#include "Environment/Terrain.hpp"
#include "Game.hpp"
-#include "Objects/Objects.hpp"
+#include "Objects/Object.hpp"
#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
extern XYZ viewer;
extern float viewdistance;
extern bool decals;
extern float blurness;
extern float targetblurness;
-extern Objects objects;
-extern bool visibleloading;
extern bool skyboxtexture;
-extern int tutoriallevel;
//Functions
}
}
texture.bpp = 24;
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
texdetail = temptexdetail;
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
float slopeness;
textureness[i][j] = -1;
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
patch_size = size / subdivision;
patch_elements = (patch_size) * (patch_size) * 54;
glEnable(GL_BLEND);
UpdateTransparency(whichx, whichy);
}
+
glColor4f(1, 1, 1, 1);
+
//Set up vertex array
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
UpdateTransparency(whichx, whichy);
}
UpdateTransparencyother(whichx, whichy);
+
glColor4f(1, 1, 1, 1);
+
//Set up vertex array
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
lightloc.x = 0;
lightloc.z = 0;
}
- if (skyboxtexture && tutoriallevel) {
+ if (skyboxtexture && Tutorial::active) {
lightloc.x *= .4;
lightloc.z *= .4;
}
if (patchobjectnum[patchx][patchz]) {
for (k = 0; k < patchobjectnum[patchx][patchz]; k++) {
l = patchobjects[patchx][patchz][k];
- if (objects.type[l] != treetrunktype) {
+ if (Object::objects[l]->type != treetrunktype) {
testpoint = terrainpoint;
testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed);
- if (objects.model[l].LineCheck(&testpoint, &testpoint2, &col, &objects.position[l], &objects.yaw[l]) != -1) {
+ if (Object::objects[l]->model.LineCheck(&testpoint, &testpoint2, &col, &Object::objects[l]->position, &Object::objects[l]->yaw) != -1) {
shadowed = 1 - (findDistance(&terrainpoint, &col) / 50);
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
}
brightness = dotproduct(&lightloc, &normals[i][j]);
if (shadowed)
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
//Smooth shadows
for (i = 0; i < size; i++) {
memset(decalposition, 0, sizeof(decalposition));
numdecals = 0;
}
-Terrain::~Terrain()
-{
- terraintexture.destroy();
- shadowtexture.destroy();
- bodyprinttexture.destroy();
- footprinttexture.destroy();
- bloodtexture.destroy();
- bloodtexture2.destroy();
- breaktexture.destroy();
-}
-