;
- loaddistrib=0;
- anim=0;
-
FadeLoadingScreen(95);
stillloading=0;
firstload=0;
- oldmainmenu=0;
newdetail=detail;
newscreenwidth=screenwidth;
newscreenheight=screenheight;
+
+ LoadMenu();
}
+void Game::LoadScreenTexture() {
+ glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
+
+ if(!Game::screentexture)
+ glGenTextures( 1, &Game::screentexture );
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture( GL_TEXTURE_2D, Game::screentexture);
+ 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);
+}
+
+//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.h
void Game::LoadStuff()
{
static float temptexdetail;
static float viewdistdetail;
- static int i,j,texsize;
+ static int i,j;
float megascale =1;
LOGFUNC;
- visibleloading=1;
-
- /*musicvolume[3]=512;
- PlaySoundEx( music4, samp[music4], NULL, true);
- OPENAL_SetPaused(channels[music4], false);
- OPENAL_SetVolume(channels[music4], 512);
- */
loadtime=0;
stillloading=1;
- //texture.data = ( GLubyte* )malloc( 1024*1024*4 );
-
for(i=0;i<maxplayers;i++)
- {
- if (glIsTexture(player[i].skeleton.drawmodel.textureptr))
- {
- glDeleteTextures(1, &player[i].skeleton.drawmodel.textureptr);
- }
- player[i].skeleton.drawmodel.textureptr=0;;
- }
+ player[i].skeleton.drawmodel.textureptr.destroy();
- //temptexdetail=texdetail;
- //texdetail=1;
i=abs(Random()%4);
- LoadTexture(":Data:Textures:fire.jpg",&loadscreentexture,1,0);
- //texdetail=temptexdetail;
+ visibleloading=0; //don't use loadscreentexture yet
+ loadscreentexture.load(":Data:Textures:fire.jpg",1,0);
+ visibleloading=1;
temptexdetail=texdetail;
texdetail=1;
- text.LoadFontTexture(":Data:Textures:Font.png");
- text.BuildFont();
+ text->LoadFontTexture(":Data:Textures:Font.png");
+ text->BuildFont();
texdetail=temptexdetail;
numsounds=71;
viewdistdetail=2;
viewdistance=50*megascale*viewdistdetail;
- brightness=100;
-
-
-
if(detail==2){
texdetail=1;
- terraindetail=1;
}
if(detail==1){
texdetail=2;
- terraindetail=1;
}
if(detail==0){
texdetail=4;
- terraindetail=1;
- //terraindetail=2;
}
realtexdetail=texdetail;
- /*texdetail/=4;
- if(texdetail<1)texdetail=1;
- realtexdetail=texdetail*4;
- */
numplayers=1;
-
- /*LoadTexture(":Data:Textures:snow.png",&terraintexture,1);
-
- LoadTexture(":Data:Textures:rock.png",&terraintexture2,1);
-
- LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
- */
-
-
LOG("Loading weapon data...");
- LoadTexture(":Data:Textures:knife.png",&weapons.knifetextureptr,0,1);
- LoadTexture(":Data:Textures:bloodknife.png",&weapons.bloodknifetextureptr,0,1);
- LoadTexture(":Data:Textures:lightbloodknife.png",&weapons.lightbloodknifetextureptr,0,1);
- LoadTexture(":Data:Textures:sword.jpg",&weapons.swordtextureptr,1,0);
- LoadTexture(":Data:Textures:Swordblood.jpg",&weapons.bloodswordtextureptr,1,0);
- LoadTexture(":Data:Textures:Swordbloodlight.jpg",&weapons.lightbloodswordtextureptr,1,0);
- LoadTexture(":Data:Textures:Staff.jpg",&weapons.stafftextureptr,1,0);
-
- weapons.throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
- weapons.throwingknifemodel.Scale(.001,.001,.001);
- //weapons.throwingknifemodel.Rotate(0,0,-90);
- weapons.throwingknifemodel.Rotate(90,0,0);
- weapons.throwingknifemodel.Rotate(0,90,0);
- weapons.throwingknifemodel.flat=0;
- weapons.throwingknifemodel.CalculateNormals(1);
- //weapons.throwingknifemodel.ScaleNormals(-1,-1,-1);
-
- weapons.swordmodel.load((char *)":Data:Models:sword.solid",1);
- weapons.swordmodel.Scale(.001,.001,.001);
- //weapons.swordmodel.Rotate(0,0,-90);
- weapons.swordmodel.Rotate(90,0,0);
- weapons.swordmodel.Rotate(0,90,0);
- weapons.swordmodel.Rotate(0,0,90);
- weapons.swordmodel.flat=1;
- weapons.swordmodel.CalculateNormals(1);
