/*
Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Animation.h"
-#include "Texture.h"
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Graphic/Texture.hpp"
+#include "Menu/Menu.hpp"
+#include "Utils/Folders.hpp"
-extern float screenwidth,screenheight;
+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;
extern Light light;
-extern Skeleton testskeleton;
-extern int numsounds;
extern Terrain terrain;
-//extern Sprites sprites;
extern int kTextureSize;
extern float texdetail;
extern float realtexdetail;
extern float volume;
-extern Objects objects;
extern int detail;
extern bool cellophane;
-extern GLubyte bloodText[512*512*3];
-extern GLubyte wolfbloodText[512*512*3];
+extern GLubyte bloodText[512 * 512 * 3];
+extern GLubyte wolfbloodText[512 * 512 * 3];
extern bool ismotionblur;
extern bool trilinear;
-extern bool osx;
extern bool musictoggle;
extern int environment;
extern bool ambientsound;
extern int netdatanew;
extern float mapinfo;
extern bool stillloading;
-extern TGAImageRec texture;
-extern short vRefNum;
-extern long dirID;
extern int mainmenu;
extern bool visibleloading;
-extern float flashamount,flashr,flashg,flashb;
+extern float flashamount, flashr, flashg, flashb;
extern int flashdelay;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern int difficulty;
-extern float tintr,tintg,tintb;
extern float slomospeed;
extern bool gamestarted;
-extern int numdialogues;
-extern int numdialogueboxes[20];
-extern int dialoguetype[20];
-extern int dialogueboxlocation[20][20];
-extern float dialogueboxcolor[20][20][3];
-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 int indialogue;
-extern int whichdialogue;
-extern float dialoguetime;
-
extern float accountcampaignhighscore[10];
extern float accountcampaignfasttime[10];
extern float accountcampaignscore[10];
extern int accountcampaignchoicesmade[10];
extern int accountcampaignchoices[10][5000];
-void LOG(const std::string &fmt, ...)
+void LOG(const std::string &, ...)
{
// !!! FIXME: write me.
}
-void Game::Dispose()
+void Dispose()
{
- LOGFUNC;
+ LOGFUNC;
- if(endgame==2){
- accountactive->endGame();
- endgame=0;
- }
+ if (Game::endgame == 2) {
+ Account::active().endGame();
+ Game::endgame = 0;
+ }
- Account::saveFile(":Data:Users", accountactive);
+ Account::saveFile(Folders::getUserSavePath());
- //textures.clear();
+ //textures.clear();
- LOG("Shutting down sound system...");
+ LOG("Shutting down sound system...");
- OPENAL_StopSound(OPENAL_ALL);
+ OPENAL_StopSound(OPENAL_ALL);
// this is causing problems on Linux, but we'll force an _exit() a little
// later in the shutdown process. --ryan.
#if !PLATFORM_LINUX
- for (int i=0; i < sounds_count; ++i)
- {
- OPENAL_Sample_Free(samp[i]);
- }
-
- OPENAL_Close();
- if (texture.data)
- {
- free(texture.data);
- }
- texture.data = 0;
-#endif
-}
-
+ for (int i = 0; i < sounds_count; ++i) {
+ OPENAL_Sample_Free(samp[i]);
+ }
-void Game::LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha) {
- *textureid = Texture::Load(fileName,mipmap,hasalpha);
+ OPENAL_Close();
+#endif
}
-void Game::LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) {
- *textureid = Texture::Load(fileName,mipmap,false,array,skinsize);
+void Game::newGame()
+{
+ text = new Text();
+ skybox = new SkyBox();
}
-void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
+void Game::deleteGame()
{
- int i;
- int bytesPerPixel;
-
- LOGFUNC;
-
- LOG(std::string("Loading (S)...") + fileName);
-
- //Load Image
- float temptexdetail=texdetail;
- texdetail=1;
- //upload_image( fileName );
- //LoadTGA( fileName );
-
- // Converting file to something os specific
- char * fixedFN = ConvertFileName(fileName);
-
- //Load Image
- unsigned char fileNamep[256];
- CopyCStringToPascal(fixedFN, fileNamep);
- //Load Image
- upload_image( fileNamep ,0);
- texdetail=temptexdetail;
-
- //Is it valid?
