]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
major refactor of texture system
[lugaru.git] / Source / GameInitDispose.cpp
index a0f164ad2bde461e6907cd4131e7d5aed820de6e..24edee3ff98c6db20368ad2cdfa0f9025eb3bc50 100644 (file)
@@ -22,12 +22,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Game.h"
 #include "openal_wrapper.h"
 #include "Animation.h"
+#include "Texture.h"
 
 extern float screenwidth,screenheight;
 extern float viewdistance;
 extern XYZ viewer;
 extern XYZ lightlocation;
-extern float lightambient[3],lightbrightness[3];
 extern float fadestart;
 extern float texscale;
 extern float gravity;
@@ -59,7 +59,6 @@ extern TGAImageRec texture;
 extern short vRefNum;
 extern long dirID;
 extern int mainmenu;
-extern int oldmainmenu;
 extern bool visibleloading;
 extern float flashamount,flashr,flashg,flashb;
 extern int flashdelay;
@@ -79,8 +78,8 @@ extern int dialogueboxsound[20][20];
 extern char dialoguetext[20][20][128];
 extern char dialoguename[20][20][64];
 extern XYZ dialoguecamera[20][20];
-extern float dialoguecamerarotation[20][20];
-extern float dialoguecamerarotation2[20][20];
+extern float dialoguecamerayaw[20][20];
+extern float dialoguecamerapitch[20][20];
 extern int indialogue;
 extern int whichdialogue;
 extern float dialoguetime;
@@ -98,17 +97,16 @@ void LOG(const std::string &fmt, ...)
     // !!! FIXME: write me.
 }
 
-
-void Game::Dispose()
+void Dispose()
 {
        LOGFUNC;
 
-       if(endgame==2){
-               accountactive->endGame();
-               endgame=0;
+       if(Game::endgame==2){
+        Game::accountactive->endGame();
+        Game::endgame=0;
        }
 
-       Account::saveFile(":Data:Users", accountactive);
+       Account::saveFile(":Data:Users", Game::accountactive);
 
        //textures.clear();
 
@@ -134,128 +132,35 @@ void Game::Dispose()
 #endif
 }
 
-
-void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha){
-    textures.push_back(TextureInfo(fileName,textureid,mipmap,hasalpha));
-    textures.back().load();
+void Game::newGame(){
+    text = new Text();
+    skybox = new SkyBox();
 }
 
-void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize){
-    textures.push_back(TextureInfo(fileName,textureid,mipmap,array,skinsize));
-    textures.back().load();
+void Game::deleteGame(){
+    if(skybox) delete skybox;
+    if(text) delete text;
+    terraintexture.destroy();
+    terraintexture2.destroy();
+    cursortexture.destroy();
+    Maparrowtexture.destroy();
+    Mapboxtexture.destroy();
+    Mapcircletexture.destroy();
+    hawktexture.destroy();
+    loadscreentexture.destroy();
+
+    for(int i=0;i<10;i++)
+        Mainmenuitems[i].destroy();
+
+    glDeleteTextures(1,&screentexture);
+    glDeleteTextures(1,&screentexture2);
+
+    Dispose();
 }
 
-void Game::LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha)
-{
-       GLuint          type;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading texture...") + fileName);
-
-       // Fix filename so that is os appropreate
-       char * fixedFN = ConvertFileName(fileName);
-
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(fixedFN, fileNamep);
-       //Load Image
-       upload_image( fileNamep ,hasalpha);
-
-//     std::string fname(fileName);
-//     std::transform(fname.begin(), fname.end(), tolower);
-//     TexIter it = textures.find(fname);
 
-       //Is it valid?
-       if(1==1)
-       //if(textures.end() == it)
-       {
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!*textureid)
-                       glGenTextures( 1, textureid );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, *textureid);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
-               if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-               if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-               
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
-       }
-}
 
