]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Game.h
Some cleans, fullscreen is back if "--windowed" isn't passed as option.
[lugaru.git] / Source / Game.h
index d09474a96b2f640f1f4f0779a83abb2bc1488afe..32d14890b9f1b2f79fe3a0bbfca12f18291904e4 100644 (file)
@@ -59,15 +59,16 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Account.h"
 #include "Sounds.h"
 
+#define NB_CAMPAIGN_MENU_ITEM 7
+
 extern GLuint rabbittexture;
 
+struct TextureInfo;
+
 class Game
 {
        public:
-               typedef std::map<std::string, GLuint> TextureList;
-               typedef std::map<GLuint, std::string> GLTextureList;
-               typedef TextureList::iterator TexIter;
-               static TextureList textures;
+               static std::vector<TextureInfo> textures;
 
                GLuint terraintexture;
                GLuint terraintexture2;
@@ -90,13 +91,8 @@ class Game
                float selectedlong[100];
                float offsetx[100];
                float offsety[100];
-               float movex[100];
-               float movey[100];
-               float transition;
-               int anim;
                int selected;
                int keyselect;
-               int loaddistrib;
                int indemo;
 
                bool won;
@@ -118,13 +114,8 @@ class Game
                float rotation,rotation2;
                SkyBox skybox;
                bool cameramode;
-               bool cameratogglekeydown;
-               bool chattogglekeydown;
                int olddrawmode;
                int drawmode;
-               bool drawmodetogglekeydown;
-               bool explodetogglekeydown;
-               bool detailtogglekeydown;
                bool firstload;
                bool oldbutton;
 
@@ -148,10 +139,8 @@ class Game
                char campaignmapname[50][256];
                char campaigndescription[50][256];
                int campaignchoosenext[50];
-               int campaignnumnext[50];
+               int campaignnumnext[50]; // Set this to 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. 
                int campaignnextlevel[50][10];
-               int campaignchoicesmade;
-               int campaignchoices[5000];
                int campaignlocationx[50];
                int campaignlocationy[50];
                int campaignchoicenum;
@@ -180,10 +169,6 @@ class Game
                XYZ cameraloc;
                float cameradist;
 
-               bool envtogglekeydown;
-               bool slomotogglekeydown;
-               bool texturesizetogglekeydown;
-               bool freezetogglekeydown;
                int drawtoggle;
 
                bool editorenabled;
@@ -219,12 +204,9 @@ class Game
                bool displayblink;
                int displayselected;
                bool consolekeydown;
-               bool consoletogglekeydown;
                float consoleblinkdelay;
                bool consoleblink;
                int consoleselected;
-               //int togglekey[140];
-               //float togglekeydelay[140];
                bool autocam;
 
                unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
@@ -232,21 +214,37 @@ class Game
 
                static void LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
                static void LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
+               static void LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
+               static void LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload);
                void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
-               bool AddClothes(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
+        bool AddClothes(const char *fileName, GLubyte *array);
                void InitGame();
+               void LoadScreenTexture();
                void LoadStuff();
                void LoadingScreen();
+               void LoadCampaign();
+               static std::vector<std::string> ListCampaigns();
                void FadeLoadingScreen(float howmuch);
                void Dispose();
                int DrawGLScene(StereoSide side);
+               void DrawMenu();
                void DrawGL();
+        //factored from Tick() -sf17k
+               void MenuTick();
+        void doTutorial();
+        void doDebugKeys();
+               void doJumpReversals();
+               void doAerialAcrobatics();
+               void doAttacks();
+               void doPlayerCollisions();
+               void doAI(int i);
+        //end factored
                void Tick();
                void TickOnce();
                void TickOnceAfter();
                void SetUpLighting();
                void Loadlevel(int which);
-               void Loadlevel(char *name);
+               void Loadlevel(const char *name);
                void Setenvironment(int which);
                GLvoid ReSizeGLScene(float fov, float near);
                int findPathDist(int start,int end);
@@ -296,11 +294,37 @@ class Game
                void inputText(char* str, int* charselected, int* nb_chars);
                void flash();
                bool waiting;
-               bool mainmenutogglekeydown;
                //int mainmenu;
                Account* accountactive;
 };
 
+//keeps track of which textures are loaded
+//TODO: delete them properly
+struct TextureInfo {
+    bool isLoaded;
+    bool isSkin;
+    const char* fileName;
+    GLuint* ptextureid;
+    int mipmap;
+    bool hasalpha;
+    GLubyte* array;
+    int* skinsize;
+
+    void load() {
+        if(isSkin)
+            Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
+        else
+            Game::LoadTextureData(fileName,ptextureid,mipmap,hasalpha);
+        isLoaded=true;
+    }
+    TextureInfo(const char *_fileName, GLuint *_ptextureid,int _mipmap, bool _hasalpha):
+        isLoaded(false), isSkin(false), array(NULL), skinsize(NULL),
+        fileName(_fileName), ptextureid(_ptextureid), mipmap(_mipmap), hasalpha(_hasalpha) { }
+    TextureInfo(const char *_fileName, GLuint *_ptextureid, int _mipmap, GLubyte *_array, int *_skinsize):
+        isLoaded(false), isSkin(true), hasalpha(false),
+        fileName(_fileName), ptextureid(_ptextureid), mipmap(_mipmap), array(_array), skinsize(_skinsize) { }
+};
+
 #ifndef __forceinline
 #  ifdef __GNUC__
 #    define __forceinline inline __attribute__((always_inline))