- if(1==1){
- bytesPerPixel=texture.bpp/8;
-
- int tempnum=0;
- for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
- if((i+1)%4||bytesPerPixel==3){
- array[tempnum]=texture.data[i];
- tempnum++;
- }
- }
- }
+ if (skybox)
+ delete skybox;
+ if (text)
+ delete text;
+
+ glDeleteTextures(1, &screentexture);
+ glDeleteTextures(1, &screentexture2);
+
+ Dispose();
}
-bool Game::AddClothes(const char *fileName, GLubyte *array)
+
+
+void LoadSave(const std::string& 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;
+ LOGFUNC;
+
+ LOG(std::string("Loading (S)...") + fileName);
+
+ //Load Image
+ float temptexdetail = texdetail;
+ texdetail = 1;
+
+ //Load Image
+ ImageRec texture;
+ if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
+ texdetail = temptexdetail;
+ return;
+ }
+ texdetail = temptexdetail;
+
+ int bytesPerPixel = texture.bpp / 8;
+
+ int tempnum = 0;
+ for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
+ if ((i + 1) % 4 || bytesPerPixel == 3) {
+ array[tempnum] = texture.data[i];
+ tempnum++;
+ }
+ }
}
+
//***************> ResizeGLScene() <******/
GLvoid Game::ReSizeGLScene(float fov, float pnear)
{
- if (screenheight==0)
- {
- screenheight=1;
- }
+ if (screenheight == 0) {
+ screenheight = 1;
+ }
- glViewport(0,0,screenwidth,screenheight);
+ glViewport(0, 0, screenwidth, screenheight);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
- gluPerspective(fov,(GLfloat)screenwidth/(GLfloat)screenheight,pnear,viewdistance);
+ gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
}
void Game::LoadingScreen()
{
- static float loadprogress;
- static AbsoluteTime time = {0,0};
- static AbsoluteTime frametime = {0,0};
- AbsoluteTime currTime = UpTime ();
- double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
-
- if (0 > deltaTime) // if negative microseconds
- deltaTime /= -1000000.0;
- else // else milliseconds
- deltaTime /= 1000.0;
-
- multiplier=deltaTime;
- if(multiplier<.001)multiplier=.001;
- if(multiplier>10)multiplier=10;
- if(multiplier>.05){
- frametime = currTime; // reset for next time interval
-
- glLoadIdentity();
- //Clear to black
- glClearColor(0,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
-
- loadtime+=multiplier*4;
-
- loadprogress=loadtime;
- if(loadprogress>100)loadprogress=100;
-
- //loadprogress=abs(Random()%100);
-
- //Background
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, loadscreentexture);
- 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
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(.1-loadprogress/100,0+loadprogress/100+.3);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(.1-loadprogress/100,0+loadprogress/100+.3);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(.1-loadprogress/100,1+loadprogress/100+.3);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(.1-loadprogress/100,1+loadprogress/100+.3);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glEnable(GL_BLEND);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(.4+loadprogress/100,0+loadprogress/100);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(.4+loadprogress/100,0+loadprogress/100);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(.4+loadprogress/100,1+loadprogress/100);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(.4+loadprogress/100,1+loadprogress/100);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, loadscreentexture);
- 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
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glScalef((float)screenwidth/2*(1.5-(loadprogress)/200),(float)screenheight/2*(1.5-(loadprogress)/200),1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glEnable(GL_BLEND);
- //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0+.5,0+.5);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1+.5,0+.5);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1+.5,1+.5);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0+.5,1+.5);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture( GL_TEXTURE_2D, loadscreentexture);
- 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
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glScalef((float)screenwidth/2*(100+loadprogress)/100,(float)screenheight/2*(100+loadprogress)/100,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE);
