along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Animation/Animation.h"
-#include "Texture.h"
-#include "Utils/Folders.h"
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Graphic/Texture.hpp"
+#include "Menu/Menu.hpp"
+#include "Utils/Folders.hpp"
extern float screenwidth, screenheight;
extern float viewdistance;
extern float texdetail;
extern float realtexdetail;
extern float volume;
-extern Objects objects;
extern int detail;
extern bool cellophane;
extern GLubyte bloodText[512 * 512 * 3];
extern int flashdelay;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern int difficulty;
extern float slomospeed;
extern bool gamestarted;
LOGFUNC;
if (Game::endgame == 2) {
- Game::accountactive->endGame();
+ Account::active().endGame();
Game::endgame = 0;
}
- Account::saveFile(Folders::getUserDataPath()+"/users", Game::accountactive);
+ Account::saveFile(Folders::getUserSavePath());
//textures.clear();
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);
void Game::LoadingScreen()
{
+ if (!visibleloading) {
+ return;
+ }
+
static float loadprogress;
static AbsoluteTime frametime = {0, 0};
AbsoluteTime currTime = UpTime ();
numchallengelevels = 14;
- accountactive = Account::loadFile(Folders::getUserDataPath()+"/users");
+ Account::loadFile(Folders::getUserSavePath());
whichjointstartarray[0] = righthip;
whichjointendarray[0] = rightfoot;
newscreenwidth = screenwidth;
newscreenheight = screenheight;
- LoadMenu();
+ Menu::Load();
Animation::loadAll();
}
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
+//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
void Game::LoadStuff()
{
static float temptexdetail;
static float viewdistdetail;
- static int i, j;
float megascale = 1;
LOGFUNC;
stillloading = 1;
- for (auto p:Person::players) {
- p->skeleton.drawmodel.textureptr.destroy();
- }
-
- i = abs(Random() % 4);
- visibleloading = 0; //don't use loadscreentexture yet
+ visibleloading = false; //don't use loadscreentexture yet
loadscreentexture.load("Textures/Fire.jpg", 1);
- visibleloading = 1;
+ visibleloading = true;
temptexdetail = texdetail;
texdetail = 1;
if (detail == 2) {
texdetail = 1;
- }
- if (detail == 1) {
+ kTextureSize = 1024;
+ } else if (detail == 1) {
texdetail = 2;
- }
- if (detail == 0) {
+ kTextureSize = 512;
+ } else {
texdetail = 4;
+ kTextureSize = 256;
}
realtexdetail = texdetail;
viewer = 0;
-
- if (detail)
- kTextureSize = 1024;
- if (detail == 1)
- kTextureSize = 512;
- if (detail == 0)
- kTextureSize = 256;
-
//Set up distant light
light.color[0] = .95;
light.color[1] = .95;
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < Animation::animations[knifesneakattackanim].numframes; j++) {
- Animation::animations[knifesneakattackanim].position[i][j] += moveamount;
+ // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
+ // It seems skeleton.joints.size() is 0 at this point, so this is useless.
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
+ Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < Animation::animations[knifesneakattackedanim].numframes; j++) {
- Animation::animations[knifesneakattackedanim].position[i][j] += moveamount;
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
+ Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- Animation::animations[dead1anim].position[i][1] = Animation::animations[dead1anim].position[i][0];
- Animation::animations[dead2anim].position[i][1] = Animation::animations[dead2anim].position[i][0];
- Animation::animations[dead3anim].position[i][1] = Animation::animations[dead3anim].position[i][0];
- Animation::animations[dead4anim].position[i][1] = Animation::animations[dead4anim].position[i][0];
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
+ Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
+ Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
+ Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
}
- Animation::animations[dead1anim].speed[0] = 0.001;
- Animation::animations[dead2anim].speed[0] = 0.001;
- Animation::animations[dead3anim].speed[0] = 0.001;
- Animation::animations[dead4anim].speed[0] = 0.001;
-
- Animation::animations[dead1anim].speed[1] = 0.001;
- Animation::animations[dead2anim].speed[1] = 0.001;
- Animation::animations[dead3anim].speed[1] = 0.001;
- Animation::animations[dead4anim].speed[1] = 0.001;
-
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
- Animation::animations[swordsneakattackanim].position[i][j] += moveamount;
+ Animation::animations[dead1anim].frames[0].speed = 0.001;
+ Animation::animations[dead2anim].frames[0].speed = 0.001;
+ Animation::animations[dead3anim].frames[0].speed = 0.001;
+ Animation::animations[dead4anim].frames[0].speed = 0.001;
+
+ Animation::animations[dead1anim].frames[1].speed = 0.001;
+ Animation::animations[dead2anim].frames[1].speed = 0.001;
+ Animation::animations[dead3anim].frames[1].speed = 0.001;
+ Animation::animations[dead4anim].frames[1].speed = 0.001;
+
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
- Animation::animations[swordsneakattackanim].weapontarget[j] += moveamount;
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < Animation::animations[swordsneakattackedanim].numframes; j++) {
- Animation::animations[swordsneakattackedanim].position[i][j] += moveamount;
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
}
}
loading = 0;
changedelay = 1;
- visibleloading = 0;
+ visibleloading = false;
}