-void Game::LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload)
-{
-       GLuint          type;
-       int i;
-       int bytesPerPixel;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading texture (S)...") + fileName);
-
-       //Load Image
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(ConvertFileName(fileName), fileNamep);
-       //Load Image
-       upload_image( fileNamep ,0);
-       //LoadTGA( fileName );
-
-//     std::string fname(fileName);
-//     std::transform(fname.begin(), fname.end(), tolower);
-//     TexIter it = textures.find(fname);
-
-       //Is it valid?
-       if(1==1)
-       //if(textures.end() == it)
-       {
-               bytesPerPixel=texture.bpp/8;
-
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!*textureid)glGenTextures( 1, textureid );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, *textureid);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
-               if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-               if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
-               int tempnum=0;
-        if(!reload)
-            for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++)
-                if((i+1)%4||type==GL_RGB){
-                    array[tempnum]=texture.data[i];
-                    tempnum++;
-                }
-
-               *skinsize=texture.sizeX;
-
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, GL_RGB, GL_UNSIGNED_BYTE, array );
-
-//             textures.insert(std::make_pair(fname, *textureid));
-       }
-//     else
-//     {
-//             *textureid = it->second;
-//     }
-}
-
-void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
+void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
 {
        int i;
        int bytesPerPixel;
@@ -294,53 +199,6 @@ void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte
        }
 }
 
-bool Game::AddClothes(const char *fileName, GLubyte *array)
-{
-       int i;
-       int bytesPerPixel;
-
-       LOGFUNC;
-
-       //upload_image( fileName );
-       //LoadTGA( fileName );
-       //Load Image
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(fileName,fileNamep);
-       //Load Image
-       bool opened;
-       opened=upload_image( fileNamep ,1);
-
-       float alphanum;
-       //Is it valid?
-       if(opened){
-               if(tintr>1)tintr=1;
-               if(tintg>1)tintg=1;
-               if(tintb>1)tintb=1;
-
-               if(tintr<0)tintr=0;
-               if(tintg<0)tintg=0;
-               if(tintb<0)tintb=0;
-
-               bytesPerPixel=texture.bpp/8;
-
-               int tempnum=0;
-               alphanum=255;
-               for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
-                       if(bytesPerPixel==3)alphanum=255;
-                       else if((i+1)%4==0)alphanum=texture.data[i];
-                       //alphanum/=2;
-                       if((i+1)%4||bytesPerPixel==3){
-                               if((i%4)==0)texture.data[i]*=tintr;
-                               if((i%4)==1)texture.data[i]*=tintg;
-                               if((i%4)==2)texture.data[i]*=tintb;
-                               array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255);
-                               tempnum++;
-                       }
-               }
-       }
-       else return 0;
-       return 1;
-}
 
 
 //***************> ResizeGLScene() <******/
@@ -397,7 +255,7 @@ void Game::LoadingScreen()
                //Background
 
                glEnable(GL_TEXTURE_2D);
-               glBindTexture( GL_TEXTURE_2D, loadscreentexture);
+        loadscreentexture.bind();
                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
                glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
@@ -452,7 +310,7 @@ void Game::LoadingScreen()
                glDepthMask(1);
 
                glEnable(GL_TEXTURE_2D);
-               glBindTexture( GL_TEXTURE_2D, loadscreentexture);
+        loadscreentexture.bind();
                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
                glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
@@ -494,7 +352,7 @@ void Game::LoadingScreen()
                glDepthMask(1);
 
                glEnable(GL_TEXTURE_2D);
-               glBindTexture( GL_TEXTURE_2D, loadscreentexture);
+        loadscreentexture.bind();
                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
                glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
                glDisable(GL_DEPTH_TEST);                                                       // Disables Depth Testing
@@ -577,7 +435,7 @@ void Game::LoadingScreen()
        }
 }
 
-void Game::FadeLoadingScreen(float howmuch)
+void FadeLoadingScreen(float howmuch)
 {
        static float loadprogress;
 
@@ -662,8 +520,6 @@ void Game::InitGame()
 