- glEnable(GL_BLEND);
- glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,.4);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0+.2,0+.8);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1+.2,0+.8);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1+.2,1+.8);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0+.2,1+.8);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- //Text
-
- if(flashamount>0){
- if(flashamount>1)flashamount=1;
- if(flashdelay<=0)flashamount-=multiplier;
- flashdelay--;
- if(flashamount<0)flashamount=0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDisable(GL_TEXTURE_2D);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glScalef(screenwidth,screenheight,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(flashr,flashg,flashb,flashamount);
- glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
- glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
- glEnable(GL_CULL_FACE);
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
-
- swap_gl_buffers();
- }
+ if (!visibleloading) {
+ return;
+ }
+
+ static float loadprogress;
+ static AbsoluteTime frametime = {0, 0};
+ AbsoluteTime currTime = UpTime ();
+ double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
+
+ if (0 > deltaTime) // if negative microseconds
+ deltaTime /= -1000000.0;
+ else // else milliseconds
+ deltaTime /= 1000.0;
+
+ multiplier = deltaTime;
+ if (multiplier < .001)
+ multiplier = .001;
+ if (multiplier > 10)
+ multiplier = 10;
+ if (multiplier > .05) {
+ frametime = currTime; // reset for next time interval
+
+ glLoadIdentity();
+ //Clear to black
+ glClearColor(0, 0, 0, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+
+ loadtime += multiplier * 4;
+
+ loadprogress = loadtime;
+ if (loadprogress > 100)
+ loadprogress = 100;
+
+ //Background
+
+ glEnable(GL_TEXTURE_2D);
+ 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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTranslatef(screenwidth / 2, screenheight / 2, 0);
+ glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glEnable(GL_BLEND);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ glEnable(GL_TEXTURE_2D);
+ 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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTranslatef(screenwidth / 2, screenheight / 2, 0);
+ glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glEnable(GL_BLEND);
+ glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0 + .5, 0 + .5);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(1 + .5, 0 + .5);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(1 + .5, 1 + .5);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0 + .5, 1 + .5);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ glEnable(GL_TEXTURE_2D);
+ 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);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTranslatef(screenwidth / 2, screenheight / 2, 0);
+ glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glEnable(GL_BLEND);
+ glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0 + .2, 0 + .8);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(1 + .2, 0 + .8);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(1 + .2, 1 + .8);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0 + .2, 1 + .8);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ //Text
+
+ if (flashamount > 0) {
+ if (flashamount > 1)
+ flashamount = 1;
+ if (flashdelay <= 0)
+ flashamount -= multiplier;
+ flashdelay--;
+ if (flashamount < 0)
+ flashamount = 0;
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_TEXTURE_2D);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glScalef(screenwidth, screenheight, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glColor4f(flashr, flashg, flashb, flashamount);
+ glBegin(GL_QUADS);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(256, 0, 0.0f);
+ glVertex3f(256, 256, 0.0f);
+ glVertex3f(0, 256, 0.0f);
+ glEnd();
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ }
+
+ swap_gl_buffers();
+ }
}
-void Game::FadeLoadingScreen(float howmuch)
+void FadeLoadingScreen(float howmuch)
{
- static float loadprogress;
-
- glLoadIdentity();
- //Clear to black