- //weapons.swordmodel.ScaleNormals(-1,-1,-1);
-
- weapons.staffmodel.load((char *)":Data:Models:staff.solid",1);
- weapons.staffmodel.Scale(.005,.005,.005);
- //weapons.staffmodel.Rotate(0,0,-90);
- weapons.staffmodel.Rotate(90,0,0);
- weapons.staffmodel.Rotate(0,90,0);
- weapons.staffmodel.Rotate(0,0,90);
- weapons.staffmodel.flat=1;
- weapons.staffmodel.CalculateNormals(1);
- //weapons.staffmodel.ScaleNormals(-1,-1,-1);
-
- //temptexdetail=texdetail;
- //if(texdetail>4)texdetail=4;
- LoadTexture(":Data:Textures:shadow.png",&terrain.shadowtexture,0,1);
-
- LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture,0,1);
-
- LoadTexture(":Data:Textures:break.png",&terrain.breaktexture,0,1);
-
- LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture2,0,1);
-
-
- LoadTexture(":Data:Textures:footprint.png",&terrain.footprinttexture,0,1);
-
- LoadTexture(":Data:Textures:bodyprint.png",&terrain.bodyprinttexture,0,1);
-
- /*LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1);
-
- LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1);
-
- LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1);
-
- LoadTexture(":Data:Textures:snowflake.png",&Sprite::snowflaketexture,1);
-
- LoadTexture(":Data:Textures:flame.png",&Sprite::flametexture,1);
-
- LoadTexture(":Data:Textures:smoke.png",&Sprite::smoketexture,1);
- //texdetail=temptexdetail;
- LoadTexture(":Data:Textures:shine.png",&Sprite::shinetexture,1);*/
-
-
-
- LoadTexture(":Data:Textures:hawk.png",&hawktexture,0,1);
-
- LoadTexture(":Data:Textures:logo.png",&logotexture,0,1);
-
-
- //LoadTexture(":Data:Textures:box.jpg",&objects.boxtextureptr,1,0);
-
-
- LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1,1);
- LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1,1);
- LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1,1);
- LoadTexture(":Data:Textures:snowflake.png",&Sprite::snowflaketexture,1,1);
- LoadTexture(":Data:Textures:flame.png",&Sprite::flametexture,1,1);
- LoadTexture(":Data:Textures:bloodflame.png",&Sprite::bloodflametexture,1,1);
- LoadTexture(":Data:Textures:smoke.png",&Sprite::smoketexture,1,1);
- LoadTexture(":Data:Textures:shine.png",&Sprite::shinetexture,1,0);
- LoadTexture(":Data:Textures:splinter.png",&Sprite::splintertexture,1,1);
- LoadTexture(":Data:Textures:leaf.png",&Sprite::leaftexture,1,1);
- LoadTexture(":Data:Textures:tooth.png",&Sprite::toothtexture,1,1);
-
- rotation=0;
- rotation2=0;
+ Weapon::knifetextureptr.load(":Data:Textures:knife.png",0,1);
+ Weapon::bloodknifetextureptr.load(":Data:Textures:bloodknife.png",0,1);
+ Weapon::lightbloodknifetextureptr.load(":Data:Textures:lightbloodknife.png",0,1);
+ Weapon::swordtextureptr.load(":Data:Textures:sword.jpg",1,0);
+ Weapon::bloodswordtextureptr.load(":Data:Textures:Swordblood.jpg",1,0);
+ Weapon::lightbloodswordtextureptr.load(":Data:Textures:Swordbloodlight.jpg",1,0);
+ Weapon::stafftextureptr.load(":Data:Textures:Staff.jpg",1,0);
+
+ Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
+ Weapon::throwingknifemodel.Scale(.001,.001,.001);
+ //Weapon::throwingknifemodel.Rotate(0,0,-90);
+ Weapon::throwingknifemodel.Rotate(90,0,0);
+ Weapon::throwingknifemodel.Rotate(0,90,0);
+ Weapon::throwingknifemodel.flat=0;
+ Weapon::throwingknifemodel.CalculateNormals(1);
+ //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1);
+
+ Weapon::swordmodel.load((char *)":Data:Models:sword.solid",1);
+ Weapon::swordmodel.Scale(.001,.001,.001);
+ //Weapon::swordmodel.Rotate(0,0,-90);
+ Weapon::swordmodel.Rotate(90,0,0);
+ Weapon::swordmodel.Rotate(0,90,0);
+ Weapon::swordmodel.Rotate(0,0,90);
+ Weapon::swordmodel.flat=1;
+ Weapon::swordmodel.CalculateNormals(1);
+ //Weapon::swordmodel.ScaleNormals(-1,-1,-1);