        LOGFUNC;
 
-       autocam=0;
-
        numchallengelevels=14;
 
        accountactive=Account::loadFile(":Data:Users");
@@ -758,8 +614,8 @@ void Game::InitGame()
 
        int temptexdetail=texdetail;
        texdetail=1;
-       text.LoadFontTexture(":Data:Textures:Font.png");
-       text.BuildFont();
+       text->LoadFontTexture(":Data:Textures:Font.png");
+       text->BuildFont();
        texdetail=temptexdetail;
 
        FadeLoadingScreen(10);
@@ -776,9 +632,9 @@ void Game::InitGame()
 
        LOG("Initializing sound system...");
 
-    int output = -1;
-
     #if PLATFORM_LINUX
+    int output = -1;
+    
     extern bool cmdline(const char *cmd);
     unsigned char rc = 0;
     output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
@@ -817,21 +673,24 @@ void Game::InitGame()
        if(musictoggle)
          emit_stream_np(stream_menutheme);
 
-       LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1);
+       cursortexture.load(":Data:Textures:Cursor.png",0,1);
 
-       LoadTexture(":Data:Textures:MapCircle.png",&Mapcircletexture,0,1);
-       LoadTexture(":Data:Textures:MapBox.png",&Mapboxtexture,0,1);
-       LoadTexture(":Data:Textures:MapArrow.png",&Maparrowtexture,0,1);
+       Mapcircletexture.load(":Data:Textures:MapCircle.png",0,1);
+       Mapboxtexture.load(":Data:Textures:MapBox.png",0,1);
+       Maparrowtexture.load(":Data:Textures:MapArrow.png",0,1);
 
        temptexdetail=texdetail;
        if(texdetail>2)texdetail=2;
-       LoadTexture(":Data:Textures:Lugaru.png",&Mainmenuitems[0],0,0);
-       LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
-       LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
-       LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-       LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
-       LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1);
+       Mainmenuitems[0].load(":Data:Textures:Lugaru.png",0,0);
+       Mainmenuitems[1].load(":Data:Textures:Newgame.png",0,0);
+       Mainmenuitems[2].load(":Data:Textures:Options.png",0,0);
+       Mainmenuitems[3].load(":Data:Textures:Quit.png",0,0);
+       Mainmenuitems[4].load(":Data:Textures:Eyelid.png",0,1);
+       Mainmenuitems[5].load(":Data:Textures:Resume.png",0,0);
+       Mainmenuitems[6].load(":Data:Textures:Endgame.png",0,0);
+       
        //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1);
+       //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that
        texdetail=temptexdetail;
 
        FadeLoadingScreen(95);
@@ -842,30 +701,32 @@ void Game::InitGame()
 
        stillloading=0;
        firstload=0;
-       oldmainmenu=0;
 
        newdetail=detail;
        newscreenwidth=screenwidth;
        newscreenheight=screenheight;
+
+    LoadMenu();
 }
 
 
-void Game::LoadScreenTexture(){
+void Game::LoadScreenTexture() {
     glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
 
-    if(!screentexture)
-        glGenTextures( 1, &screentexture );
+    if(!Game::screentexture)
+        glGenTextures( 1, &Game::screentexture );
     glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
 
 
     glEnable(GL_TEXTURE_2D);
-    glBindTexture( GL_TEXTURE_2D, screentexture);
+    glBindTexture( GL_TEXTURE_2D, Game::screentexture);
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
     glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
 
     glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
 }
 
+//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.h
 void Game::LoadStuff()
 {
        static float temptexdetail;
@@ -875,33 +736,22 @@ void Game::LoadStuff()
 
        LOGFUNC;
 
-       visibleloading=1;
-
        loadtime=0;
 
        stillloading=1;
 