- glClearColor(0,0,0,1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- loadprogress=howmuch;
-
- //loadprogress=abs(Random()%100);
-
- //Background
-
- //glEnable(GL_TEXTURE_2D);
- glDisable(GL_TEXTURE_2D);
- //glBindTexture( GL_TEXTURE_2D, loadscreentexture);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
- glDisable(GL_CULL_FACE);
- glDisable(GL_LIGHTING);
- glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
- glTranslatef(screenwidth/2,screenheight/2,0);
- glScalef((float)screenwidth/2,(float)screenheight/2,1);
- glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glColor4f(loadprogress/100,0,0,1);
- glPushMatrix();
- //glScalef(.25,.25,.25);
- glBegin(GL_QUADS);
- glTexCoord2f(0,0);
- glVertex3f(-1, -1, 0.0f);
- glTexCoord2f(1,0);
- glVertex3f(1, -1, 0.0f);
- glTexCoord2f(1,1);
- glVertex3f(1, 1, 0.0f);
- glTexCoord2f(0,1);
- glVertex3f(-1, 1, 0.0f);
- glEnd();
- glPopMatrix();
- glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glDisable(GL_BLEND);
- glDepthMask(1);
- //Text
- swap_gl_buffers();
+ static float loadprogress;
+
+ glLoadIdentity();
+ //Clear to black
+ glClearColor(0, 0, 0, 1);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ loadprogress = howmuch;
+
+ //Background
+
+ glDisable(GL_TEXTURE_2D);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_LIGHTING);
+ glDepthMask(0);
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ glTranslatef(screenwidth / 2, screenheight / 2, 0);
+ glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ glColor4f(loadprogress / 100, 0, 0, 1);
+ glPushMatrix();
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0);
+ glVertex3f(-1, -1, 0.0f);
+ glTexCoord2f(1, 0);
+ glVertex3f(1, -1, 0.0f);
+ glTexCoord2f(1, 1);
+ glVertex3f(1, 1, 0.0f);
+ glTexCoord2f(0, 1);
+ glVertex3f(-1, 1, 0.0f);
+ glEnd();
+ glPopMatrix();
+ glDisable(GL_TEXTURE_2D);
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+ //Text
+ swap_gl_buffers();
}
-
void Game::InitGame()
{
-#if PLATFORM_MACOSX
- ProcessSerialNumber PSN;
- ProcessInfoRec pinfo;
- FSSpec pspec;
- OSStatus err;
- /* set up process serial number */
- PSN.highLongOfPSN = 0;
- PSN.lowLongOfPSN = kCurrentProcess;
- /* set up info block */
- pinfo.processInfoLength = sizeof(pinfo);
- pinfo.processName = NULL;
- pinfo.processAppSpec = &pspec;
- /* grab the vrefnum and directory */
- err = GetProcessInformation(&PSN, &pinfo);
- if (err == noErr) {
- vRefNum = pspec.vRefNum;
- dirID = pspec.parID;
- }
-#endif
-
- LOGFUNC;
+ LOGFUNC;
- autocam=0;
+ numchallengelevels = 14;
- numchallengelevels=14;
+ Account::loadFile(Folders::getUserSavePath());
- accountactive=Account::loadFile(":Data:Users");
+ whichjointstartarray[0] = righthip;
+ whichjointendarray[0] = rightfoot;
- tintr=1;
- tintg=1;
- tintb=1;
+ whichjointstartarray[1] = righthip;
+ whichjointendarray[1] = rightankle;
- whichjointstartarray[0]=righthip;
- whichjointendarray[0]=rightfoot;
+ whichjointstartarray[2] = righthip;
+ whichjointendarray[2] = rightknee;
- whichjointstartarray[1]=righthip;
- whichjointendarray[1]=rightankle;
+ whichjointstartarray[3] = rightknee;
+ whichjointendarray[3] = rightankle;
- whichjointstartarray[2]=righthip;
- whichjointendarray[2]=rightknee;
+ whichjointstartarray[4] = rightankle;
+ whichjointendarray[4] = rightfoot;
- whichjointstartarray[3]=rightknee;
- whichjointendarray[3]=rightankle;
+ whichjointstartarray[5] = lefthip;
+ whichjointendarray[5] = leftfoot;
- whichjointstartarray[4]=rightankle;
- whichjointendarray[4]=rightfoot;
+ whichjointstartarray[6] = lefthip;
+ whichjointendarray[6] = leftankle;
- whichjointstartarray[5]=lefthip;
- whichjointendarray[5]=leftfoot;
+ whichjointstartarray[7] = lefthip;
+ whichjointendarray[7] = leftknee;
- whichjointstartarray[6]=lefthip;
- whichjointendarray[6]=leftankle;
+ whichjointstartarray[8] = leftknee;
+ whichjointendarray[8] = leftankle;
- whichjointstartarray[7]=lefthip;
- whichjointendarray[7]=leftknee;
+ whichjointstartarray[9] = leftankle;
+ whichjointendarray[9] = leftfoot;
- whichjointstartarray[8]=leftknee;
- whichjointendarray[8]=leftankle;
+ whichjointstartarray[10] = abdomen;
+ whichjointendarray[10] = rightshoulder;
- whichjointstartarray[9]=leftankle;
- whichjointendarray[9]=leftfoot;
