]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Moved Skeleton and Animation to their own folder.
[lugaru.git] / Source / GameInitDispose.cpp
index fcd17982cbab94c7565ee092217c8f9dbc271a57..24a9de3e1bbdda9b83c79e5432d8945ef68a0cef 100644 (file)
@@ -20,7 +20,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 
 #include "Game.h"
 #include "openal_wrapper.h"
-#include "Animation.h"
+#include "Animation/Animation.h"
 #include "Texture.h"
 #include "Utils/Folders.h"
 
@@ -134,7 +134,7 @@ void Game::deleteGame()
 
 
 
-void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
+void LoadSave(const std::string& fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
 {
     LOGFUNC;
 
@@ -628,6 +628,8 @@ void Game::InitGame()
     newscreenheight = screenheight;
 
     LoadMenu();
+
+    Animation::loadAll();
 }
 
 
@@ -702,14 +704,14 @@ void Game::LoadStuff()
     Weapon::lightbloodswordtextureptr.load("Textures/SwordBloodLight.jpg", 1);
     Weapon::stafftextureptr.load("Textures/Staff.jpg", 1);
 
-    Weapon::throwingknifemodel.load((char *)"Models/ThrowingKnife.solid", 1);
+    Weapon::throwingknifemodel.load("Models/ThrowingKnife.solid", 1);
     Weapon::throwingknifemodel.Scale(.001, .001, .001);
     Weapon::throwingknifemodel.Rotate(90, 0, 0);
     Weapon::throwingknifemodel.Rotate(0, 90, 0);
     Weapon::throwingknifemodel.flat = 0;
     Weapon::throwingknifemodel.CalculateNormals(1);
 
-    Weapon::swordmodel.load((char *)"Models/Sword.solid", 1);
+    Weapon::swordmodel.load("Models/Sword.solid", 1);
     Weapon::swordmodel.Scale(.001, .001, .001);
     Weapon::swordmodel.Rotate(90, 0, 0);
     Weapon::swordmodel.Rotate(0, 90, 0);
@@ -717,7 +719,7 @@ void Game::LoadStuff()
     Weapon::swordmodel.flat = 1;
     Weapon::swordmodel.CalculateNormals(1);
 
-    Weapon::staffmodel.load((char *)"Models/Staff.solid", 1);
+    Weapon::staffmodel.load("Models/Staff.solid", 1);
     Weapon::staffmodel.Scale(.005, .005, .005);
     Weapon::staffmodel.Rotate(90, 0, 0);
     Weapon::staffmodel.Rotate(0, 90, 0);
@@ -788,7 +790,7 @@ void Game::LoadStuff()
     viewer.x = terrain.size / 2 * terrain.scale;
     viewer.z = terrain.size / 2 * terrain.scale;
 
-    hawk.load((char *)"Models/Hawk.solid", 1);
+    hawk.load("Models/Hawk.solid", 1);
     hawk.Scale(.03, .03, .03);
     hawk.Rotate(90, 1, 1);
     hawk.CalculateNormals(0);
@@ -797,15 +799,15 @@ void Game::LoadStuff()
     hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
     hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
 
-    eye.load((char *)"Models/Eye.solid", 1);
+    eye.load("Models/Eye.solid", 1);
     eye.Scale(.03, .03, .03);
     eye.CalculateNormals(0);
 
-    cornea.load((char *)"Models/Cornea.solid", 1);
+    cornea.load("Models/Cornea.solid", 1);
     cornea.Scale(.03, .03, .03);
     cornea.CalculateNormals(0);
 
-    iris.load((char *)"Models/Iris.solid", 1);
+    iris.load("Models/Iris.solid", 1);
     iris.Scale(.03, .03, .03);
     iris.CalculateNormals(0);
 
@@ -819,58 +821,57 @@ void Game::LoadStuff()
 
     firstload = 0;
 
-    loadAllAnimations();
     //Fix knife stab, too lazy to do it manually
     XYZ moveamount;
     moveamount = 0;
     moveamount.z = 2;
     for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < animation[knifesneakattackanim].numframes; j++) {
-            animation[knifesneakattackanim].position[i][j] += moveamount;
+        for (j = 0; j < Animation::animations[knifesneakattackanim].numframes; j++) {
+            Animation::animations[knifesneakattackanim].position[i][j] += moveamount;
         }
     }
 
     LoadingScreen();
 
     for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) {
-            animation[knifesneakattackedanim].position[i][j] += moveamount;
+        for (j = 0; j < Animation::animations[knifesneakattackedanim].numframes; j++) {
+            Animation::animations[knifesneakattackedanim].position[i][j] += moveamount;
         }
     }
 
     LoadingScreen();
 
     for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        animation[dead1anim].position[i][1] = animation[dead1anim].position[i][0];
-        animation[dead2anim].position[i][1] = animation[dead2anim].position[i][0];
-        animation[dead3anim].position[i][1] = animation[dead3anim].position[i][0];
-        animation[dead4anim].position[i][1] = animation[dead4anim].position[i][0];
+        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];
     }
-    animation[dead1anim].speed[0] = 0.001;
-    animation[dead2anim].speed[0] = 0.001;
-    animation[dead3anim].speed[0] = 0.001;
-    animation[dead4anim].speed[0] = 0.001;
+    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[dead1anim].speed[1] = 0.001;
-    animation[dead2anim].speed[1] = 0.001;
-    animation[dead3anim].speed[1] = 0.001;
-    animation[dead4anim].speed[1] = 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[swordsneakattackanim].numframes; j++) {
-            animation[swordsneakattackanim].position[i][j] += moveamount;
+        for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
+            Animation::animations[swordsneakattackanim].position[i][j] += moveamount;
         }
     }
     LoadingScreen();
-    for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
-        animation[swordsneakattackanim].weapontarget[j] += moveamount;
+    for (j = 0; j < Animation::animations[swordsneakattackanim].numframes; j++) {
+        Animation::animations[swordsneakattackanim].weapontarget[j] += moveamount;
     }
 
     LoadingScreen();
 
     for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
-        for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) {
-            animation[swordsneakattackedanim].position[i][j] += moveamount;
+        for (j = 0; j < Animation::animations[swordsneakattackedanim].numframes; j++) {
+            Animation::animations[swordsneakattackedanim].position[i][j] += moveamount;
         }
     }