-       //texture.data = ( GLubyte* )malloc( 1024*1024*4 );
-
        for(i=0;i<maxplayers;i++)
-       {
-               if (glIsTexture(player[i].skeleton.drawmodel.textureptr))
-               {
-                       glDeleteTextures(1, &player[i].skeleton.drawmodel.textureptr);
-               }
-               player[i].skeleton.drawmodel.textureptr=0;;
-       }
+               player[i].skeleton.drawmodel.textureptr.destroy();
 
-       //temptexdetail=texdetail;
-       //texdetail=1;
        i=abs(Random()%4);
-       LoadTexture(":Data:Textures:fire.jpg",&loadscreentexture,1,0);
-       //texdetail=temptexdetail;
+       visibleloading=0; //don't use loadscreentexture yet
+       loadscreentexture.load(":Data:Textures:fire.jpg",1,0);
+       visibleloading=1;
 
        temptexdetail=texdetail;
        texdetail=1;
-       text.LoadFontTexture(":Data:Textures:Font.png");
-       text.BuildFont();
+       text->LoadFontTexture(":Data:Textures:Font.png");
+       text->BuildFont();
        texdetail=temptexdetail;
 
        numsounds=71;
@@ -909,10 +759,6 @@ void Game::LoadStuff()
        viewdistdetail=2;
        viewdistance=50*megascale*viewdistdetail;
 
-       brightness=100;
-
-
-
        if(detail==2){
                texdetail=1;
        }
@@ -925,128 +771,82 @@ void Game::LoadStuff()
 
        realtexdetail=texdetail;
 
-       /*texdetail/=4;
-       if(texdetail<1)texdetail=1;
-       realtexdetail=texdetail*4;
-       */
        numplayers=1;
 
 
-
-       /*LoadTexture(":Data:Textures:snow.png",&terraintexture,1);
-
-       LoadTexture(":Data:Textures:rock.png",&terraintexture2,1);
-
-       LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-       */
-
-
        LOG("Loading weapon data...");
 