+ whichjointstartarray[11] = abdomen;
+ whichjointendarray[11] = rightelbow;
- whichjointstartarray[10]=abdomen;
- whichjointendarray[10]=rightshoulder;
+ whichjointstartarray[12] = abdomen;
+ whichjointendarray[12] = rightwrist;
- whichjointstartarray[11]=abdomen;
- whichjointendarray[11]=rightelbow;
+ whichjointstartarray[13] = abdomen;
+ whichjointendarray[13] = righthand;
- whichjointstartarray[12]=abdomen;
- whichjointendarray[12]=rightwrist;
+ whichjointstartarray[14] = rightshoulder;
+ whichjointendarray[14] = rightelbow;
- whichjointstartarray[13]=abdomen;
- whichjointendarray[13]=righthand;
+ whichjointstartarray[15] = rightelbow;
+ whichjointendarray[15] = rightwrist;
- whichjointstartarray[14]=rightshoulder;
- whichjointendarray[14]=rightelbow;
+ whichjointstartarray[16] = rightwrist;
+ whichjointendarray[16] = righthand;
- whichjointstartarray[15]=rightelbow;
- whichjointendarray[15]=rightwrist;
+ whichjointstartarray[17] = abdomen;
+ whichjointendarray[17] = leftshoulder;
- whichjointstartarray[16]=rightwrist;
- whichjointendarray[16]=righthand;
+ whichjointstartarray[18] = abdomen;
+ whichjointendarray[18] = leftelbow;
- whichjointstartarray[17]=abdomen;
- whichjointendarray[17]=leftshoulder;
+ whichjointstartarray[19] = abdomen;
+ whichjointendarray[19] = leftwrist;
- whichjointstartarray[18]=abdomen;
- whichjointendarray[18]=leftelbow;
+ whichjointstartarray[20] = abdomen;
+ whichjointendarray[20] = lefthand;
- whichjointstartarray[19]=abdomen;
- whichjointendarray[19]=leftwrist;
+ whichjointstartarray[21] = leftshoulder;
+ whichjointendarray[21] = leftelbow;
- whichjointstartarray[20]=abdomen;
- whichjointendarray[20]=lefthand;
+ whichjointstartarray[22] = leftelbow;
+ whichjointendarray[22] = leftwrist;
- whichjointstartarray[21]=leftshoulder;
- whichjointendarray[21]=leftelbow;
+ whichjointstartarray[23] = leftwrist;
+ whichjointendarray[23] = lefthand;
- whichjointstartarray[22]=leftelbow;
- whichjointendarray[22]=leftwrist;
+ whichjointstartarray[24] = abdomen;
+ whichjointendarray[24] = neck;
- whichjointstartarray[23]=leftwrist;
- whichjointendarray[23]=lefthand;
+ whichjointstartarray[25] = neck;
+ whichjointendarray[25] = head;
- whichjointstartarray[24]=abdomen;
- whichjointendarray[24]=neck;
+ FadeLoadingScreen(0);
- whichjointstartarray[25]=neck;
- whichjointendarray[25]=head;
+ stillloading = 1;
- FadeLoadingScreen(0);
+ int temptexdetail = texdetail;
+ texdetail = 1;
+ text->LoadFontTexture("Textures/Font.png");
+ text->BuildFont();
+ texdetail = temptexdetail;
- stillloading=1;
+ FadeLoadingScreen(10);
- texture.data = ( GLubyte* )malloc( 1024*1024*4 );
+ if (detail == 2) {
+ texdetail = 1;
+ }
+ if (detail == 1) {
+ texdetail = 2;
+ }
+ if (detail == 0) {
+ texdetail = 4;
+ }
- int temptexdetail=texdetail;
- texdetail=1;
- text->LoadFontTexture(":Data:Textures:Font.png");
- text->BuildFont();
- texdetail=temptexdetail;
+ LOG("Initializing sound system...");
- FadeLoadingScreen(10);
+ OPENAL_Init(44100, 32, 0);
- if(detail==2){
- texdetail=1;
- }
- if(detail==1){
- texdetail=2;
- }
- if(detail==0){
- texdetail=4;
- }
+ OPENAL_SetSFXMasterVolume((int)(volume * 255));
+ loadAllSounds();
- LOG("Initializing sound system...");
+ if (musictoggle)
+ emit_stream_np(stream_menutheme);
- #if PLATFORM_LINUX
- int output = -1;
-
- extern bool cmdline(const char *cmd);
- unsigned char rc = 0;
- output = OPENAL_OUTPUT_ALSA; // Try alsa first...
- if (cmdline("forceoss")) // ...but let user override that.
- output = OPENAL_OUTPUT_OSS;
- else if (cmdline("nosound"))
- output = OPENAL_OUTPUT_NOSOUND;
+ cursortexture.load("Textures/Cursor.png", 0);
- OPENAL_SetOutput(output);
- if ((rc = OPENAL_Init(44100, 32, 0)) == false)
- {
- // if we tried ALSA and failed, fall back to OSS.
- if ( (output == OPENAL_OUTPUT_ALSA) && (!cmdline("forcealsa")) )
- {
- OPENAL_Close();
- output = OPENAL_OUTPUT_OSS;
- OPENAL_SetOutput(output);
- rc = OPENAL_Init(44100, 32, 0);
- }
- }
+ Mapcircletexture.load("Textures/MapCircle.png", 0);
+ Mapboxtexture.load("Textures/MapBox.png", 0);
+ Maparrowtexture.load("Textures/MapArrow.png", 0);
- if (rc == false)
- {
- OPENAL_Close();
- output = OPENAL_OUTPUT_NOSOUND; // we tried! just do silence.