+
+ Weapon::staffmodel.load((char *)":Data:Models:staff.solid",1);
+ Weapon::staffmodel.Scale(.005,.005,.005);
+ //Weapon::staffmodel.Rotate(0,0,-90);
+ Weapon::staffmodel.Rotate(90,0,0);
+ Weapon::staffmodel.Rotate(0,90,0);
+ Weapon::staffmodel.Rotate(0,0,90);
+ Weapon::staffmodel.flat=1;
+ Weapon::staffmodel.CalculateNormals(1);
+ //Weapon::staffmodel.ScaleNormals(-1,-1,-1);
+
+ terrain.shadowtexture.load(":Data:Textures:shadow.png",0,1);
+ terrain.bloodtexture.load(":Data:Textures:blood.png",0,1);
+ terrain.breaktexture.load(":Data:Textures:break.png",0,1);
+ terrain.bloodtexture2.load(":Data:Textures:blood.png",0,1);
+
+
+ terrain.footprinttexture.load(":Data:Textures:footprint.png",0,1);
+ terrain.bodyprinttexture.load(":Data:Textures:bodyprint.png",0,1);
+ hawktexture.load(":Data:Textures:hawk.png",0,1);
+
+
+ Sprite::cloudtexture.load(":Data:Textures:cloud.png",1,1);
+ Sprite::cloudimpacttexture.load(":Data:Textures:cloudimpact.png",1,1);
+ Sprite::bloodtexture.load(":Data:Textures:bloodparticle.png",1,1);
+ Sprite::snowflaketexture.load(":Data:Textures:snowflake.png",1,1);
+ Sprite::flametexture.load(":Data:Textures:flame.png",1,1);
+ Sprite::bloodflametexture.load(":Data:Textures:bloodflame.png",1,1);
+ Sprite::smoketexture.load(":Data:Textures:smoke.png",1,1);
+ Sprite::shinetexture.load(":Data:Textures:shine.png",1,0);
+ Sprite::splintertexture.load(":Data:Textures:splinter.png",1,1);
+ Sprite::leaftexture.load(":Data:Textures:leaf.png",1,1);
+ Sprite::toothtexture.load(":Data:Textures:tooth.png",1,1);
+
+ yaw=0;
+ pitch=0;
ReSizeGLScene(90,.01);
viewer=0;
-
-
if(detail)kTextureSize=1024;
if(detail==1)kTextureSize=512;
if(detail==0)kTextureSize=256;
-
-
- //drawmode=motionblurmode;
-
+
//Set up distant light
light.color[0]=.95;
light.color[1]=.95;
gravity=-10;
texscale=.2/megascale/viewdistdetail;
- terrain.scale=3*megascale*terraindetail*viewdistdetail;
+ terrain.scale=3*megascale*viewdistdetail;
viewer.x=terrain.size/2*terrain.scale;
viewer.z=terrain.size/2*terrain.scale;
hawkcoords.z=terrain.size/2*terrain.scale-5-7;
hawkcoords.y=terrain.getHeight(hawkcoords.x,hawkcoords.z)+25;
-
eye.load((char *)":Data:Models:eye.solid",1);
eye.Scale(.03,.03,.03);
eye.CalculateNormals(0);
mainmenu=0;
firstload=0;
- //if(targetlevel!=7)
- Loadlevel(targetlevel);
-
-
- rabbitcoords=player[0].coords;
- rabbitcoords.y=terrain.getHeight(rabbitcoords.x,rabbitcoords.z);
loadAllAnimations();
//Fix knife stab, too lazy to do it manually
}
}
- loadscreencolor=4;
LoadingScreen();
for(i=0;i<player[0].skeleton.num_joints;i++){
}
}
- loadscreencolor=4;
LoadingScreen();
for(i=0;i<player[0].skeleton.num_joints;i++){
animation[swordsneakattackanim].position[i][j]+=moveamount;
}
}
- loadscreencolor=4;
LoadingScreen();
for(j=0;j<animation[swordsneakattackanim].numframes;j++){
animation[swordsneakattackanim].weapontarget[j]+=moveamount;
}
- loadscreencolor=4;
LoadingScreen();
for(i=0;i<player[0].skeleton.num_joints;i++){
animation[swordsneakattackedanim].position[i][j]+=moveamount;
}
}
- /*
- for(i=0;i<player[0].skeleton.num_joints;i++){
- for(j=0;j<animation[sleepanim].numframes;j++){
- animation[sleepanim].position[i][j]=DoRotation(animation[sleepanim].position[i][j],0,180,0);
- }
- }
- */
- loadscreencolor=4;
+
LoadingScreen();
temptexdetail=texdetail;
texdetail=1;
texdetail=temptexdetail;
- loadscreencolor=4;
LoadingScreen();
- //if(ismotionblur){
if(!screentexture){
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- glGenTextures( 1, &screentexture );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, screentexture);
- 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);
+ LoadScreenTexture();
}
if(targetlevel!=7){