-       LoadTexture(":Data:Textures:knife.png",&weapons.knifetextureptr,0,1);
-       LoadTexture(":Data:Textures:bloodknife.png",&weapons.bloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:lightbloodknife.png",&weapons.lightbloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:sword.jpg",&weapons.swordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordblood.jpg",&weapons.bloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordbloodlight.jpg",&weapons.lightbloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Staff.jpg",&weapons.stafftextureptr,1,0);
-
-       weapons.throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
-       weapons.throwingknifemodel.Scale(.001,.001,.001);
-       //weapons.throwingknifemodel.Rotate(0,0,-90);
-       weapons.throwingknifemodel.Rotate(90,0,0);
-       weapons.throwingknifemodel.Rotate(0,90,0);
-       weapons.throwingknifemodel.flat=0;
-       weapons.throwingknifemodel.CalculateNormals(1);
-       //weapons.throwingknifemodel.ScaleNormals(-1,-1,-1);
-
-       weapons.swordmodel.load((char *)":Data:Models:sword.solid",1);
-       weapons.swordmodel.Scale(.001,.001,.001);
-       //weapons.swordmodel.Rotate(0,0,-90);
-       weapons.swordmodel.Rotate(90,0,0);
-       weapons.swordmodel.Rotate(0,90,0);
-       weapons.swordmodel.Rotate(0,0,90);
-       weapons.swordmodel.flat=1;
-       weapons.swordmodel.CalculateNormals(1);
-       //weapons.swordmodel.ScaleNormals(-1,-1,-1);
-
-       weapons.staffmodel.load((char *)":Data:Models:staff.solid",1);
-       weapons.staffmodel.Scale(.005,.005,.005);
-       //weapons.staffmodel.Rotate(0,0,-90);
-       weapons.staffmodel.Rotate(90,0,0);
-       weapons.staffmodel.Rotate(0,90,0);
-       weapons.staffmodel.Rotate(0,0,90);
-       weapons.staffmodel.flat=1;
-       weapons.staffmodel.CalculateNormals(1);
-       //weapons.staffmodel.ScaleNormals(-1,-1,-1);
-
-       //temptexdetail=texdetail;
-       //if(texdetail>4)texdetail=4;
-       LoadTexture(":Data:Textures:shadow.png",&terrain.shadowtexture,0,1);
-
-       LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture,0,1);
-
-       LoadTexture(":Data:Textures:break.png",&terrain.breaktexture,0,1);
-
-       LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture2,0,1);
-
-
-       LoadTexture(":Data:Textures:footprint.png",&terrain.footprinttexture,0,1);
-
-       LoadTexture(":Data:Textures:bodyprint.png",&terrain.bodyprinttexture,0,1);
-
-       /*LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1);
-
-       LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1);
-
-       LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1);
-
-       LoadTexture(":Data:Textures:snowflake.png",&Sprite::snowflaketexture,1);
-
-       LoadTexture(":Data:Textures:flame.png",&Sprite::flametexture,1);
-
-       LoadTexture(":Data:Textures:smoke.png",&Sprite::smoketexture,1);
-       //texdetail=temptexdetail;
-       LoadTexture(":Data:Textures:shine.png",&Sprite::shinetexture,1);*/
-
-
-
-       LoadTexture(":Data:Textures:hawk.png",&hawktexture,0,1);
-
-       LoadTexture(":Data:Textures:logo.png",&logotexture,0,1);
-
-
-       //LoadTexture(":Data:Textures:box.jpg",&objects.boxtextureptr,1,0);
-
-
-       LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1,1);
-       LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1,1);
-       LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1,1);
-       LoadTexture(":Data:Textures:snowflake.png",&Sprite::snowflaketexture,1,1);
-       LoadTexture(":Data:Textures:flame.png",&Sprite::flametexture,1,1);
-       LoadTexture(":Data:Textures:bloodflame.png",&Sprite::bloodflametexture,1,1);
-       LoadTexture(":Data:Textures:smoke.png",&Sprite::smoketexture,1,1);
-       LoadTexture(":Data:Textures:shine.png",&Sprite::shinetexture,1,0);
-       LoadTexture(":Data:Textures:splinter.png",&Sprite::splintertexture,1,1);
-       LoadTexture(":Data:Textures:leaf.png",&Sprite::leaftexture,1,1);
-       LoadTexture(":Data:Textures:tooth.png",&Sprite::toothtexture,1,1);
-
-       rotation=0;
-       rotation2=0;
+       Weapon::knifetextureptr.load(":Data:Textures:knife.png",0,1);
+       Weapon::bloodknifetextureptr.load(":Data:Textures:bloodknife.png",0,1);
+       Weapon::lightbloodknifetextureptr.load(":Data:Textures:lightbloodknife.png",0,1);
+       Weapon::swordtextureptr.load(":Data:Textures:sword.jpg",1,0);
+       Weapon::bloodswordtextureptr.load(":Data:Textures:Swordblood.jpg",1,0);
+       Weapon::lightbloodswordtextureptr.load(":Data:Textures:Swordbloodlight.jpg",1,0);
+       Weapon::stafftextureptr.load(":Data:Textures:Staff.jpg",1,0);
+
+       Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
+       Weapon::throwingknifemodel.Scale(.001,.001,.001);
+       //Weapon::throwingknifemodel.Rotate(0,0,-90);
+       Weapon::throwingknifemodel.Rotate(90,0,0);
+       Weapon::throwingknifemodel.Rotate(0,90,0);
+       Weapon::throwingknifemodel.flat=0;
+       Weapon::throwingknifemodel.CalculateNormals(1);
+       //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1);
+
+       Weapon::swordmodel.load((char *)":Data:Models:sword.solid",1);
+       Weapon::swordmodel.Scale(.001,.001,.001);
+       //Weapon::swordmodel.Rotate(0,0,-90);
+       Weapon::swordmodel.Rotate(90,0,0);
+       Weapon::swordmodel.Rotate(0,90,0);
+       Weapon::swordmodel.Rotate(0,0,90);
+       Weapon::swordmodel.flat=1;
+       Weapon::swordmodel.CalculateNormals(1);
+       //Weapon::swordmodel.ScaleNormals(-1,-1,-1);
+
+       Weapon::staffmodel.load((char *)":Data:Models:staff.solid",1);
+       Weapon::staffmodel.Scale(.005,.005,.005);
+       //Weapon::staffmodel.Rotate(0,0,-90);
+       Weapon::staffmodel.Rotate(90,0,0);
+       Weapon::staffmodel.Rotate(0,90,0);
+       Weapon::staffmodel.Rotate(0,0,90);
+       Weapon::staffmodel.flat=1;
+       Weapon::staffmodel.CalculateNormals(1);
+       //Weapon::staffmodel.ScaleNormals(-1,-1,-1);
+
+       terrain.shadowtexture.load(":Data:Textures:shadow.png",0,1);
+       terrain.bloodtexture.load(":Data:Textures:blood.png",0,1);
+       terrain.breaktexture.load(":Data:Textures:break.png",0,1);
+       terrain.bloodtexture2.load(":Data:Textures:blood.png",0,1);
+
+
+       terrain.footprinttexture.load(":Data:Textures:footprint.png",0,1);
+       terrain.bodyprinttexture.load(":Data:Textures:bodyprint.png",0,1);
+       hawktexture.load(":Data:Textures:hawk.png",0,1);
+
+
+       Sprite::cloudtexture.load(":Data:Textures:cloud.png",1,1);
+       Sprite::cloudimpacttexture.load(":Data:Textures:cloudimpact.png",1,1);
+       Sprite::bloodtexture.load(":Data:Textures:bloodparticle.png",1,1);
+       Sprite::snowflaketexture.load(":Data:Textures:snowflake.png",1,1);
+       Sprite::flametexture.load(":Data:Textures:flame.png",1,1);
+       Sprite::bloodflametexture.load(":Data:Textures:bloodflame.png",1,1);
+       Sprite::smoketexture.load(":Data:Textures:smoke.png",1,1);
+       Sprite::shinetexture.load(":Data:Textures:shine.png",1,0);
+       Sprite::splintertexture.load(":Data:Textures:splinter.png",1,1);
+       Sprite::leaftexture.load(":Data:Textures:leaf.png",1,1);
+       Sprite::toothtexture.load(":Data:Textures:tooth.png",1,1);
+
+       yaw=0;
+       pitch=0;
        ReSizeGLScene(90,.01);
 