- OPENAL_SetOutput(output);
- rc = OPENAL_Init(44100, 32, 0);
- }
- #else
- OPENAL_Init(44100, 32, 0);
- #endif
+ temptexdetail = texdetail;
+ if (texdetail > 2)
+ texdetail = 2;
+ Mainmenuitems[0].load("Textures/Lugaru.png", 0);
+ Mainmenuitems[1].load("Textures/NewGame.png", 0);
+ Mainmenuitems[2].load("Textures/Options.png", 0);
+ Mainmenuitems[3].load("Textures/Quit.png", 0);
+ Mainmenuitems[4].load("Textures/Eyelid.png", 0);
+ Mainmenuitems[5].load("Textures/Resume.png", 0);
+ Mainmenuitems[6].load("Textures/EndGame.png", 0);
- OPENAL_SetSFXMasterVolume((int)(volume*255));
- loadAllSounds();
+ texdetail = temptexdetail;
- if(musictoggle)
- emit_stream_np(stream_menutheme);
+ FadeLoadingScreen(95);
- LoadTexture(":Data:Textures:Cursor.png",&cursortexture,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);
+ gameon = 0;
+ mainmenu = 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:Eyelid.png",&Mainmenuitems[4],0,1);
- LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[5],0,0);
- LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[6],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;
+ stillloading = 0;
+ firstload = 0;
- FadeLoadingScreen(95);
+ newdetail = detail;
+ newscreenwidth = screenwidth;
+ newscreenheight = screenheight;
+ Menu::Load();
- gameon=0;
- mainmenu=1;
-
- stillloading=0;
- firstload=0;
-
- newdetail=detail;
- newscreenwidth=screenwidth;
- newscreenheight=screenheight;
-
- LoadMenu();
+ Animation::loadAll();
}
-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.hpp
void Game::LoadStuff()
{
- static float temptexdetail;
- static float viewdistdetail;
- static int i,j;
- float megascale =1;
-
- LOGFUNC;
-
- visibleloading=1;
-
- loadtime=0;
-
- stillloading=1;
-
- 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;;
- }
-
- i=abs(Random()%4);
- LoadTexture(":Data:Textures:fire.jpg",&loadscreentexture,1,0);
-
- temptexdetail=texdetail;
- texdetail=1;
- text->LoadFontTexture(":Data:Textures:Font.png");
- text->BuildFont();
- texdetail=temptexdetail;
-
- numsounds=71;
-
- viewdistdetail=2;
- viewdistance=50*megascale*viewdistdetail;
-
- brightness=100;
-
- if(detail==2){
- texdetail=1;
- }
- if(detail==1){
- texdetail=2;
- }
- if(detail==0){
- texdetail=4;
- }
-
- realtexdetail=texdetail;
-
- numplayers=1;
-
-
- LOG("Loading weapon data...");
-
- LoadTexture(":Data:Textures:knife.png",&Weapon::knifetextureptr,0,1);
- LoadTexture(":Data:Textures:bloodknife.png",&Weapon::bloodknifetextureptr,0,1);
- LoadTexture(":Data:Textures:lightbloodknife.png",&Weapon::lightbloodknifetextureptr,0,1);
- LoadTexture(":Data:Textures:sword.jpg",&Weapon::swordtextureptr,1,0);
- LoadTexture(":Data:Textures:Swordblood.jpg",&Weapon::bloodswordtextureptr,1,0);
- LoadTexture(":Data:Textures:Swordbloodlight.jpg",&Weapon::lightbloodswordtextureptr,1,0);
- LoadTexture(":Data:Textures:Staff.jpg",&Weapon::stafftextureptr,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);
-
- LoadTexture(":Data:Textures:shadow.png",&terrain.shadowtexture,0,1);
-
- LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture,0,1);
+ static float temptexdetail;
+ static float viewdistdetail;
+ float megascale = 1;
+
+ LOGFUNC;
+
+ loadtime = 0;
+
+ stillloading = 1;
+
+ visibleloading = false; //don't use loadscreentexture yet
+ loadscreentexture.load("Textures/Fire.jpg", 1);
+ visibleloading = true;
+
+ temptexdetail = texdetail;
+ texdetail = 1;
+ text->LoadFontTexture("Textures/Font.png");
+ text->BuildFont();
+ texdetail = temptexdetail;
+
+ viewdistdetail = 2;
+ viewdistance = 50 * megascale * viewdistdetail;
+
+ if (detail == 2) {
+ texdetail = 1;
+ kTextureSize = 1024;
+ } else if (detail == 1) {
+ texdetail = 2;
+ kTextureSize = 512;
+ } else {
