]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Game.h
Refactor of the texture system
[lugaru.git] / Source / Game.h
index 1297fbdc4f6c016076c7bdbe308e563b2a53b5d7..cb08024bc41559667f6098fc148a6bfa43ad2b1f 100644 (file)
@@ -40,20 +40,13 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "TGALoader.h"
 
-#if !PLATFORM_MACOSX
-#include "WinInput.h"
-#else
-#include "Macinput.h"
-#endif
-
 #include "Terrain.h"
 #include "Skybox.h"
 #include "Skeleton.h"
 #include "Models.h"
 #include "Lights.h"
 #include "Person.h"
-#include "Constants.h"
-#include "Sprites.h"
+#include "Sprite.h"
 //#include <agl.h>
 #include "Text.h"
 #include "Objects.h"
@@ -63,238 +56,314 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <fstream>
 #include "gamegl.h"
 #include "Stereo.h"
+#include "Account.h"
+#include "Sounds.h"
+
+#define NB_CAMPAIGN_MENU_ITEM 7
 
 extern GLuint rabbittexture;
 
-class Game
+struct TextureInfo;
+
+class CampaignLevel
 {
-public:
-
-       typedef std::map<std::string, GLuint> TextureList;
-       typedef std::map<GLuint, std::string> GLTextureList;
-       typedef TextureList::iterator TexIter;
-       static TextureList textures;
-
-       GLuint terraintexture;
-       GLuint terraintexture2;
-       GLuint terraintexture3;
-       GLuint screentexture;
-       GLuint screentexture2;
-       GLuint logotexture;
-       GLuint loadscreentexture;
-       GLuint Maparrowtexture;
-       GLuint Mapboxtexture;
-       GLuint Mapcircletexture;
-       GLuint cursortexture;
-       GLuint Mainmenuitems[10];
-
-       int nummenuitems;
-       int startx[100];
-       int starty[100];
-       int endx[100];
-       int endy[100];
-       float selectedlong[100];
-       float offsetx[100];
-       float offsety[100];
-       float movex[100];
-       float movey[100];
-       float transition;
-       int anim;
-       int selected;
-       int loaddistrib;
-       int keyselect;
-       int indemo;
-
-       bool won;
-
-       bool entername;
-
-       char menustring[100][256];
-       char registrationname[256];
-       float registrationnumber;
-
-       int newdetail;
-       int newscreenwidth;
-       int newscreenheight;
-
-       bool gameon;
-       float deltah,deltav;
-       int mousecoordh,mousecoordv;
-       int oldmousecoordh,oldmousecoordv;
-       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;
-
-       float leveltime;
-       float loadtime;
-
-       Model hawk;
-       XYZ hawkcoords;
-       XYZ realhawkcoords;
-       GLuint hawktexture;
-       float hawkrotation;
-       float hawkcalldelay;
-
-       Model eye;
-       Model iris;
-       Model cornea;
-
-       bool stealthloading;
-
-       int campaignnumlevels;
-       char campaignmapname[50][256];
-       char campaigndescription[50][256];
-       int campaignchoosenext[50];
-       int campaignnumnext[50];
-       int campaignnextlevel[50][10];
-       int campaignchoicesmade;
-       int campaignchoices[5000];
-       int campaignlocationx[50];
-       int campaignlocationy[50];
-       int campaignchoicenum;
-       int campaignchoicewhich[10];
-       int whichchoice;
-
-       int numlevelspassed;
-       int levelorder[5000];
-       int levelvisible[50];
-       int levelhighlight[50];
-
-       bool minimap;
-
-       int musictype,oldmusictype,oldoldmusictype;
-       bool realthreat;
-
-       Model rabbit;
-       XYZ rabbitcoords;
-
-       XYZ mapcenter;
-       float mapradius;
-
-       Text text;
-       float fps;
-
-       XYZ cameraloc;
-       float cameradist;
-
-       bool envtogglekeydown;
-       bool slomotogglekeydown;
-       bool texturesizetogglekeydown;
-       bool freezetogglekeydown;
-       int drawtoggle;
-
-       bool editorenabled;
-       int editortype;
-       float editorsize;
-       float editorrotation;
-       float editorrotation2;
-
-       float brightness;
-
-       int quit;
-       int tryquit;
-
-       XYZ pathpoint[30];
-       int numpathpoints;
-       int numpathpointconnect[30];
-       int pathpointconnect[30][30];
-       int pathpointselected;
-
-       int endgame;
-       bool scoreadded;
-       int numchallengelevels;
-
-       bool console;
-       int archiveselected;
-       char consoletext[15][256];
-       int consolechars[15];
-       bool chatting;
-       char displaytext[15][256];
-       int displaychars[15];
-       float displaytime[15];
-       float displayblinkdelay;
-       bool displayblink;
-       int displayselected;
-       bool consolekeydown;
-       bool consoletogglekeydown;
-       float consoleblinkdelay;
-       bool consoleblink;
-       int consoleselected;