        viewer=0;
 
 
-
-
        if(detail)kTextureSize=1024;
        if(detail==1)kTextureSize=512;
        if(detail==0)kTextureSize=256;
-
-
-       //drawmode=motionblurmode;
-
+       
        //Set up distant light
        light.color[0]=.95;
        light.color[1]=.95;
@@ -1082,7 +882,6 @@ void Game::LoadStuff()
        hawkcoords.z=terrain.size/2*terrain.scale-5-7;
        hawkcoords.y=terrain.getHeight(hawkcoords.x,hawkcoords.z)+25;
 
-
        eye.load((char *)":Data:Models:eye.solid",1);
        eye.Scale(.03,.03,.03);
        eye.CalculateNormals(0);
@@ -1104,12 +903,6 @@ void Game::LoadStuff()
        mainmenu=0;
 
        firstload=0;
-       //if(targetlevel!=7)
-               Loadlevel(targetlevel);
-
-
-       rabbitcoords=player[0].coords;
-       rabbitcoords.y=terrain.getHeight(rabbitcoords.x,rabbitcoords.z);
 
        loadAllAnimations();
        //Fix knife stab, too lazy to do it manually
@@ -1173,7 +966,6 @@ void Game::LoadStuff()
 
        LoadingScreen();
 
-       //if(ismotionblur){
        if(!screentexture){
         LoadScreenTexture();
        }