+ texdetail = 4;
+ kTextureSize = 256;
+ }
- LoadTexture(":Data:Textures:break.png",&terrain.breaktexture,0,1);
+ realtexdetail = texdetail;
+
+ LOG("Loading weapon data...");
+
+ Weapon::knifetextureptr.load("Textures/Knife.png", 0);
+ Weapon::bloodknifetextureptr.load("Textures/BloodKnife.png", 0);
+ Weapon::lightbloodknifetextureptr.load("Textures/BloodKnifeLight.png", 0);
+ Weapon::swordtextureptr.load("Textures/Sword.jpg", 1);
+ Weapon::bloodswordtextureptr.load("Textures/SwordBlood.jpg", 1);
+ Weapon::lightbloodswordtextureptr.load("Textures/SwordBloodLight.jpg", 1);
+ Weapon::stafftextureptr.load("Textures/Staff.jpg", 1);
+
+ Weapon::throwingknifemodel.load("Models/ThrowingKnife.solid");
+ 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("Models/Sword.solid");
+ Weapon::swordmodel.Scale(.001, .001, .001);
+ 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::staffmodel.load("Models/Staff.solid");
+ Weapon::staffmodel.Scale(.005, .005, .005);
+ 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);
+
+ terrain.shadowtexture.load("Textures/Shadow.png", 0);
+ terrain.bloodtexture.load("Textures/Blood.png", 0);
+ terrain.breaktexture.load("Textures/Break.png", 0);
+ terrain.bloodtexture2.load("Textures/Blood.png", 0);
+
+
+ terrain.footprinttexture.load("Textures/Footprint.png", 0);
+ terrain.bodyprinttexture.load("Textures/Bodyprint.png", 0);
+ hawktexture.load("Textures/Hawk.png", 0);
+
+
+ Sprite::cloudtexture.load("Textures/Cloud.png", 1);
+ Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1);
+ Sprite::bloodtexture.load("Textures/BloodParticle.png", 1);
+ Sprite::snowflaketexture.load("Textures/SnowFlake.png", 1);
+ Sprite::flametexture.load("Textures/Flame.png", 1);
+ Sprite::bloodflametexture.load("Textures/BloodFlame.png", 1);
+ Sprite::smoketexture.load("Textures/Smoke.png", 1);
+ Sprite::shinetexture.load("Textures/Shine.png", 1);
+ Sprite::splintertexture.load("Textures/Splinter.png", 1);
+ Sprite::leaftexture.load("Textures/Leaf.png", 1);
+ Sprite::toothtexture.load("Textures/Tooth.png", 1);
+
+ yaw = 0;
+ pitch = 0;
+ ReSizeGLScene(90, .01);
+
+ viewer = 0;
+
+ //Set up distant light
+ light.color[0] = .95;
+ light.color[1] = .95;
+ light.color[2] = 1;
+ light.ambient[0] = .2;
+ light.ambient[1] = .2;
+ light.ambient[2] = .24;
+ light.location.x = 1;
+ light.location.y = 1;
+ light.location.z = -.2;
+ Normalise(&light.location);
+
+ LoadingScreen();
+
+ SetUpLighting();
+
+
+ fadestart = .6;
+ gravity = -10;
+
+ texscale = .2 / megascale / viewdistdetail;
+ terrain.scale = 3 * megascale * viewdistdetail;
+
+ viewer.x = terrain.size / 2 * terrain.scale;
+ viewer.z = terrain.size / 2 * terrain.scale;
+
+ hawk.load("Models/Hawk.solid");
+ hawk.Scale(.03, .03, .03);
+ hawk.Rotate(90, 1, 1);
+ hawk.CalculateNormals(0);
+ hawk.ScaleNormals(-1, -1, -1);
+ hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7;
+ hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
+ hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
+
+ eye.load("Models/Eye.solid");
+ eye.Scale(.03, .03, .03);
+ eye.CalculateNormals(0);
+
+ cornea.load("Models/Cornea.solid");
+ cornea.Scale(.03, .03, .03);
+ cornea.CalculateNormals(0);
+
+ iris.load("Models/Iris.solid");
+ iris.Scale(.03, .03, .03);
+ iris.CalculateNormals(0);
+
+ LoadSave("Textures/BloodFur.png", &bloodText[0]);
+ LoadSave("Textures/WolfBloodFur.png", &wolfbloodText[0]);
+
+ oldenvironment = -4;
+
+ gameon = 1;
+ mainmenu = 0;
+
+ firstload = 0;
+
+ //Fix knife stab, too lazy to do it manually
+ XYZ moveamount;
+ moveamount = 0;
+ moveamount.z = 2;
+ // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?)
+ // It seems skeleton.joints.size() is 0 at this point, so this is useless.