-       int togglekey[140];
-       float togglekeydelay[140];
-       bool registernow;
-       bool autocam;
-
-       unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
-       bool oldattackkey;
-
-       long long MD5_string (char *string);
-       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);
-       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);
-       void InitGame();
-       void LoadStuff();
-       void LoadingScreen();
-       void FadeLoadingScreen(float howmuch);
-       void Dispose();
-       int DrawGLScene(StereoSide side);
-       void Tick();
-       void TickOnce();
-       void TickOnceAfter();
-       void SetUpLighting();
-       void Loadlevel(int which);
-       void Loadlevel(char *name);
-       void LoadSounds();
-       void Setenvironment(int which);
-       GLvoid ReSizeGLScene(float fov, float near);
-       int findPathDist(int start,int end);
-       int checkcollide(XYZ startpoint, XYZ endpoint);
-       int checkcollide(XYZ startpoint, XYZ endpoint, int what);
-       int loading;
-       float talkdelay;
-
-       int numboundaries;
-       XYZ boundary[360];
-
-       int whichlevel;
-       int oldenvironment;
-       int targetlevel;
-       float changedelay;
-
-       float musicvolume[4];
-       float oldmusicvolume[4];
-       int musicselected;
-       int change;
-       Game();
-       ~Game() {
-               for(int i=0;i<10;i++){
-                       if(Mainmenuitems[i])glDeleteTextures( 1, &Mainmenuitems[i] );
+private:
+       int width;
+       struct Position
+       {
+               int x;
+               int y;
+       };
+public: 
+       std::string mapname;
+       std::string description;
+       int choosenext;
+               /*      
+               0 = Immediately load next level at the end of this one.
+               1 = Go back to the world map.
+               2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
+               */
+       //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. 
+       std::vector<int> nextlevel;
+       Position location;
+       
+       CampaignLevel() : width(10) {
+               choosenext = 1;
+               location.x = 0;
+               location.y = 0;
+       }
+       
+       int getStartX() {
+               return 30+120+location.x*400/512;
+       }
+       
+       int getStartY() {
+               return 30+30+(512-location.y)*400/512;
+       }
+       
+       int getEndX() {
+               return getStartX()+width;
+       }
+       
+       int getEndY() {
+               return getStartY()+width;
+       }
+       
+       XYZ getCenter() {
+               XYZ center;
+               center.x=getStartX()+width/2;
+               center.y=getStartY()+width/2;
+               return center;
+       }
+       
+       int getWidth() {
+               return width;
+       }
+       
+       istream& operator<< (istream& is) {
+               is.ignore(256,':');
+               is.ignore(256,':');
+               is.ignore(256,' ');
+               is >> mapname;
+               is.ignore(256,':');
+               is >> description;
+               for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) {
+                       description.replace(pos,1,1,' ');
                }
-               glDeleteTextures( 1, &cursortexture );
-               glDeleteTextures( 1, &Maparrowtexture );
-               glDeleteTextures( 1, &Mapboxtexture );
-               glDeleteTextures( 1, &Mapcircletexture );
-               glDeleteTextures( 1, &terraintexture );
-               glDeleteTextures( 1, &terraintexture2 );
-               if(screentexture>0)glDeleteTextures( 1, &screentexture );
-               if(screentexture2>0)glDeleteTextures( 1, &screentexture2 );
-               glDeleteTextures( 1, &hawktexture );
-               glDeleteTextures( 1, &logotexture );
-               glDeleteTextures( 1, &loadscreentexture );
-
-               Dispose();
+               is.ignore(256,':');
+               is >> choosenext;
+               is.ignore(256,':');
+               int numnext,next;
+               is >> numnext;
+               for(int j=0;j<numnext;j++) {
+                       is.ignore(256,':');
+                       is >> next;
+                       nextlevel.push_back(next-1);
+               }
+               is.ignore(256,':');
+               is >> location.x;
+               is.ignore(256,':');
+               is >> location.y;
+               return is;
+       }
+       
+       friend istream& operator>> (istream& is, CampaignLevel& cl) {
+               return cl << is;
        }
+};
 
