]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Environment/Terrain.cpp
Moved visibleloading check inside LoadingScreen
[lugaru.git] / Source / Environment / Terrain.cpp
index 8c79cd42a3c91132bef988ab3060ed3d783b1b38..ba4e24024b397447b91ea4a6e65ac04e7dea22a3 100644 (file)
@@ -18,10 +18,12 @@ You should have received a copy of the GNU General Public License
 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
-#include "Game.h"
-#include "Environment/Terrain.h"
-#include "Objects/Objects.h"
-#include "Utils/Folders.h"
+#include "Environment/Terrain.hpp"
+
+#include "Game.hpp"
+#include "Objects/Object.hpp"
+#include "Utils/Folders.hpp"
+#include "Tutorial.hpp"
 
 extern XYZ viewer;
 extern float viewdistance;
@@ -36,10 +38,7 @@ extern int detail;
 extern bool decals;
 extern float blurness;
 extern float targetblurness;
-extern Objects objects;
-extern bool visibleloading;
 extern bool skyboxtexture;
-extern int tutoriallevel;
 
 //Functions
 
@@ -426,8 +425,7 @@ bool Terrain::load(const std::string& fileName)
         }
     }
     texture.bpp = 24;
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
     texdetail = temptexdetail;
 
@@ -439,8 +437,7 @@ bool Terrain::load(const std::string& fileName)
         }
     }
 
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
     float slopeness;
 
@@ -449,8 +446,7 @@ bool Terrain::load(const std::string& fileName)
             textureness[i][j] = -1;
         }
     }
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
 
     for (i = 0; i < size; i++) {
@@ -499,8 +495,7 @@ bool Terrain::load(const std::string& fileName)
             }
         }
     }
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
     for (i = 0; i < size; i++) {
         for (j = 0; j < size; j++) {
@@ -512,8 +507,7 @@ bool Terrain::load(const std::string& fileName)
             }
         }
     }
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
     for (i = 0; i < size; i++) {
         for (j = 0; j < size; j++) {
@@ -638,8 +632,7 @@ bool Terrain::load(const std::string& fileName)
             }
         }
     }
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
     patch_size = size / subdivision;
     patch_elements = (patch_size) * (patch_size) * 54;
@@ -732,7 +725,9 @@ void Terrain::drawpatch(int whichx, int whichy, float opacity)
         glEnable(GL_BLEND);
         UpdateTransparency(whichx, whichy);
     }
+
     glColor4f(1, 1, 1, 1);
+
     //Set up vertex array
     glEnableClientState(GL_VERTEX_ARRAY);
     glEnableClientState(GL_COLOR_ARRAY);
@@ -756,7 +751,9 @@ void Terrain::drawpatchother(int whichx, int whichy, float opacity)
         UpdateTransparency(whichx, whichy);
     }
     UpdateTransparencyother(whichx, whichy);
+
     glColor4f(1, 1, 1, 1);
+
     //Set up vertex array
     glEnableClientState(GL_VERTEX_ARRAY);
     glEnableClientState(GL_COLOR_ARRAY);
@@ -1366,7 +1363,7 @@ void Terrain::DoShadows()
         lightloc.x = 0;
         lightloc.z = 0;
     }
-    if (skyboxtexture && tutoriallevel) {
+    if (skyboxtexture && Tutorial::active) {
         lightloc.x *= .4;
         lightloc.z *= .4;
     }
@@ -1386,16 +1383,15 @@ void Terrain::DoShadows()
             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)
@@ -1419,8 +1415,7 @@ void Terrain::DoShadows()
         }
     }
 
-    if (visibleloading)
-        Game::LoadingScreen();
+    Game::LoadingScreen();
 
     //Smooth shadows
     for (i = 0; i < size; i++) {
@@ -1515,14 +1510,3 @@ Terrain::Terrain()
     memset(decalposition, 0, sizeof(decalposition));
     numdecals = 0;
 }
-Terrain::~Terrain()
-{
-    terraintexture.destroy();
-    shadowtexture.destroy();
-    bodyprinttexture.destroy();
-    footprinttexture.destroy();
-    bloodtexture.destroy();
-    bloodtexture2.destroy();
-    breaktexture.destroy();
-}
-