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
+ Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
+ }
+ }
- LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture2,0,1);
+ LoadingScreen();
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
+ Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount;
+ }
+ }
- LoadTexture(":Data:Textures:footprint.png",&terrain.footprinttexture,0,1);
+ LoadingScreen();
- LoadTexture(":Data:Textures:bodyprint.png",&terrain.bodyprinttexture,0,1);
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position;
+ Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position;
+ Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position;
+ Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position;
+ }
+ Animation::animations[dead1anim].frames[0].speed = 0.001;
+ Animation::animations[dead2anim].frames[0].speed = 0.001;
+ Animation::animations[dead3anim].frames[0].speed = 0.001;
+ Animation::animations[dead4anim].frames[0].speed = 0.001;
+
+ Animation::animations[dead1anim].frames[1].speed = 0.001;
+ Animation::animations[dead2anim].frames[1].speed = 0.001;
+ Animation::animations[dead3anim].frames[1].speed = 0.001;
+ Animation::animations[dead4anim].frames[1].speed = 0.001;
+
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
+ }
+ }
+ LoadingScreen();
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
+ }
- LoadTexture(":Data:Textures:hawk.png",&hawktexture,0,1);
+ LoadingScreen();
- LoadTexture(":Data:Textures:logo.png",&logotexture,0,1);
+ for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
+ }
+ }
+ LoadingScreen();
- 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;
- ReSizeGLScene(90,.01);
-
- viewer=0;
-
-
- if(detail)kTextureSize=1024;
- if(detail==1)kTextureSize=512;
- if(detail==0)kTextureSize=256;
-
- //Set up distant light
- light.color[0]=.95;
- light.color[1]=.95;
- light.color[2]=1;
- light.ambient[0]=.2;
- light.ambient[1]=.2;
- light.ambient[2]=.24;
- light.location.x=1;
- light.location.y=1;
- light.location.z=-.2;
- Normalise(&light.location);
-
- LoadingScreen();
-
- SetUpLighting();
-
-
- fadestart=.6;
- gravity=-10;
-
- texscale=.2/megascale/viewdistdetail;
- terrain.scale=3*megascale*viewdistdetail;
-
- viewer.x=terrain.size/2*terrain.scale;
- viewer.z=terrain.size/2*terrain.scale;
-
- hawk.load((char *)":Data:Models:hawk.solid",1);
- hawk.Scale(.03,.03,.03);
- hawk.Rotate(90,1,1);
- hawk.CalculateNormals(0);
- hawk.ScaleNormals(-1,-1,-1);
- hawkcoords.x=terrain.size/2*terrain.scale-5-7;
- 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);
-
- cornea.load((char *)":Data:Models:cornea.solid",1);
- cornea.Scale(.03,.03,.03);
- cornea.CalculateNormals(0);
-
- iris.load((char *)":Data:Models:iris.solid",1);
- iris.Scale(.03,.03,.03);
- iris.CalculateNormals(0);
-
- LoadSave(":Data:Textures:Bloodfur.png",0,1,&bloodText[0],0);
- LoadSave(":Data:Textures:Wolfbloodfur.png",0,1,&wolfbloodText[0],0);
-
- oldenvironment=-4;
-
- gameon=1;
- mainmenu=0;
-
- firstload=0;
-
- rabbitcoords=player[0].coords;
- rabbitcoords.y=terrain.getHeight(rabbitcoords.x,rabbitcoords.z);
-
- loadAllAnimations();
- //Fix knife stab, too lazy to do it manually
- XYZ moveamount;
- moveamount=0;
- moveamount.z=2;
- for(i=0;i<player[0].skeleton.num_joints;i++){
- for(j=0;j<animation[knifesneakattackanim].numframes;j++){
- animation[knifesneakattackanim].position[i][j]+=moveamount;
- }
- }
-
- LoadingScreen();
-
- for(i=0;i<player[0].skeleton.num_joints;i++){
- for(j=0;j<animation[knifesneakattackedanim].numframes;j++){
- animation[knifesneakattackedanim].position[i][j]+=moveamount;
- }
- }
-
- LoadingScreen();
-
- for(i=0;i<player[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[dead1anim].speed[0]=0.001;
- animation[dead2anim].speed[0]=0.001;
- animation[dead3anim].speed[0]=0.001;
- animation[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;
-
- for(i=0;i<player[0].skeleton.num_joints;i++){
- for(j=0;j<animation[swordsneakattackanim].numframes;j++){
- animation[swordsneakattackanim].position[i][j]+=moveamount;
- }
- }
- LoadingScreen();
- for(j=0;j<animation[swordsneakattackanim].numframes;j++){
- animation[swordsneakattackanim].weapontarget[j]+=moveamount;
- }
-
- LoadingScreen();
-
- for(i=0;i<player[0].skeleton.num_joints;i++){
- for(j=0;j<animation[swordsneakattackedanim].numframes;j++){
- animation[swordsneakattackedanim].position[i][j]+=moveamount;
- }
- }
-
- LoadingScreen();
- temptexdetail=texdetail;
- texdetail=1;
- texdetail=temptexdetail;
-
- LoadingScreen();
-
- if(!screentexture){
+ if (!screentexture) {
LoadScreenTexture();
- }
+ }
- if(targetlevel!=7){
- emit_sound_at(fireendsound);
- }
+ if (targetlevel != 7) {
+ emit_sound_at(fireendsound);
+ }
- stillloading=0;
- loading=0;
- changedelay=1;
+ stillloading = 0;
+ loading = 0;
+ changedelay = 1;
- visibleloading=0;
+ visibleloading = false;
}