extern int accountcampaignchoicesmade[10];
extern int accountcampaignchoices[10][5000];
-void LOG(const std::string &, ...)
+void LOG(const std::string&, ...)
{
// !!! FIXME: write me.
}
Dispose();
}
-
-
-void LoadSave(const std::string& fileName, GLubyte *array)
+void LoadSave(const std::string& fileName, GLubyte* array)
{
LOGFUNC;
}
}
-
-
//***************> ResizeGLScene() <******/
GLvoid Game::ReSizeGLScene(float fov, float pnear)
{
}
static float loadprogress;
- static AbsoluteTime frametime = {0, 0};
- AbsoluteTime currTime = UpTime ();
- double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime);
+ static AbsoluteTime frametime = { 0, 0 };
+ AbsoluteTime currTime = UpTime();
+ double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime);
- if (0 > deltaTime) // if negative microseconds
+ if (0 > deltaTime) { // if negative microseconds
deltaTime /= -1000000.0;
- else // else milliseconds
+ } else { // else milliseconds
deltaTime /= 1000.0;
+ }
multiplier = deltaTime;
- if (multiplier < .001)
+ if (multiplier < .001) {
multiplier = .001;
- if (multiplier > 10)
+ }
+ if (multiplier > 10) {
multiplier = 10;
+ }
if (multiplier > .05) {
frametime = currTime; // reset for next time interval
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
loadtime += multiplier * 4;
loadprogress = loadtime;
- if (loadprogress > 100)
+ 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 );
+ 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);
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 );
+ 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);
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 );
+ 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);
//Text
if (flashamount > 0) {
- if (flashamount > 1)
+ if (flashamount > 1) {
flashamount = 1;
- if (flashdelay <= 0)
+ }
+ if (flashdelay <= 0) {
flashamount -= multiplier;
+ }
flashdelay--;
- if (flashamount < 0)
+ if (flashamount < 0) {
flashamount = 0;
+ }
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
//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 );
+ 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);
OPENAL_SetSFXMasterVolume((int)(volume * 255));
loadAllSounds();
- if (musictoggle)
+ if (musictoggle) {
emit_stream_np(stream_menutheme);
+ }
cursortexture.load("Textures/Cursor.png", 0);
Maparrowtexture.load("Textures/MapArrow.png", 0);
temptexdetail = texdetail;
- if (texdetail > 2)
+ 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);
FadeLoadingScreen(95);
-
gameon = 0;
mainmenu = 1;
Animation::loadAll();
}
-
void Game::LoadScreenTexture()
{
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- if (!Game::screentexture)
- glGenTextures( 1, &Game::screentexture );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ 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, Game::screentexture);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ 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);
}
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);
+ Weapon::Load();
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);
SetUpLighting();
-
fadestart = .6;
gravity = -10;
visibleloading = false;
firstLoadDone = true;
}
-