+class Game
+{
+       public:
+               GLuint terraintexture;
+               GLuint terraintexture2;
+               GLuint terraintexture3;
+               GLuint screentexture;
+               GLuint screentexture2;
+               GLuint logotexture;
+               GLuint loadscreentexture;
+               GLuint Maparrowtexture;
+               GLuint Mapboxtexture;
+               GLuint Mapcircletexture;
+               GLuint cursortexture;
+               GLuint Mainmenuitems[10];
+
+               int nummenuitems;
+               int startx[100];
+               int starty[100];
+               int endx[100];
+               int endy[100];
+               float selectedlong[100];
+               int selected;
+               int keyselect;
+               int indemo;
+
+               bool won;
+
+               bool entername;
+
+               char menustring[100][256];
+               char registrationname[256];
+               float registrationnumber;
+
+               int newdetail;
+               int newscreenwidth;
+               int newscreenheight;
+
+               bool gameon;
+               float deltah,deltav;
+               int mousecoordh,mousecoordv;
+               int oldmousecoordh,oldmousecoordv;
+               float rotation,rotation2;
+               SkyBox skybox;
+               bool cameramode;
+               int olddrawmode;
+               int drawmode;
+               bool firstload;
+               bool oldbutton;
+
+               float leveltime;
+               float loadtime;
+
+               Model hawk;
+               XYZ hawkcoords;
+               XYZ realhawkcoords;
+               GLuint hawktexture;
+               float hawkrotation;
+               float hawkcalldelay;
+
+               Model eye;
+               Model iris;
+               Model cornea;
+
+               bool stealthloading;
+
+               std::vector<CampaignLevel> campaignlevels;
+               int whichchoice;
+               int actuallevel;
+
+               bool minimap;
+
+               int musictype,oldmusictype,oldoldmusictype;
+               bool realthreat;
+
+               Model rabbit;
+               XYZ rabbitcoords;
+
+               XYZ mapcenter;
+               float mapradius;
+
+               Text text;
+               float fps;
+
+               XYZ cameraloc;
+               float cameradist;
+
+               int drawtoggle;
+
+               bool editorenabled;
+               int editortype;
+               float editorsize;
+               float editorrotation;
+               float editorrotation2;
+
+               float brightness;
+
+               int quit;
+               int tryquit;
+
+               XYZ pathpoint[30];
+               int numpathpoints;
+               int numpathpointconnect[30];
+               int pathpointconnect[30][30];
+               int pathpointselected;
+
+               int endgame;
+               bool scoreadded;
+               int numchallengelevels;
+
+               bool console;
+               int archiveselected;
+               char consoletext[15][256];
+               int consolechars[15];
+               bool chatting;
+               char displaytext[15][256];
+               int displaychars[15];
+               float displaytime[15];
+               float displayblinkdelay;
+               bool displayblink;
+               int displayselected;
+               bool consolekeydown;
+               float consoleblinkdelay;
+               bool consoleblink;
+               int consoleselected;
+               bool autocam;
+
+               unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
+               bool oldattackkey;
+
+               static void LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha);
+               static void LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
+               void LoadSave(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(const char *name);
+               void Setenvironment(int which);
+               GLvoid ReSizeGLScene(float fov, float near);
+               int findPathDist(int start,int end);
+               int checkcollide(XYZ startpoint, XYZ endpoint);
+               int checkcollide(XYZ startpoint, XYZ endpoint, int what);
+               int loading;
+               float talkdelay;
+               
+               void fireSound(int sound=fireendsound);
+               void setKeySelected();
+
+               int numboundaries;
+               XYZ boundary[360];
+
+               int whichlevel;
+               int oldenvironment;
+               int targetlevel;
+               float changedelay;
+
+               float musicvolume[4];
+               float oldmusicvolume[4];
+               int musicselected;
+               int change;
+               Game();
+               ~Game() {
+                       for(int i=0;i<10;i++){
+                               if(Mainmenuitems[i])glDeleteTextures( 1, &Mainmenuitems[i] );
+                       }
+                       glDeleteTextures( 1, &cursortexture );
+                       glDeleteTextures( 1, &Maparrowtexture );
+                       glDeleteTextures( 1, &Mapboxtexture );
+                       glDeleteTextures( 1, &Mapcircletexture );
+                       glDeleteTextures( 1, &terraintexture );
+                       glDeleteTextures( 1, &terraintexture2 );
+                       if(screentexture>0)glDeleteTextures( 1, &screentexture );
+                       if(screentexture2>0)glDeleteTextures( 1, &screentexture2 );
+                       glDeleteTextures( 1, &hawktexture );
+                       glDeleteTextures( 1, &logotexture );
+                       glDeleteTextures( 1, &loadscreentexture );
+
+                       Dispose();
+               }
+               bool isWaiting() { return waiting; };
+       private:
+               void setKeySelected_thread();
+               static int thread(void *data);
+               void inputText(char* str, int* charselected, int* nb_chars);
+               void flash();
+               bool waiting;
+               //int mainmenu;
+               Account* accountactive;
 };
 
 #ifndef __forceinline
@@ -305,20 +374,55 @@ public:
 
 static __forceinline void swap_gl_buffers(void)
 {
-
     SDL_GL_SwapBuffers();
-
 }
 
-#ifdef __GNUC__
-#define LONGLONGCONST(x) (x##ll)
-#else
-#define LONGLONGCONST(x) (x)
-#endif
-
 extern "C" { void UndefinedSymbolToExposeStubbedCode(void); }
 //#define STUBBED(x) UndefinedSymbolToExposeStubbedCode();
 #define STUBBED(x) { static bool seen = false; if (!seen) { seen = true; fprintf(stderr, "STUBBED: %s at %s:%d\n", x, __FILE__, __LINE__); } }
 //#define STUBBED(x)
 
+extern int numplayers;
+
+extern int numdialogues;
+const int max_dialogues = 20;
+const int max_dialoguelength = 20;
+extern int numdialogueboxes[max_dialogues];
+extern int dialoguetype[max_dialogues];
+extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
+extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
+extern int dialogueboxsound[max_dialogues][max_dialoguelength];
+extern char dialoguetext[max_dialogues][max_dialoguelength][128];
+extern char dialoguename[max_dialogues][max_dialoguelength][64];
+extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
+extern XYZ participantlocation[max_dialogues][10];
+extern int participantfocus[max_dialogues][max_dialoguelength];
+extern int participantaction[max_dialogues][max_dialoguelength];
+extern float participantrotation[max_dialogues][10];
+extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
+extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
+extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
+extern int indialogue;
+extern int whichdialogue;
+extern int directing;
+extern float dialoguetime;
+extern int dialoguegonethrough[20];
+
+enum maptypes {
+  mapkilleveryone, mapgosomewhere,
+  mapkillsomeone, mapkillmost // These two are unused
+};
+
+enum pathtypes {wpkeepwalking, wppause};
+
+static const char *pathtypenames[] = {"keepwalking", "pause"};
+
+enum editortypes {typeactive, typesitting, typesittingwall, typesleeping,
+                 typedead1, typedead2, typedead3, typedead4};
+
+static const char *editortypenames[] = {
+  "active", "sitting", "sitting wall", "sleeping",
+  "dead1", "dead2", "dead3", "dead4"
+};
+
 #endif