along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Animation/Animation.h"
-#include "Texture.h"
-#include "Utils/Folders.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 viewdistance;
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 int flashdelay;
extern int whichjointstartarray[26];
extern int whichjointendarray[26];
-extern int difficulty;
extern float slomospeed;
extern bool gamestarted;
extern int accountcampaignchoicesmade[10];
extern int accountcampaignchoices[10][5000];
-void LOG(const std::string &fmt, ...)
+void LOG(const std::string&, ...)
{
// !!! FIXME: write me.
}
LOGFUNC;
if (Game::endgame == 2) {
- Game::accountactive->endGame();
+ Account::active().endGame();
Game::endgame = 0;
}
- Account::saveFile(Folders::getUserDataPath()+"/users", Game::accountactive);
+ Account::saveFile(Folders::getUserSavePath());
//textures.clear();
void Game::newGame()
{
text = new Text();
+ textmono = new Text();
skybox = new SkyBox();
}
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();
+ delete skybox;
+ delete text;
+ delete textmono;
glDeleteTextures(1, &screentexture);
glDeleteTextures(1, &screentexture2);
Dispose();
}
-
-
-void LoadSave(const std::string& fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
+void LoadSave(const std::string& fileName, GLubyte* array)
{
LOGFUNC;
}
}
-
-
//***************> ResizeGLScene() <******/
GLvoid Game::ReSizeGLScene(float fov, float pnear)
{
void Game::LoadingScreen()
{
+ if (!visibleloading) {
+ return;
+ }
+
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);
numchallengelevels = 14;
- accountactive = Account::loadFile(Folders::getUserDataPath()+"/users");
+ Account::loadFile(Folders::getUserSavePath());
whichjointstartarray[0] = righthip;
whichjointendarray[0] = rightfoot;
texdetail = 1;
text->LoadFontTexture("Textures/Font.png");
text->BuildFont();
+ textmono->LoadFontTexture("Textures/FontMono.png");
+ textmono->BuildFont();
texdetail = temptexdetail;
FadeLoadingScreen(10);
LOG("Initializing sound system...");
-#if PLATFORM_LINUX
- unsigned char rc = 0;
- int output = OPENAL_OUTPUT_ALSA; // Try alsa first...
- if (commandLineOptions[SOUND]) {
- output = commandLineOptions[SOUND].last()->type(); // ...but let user override that.
- }
-
- 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) && (commandLineOptions[SOUND].last()->type() != OPENAL_OUTPUT_ALSA) ) {
- OPENAL_Close();
- output = OPENAL_OUTPUT_OSS;
- OPENAL_SetOutput(output);
- rc = OPENAL_Init(44100, 32, 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
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;
stillloading = 0;
- firstload = 0;
+ firstLoadDone = false;
newdetail = detail;
newscreenwidth = screenwidth;
newscreenheight = screenheight;
- LoadMenu();
+ Menu::Load();
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);
}
-//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.h
+//TODO: move LoadStuff() closer to GameTick.cpp to get rid of various vars shared in Game.hpp
+/* Loads models and textures which only needs to be loaded once */
void Game::LoadStuff()
{
- static float temptexdetail;
- static float viewdistdetail;
- static int i, j;
+ float temptexdetail;
+ float viewdistdetail;
float megascale = 1;
LOGFUNC;
stillloading = 1;
- for (auto p:Person::players) {
- p->skeleton.drawmodel.textureptr.destroy();
- }
-
- i = abs(Random() % 4);
- visibleloading = 0; //don't use loadscreentexture yet
+ visibleloading = false; //don't use loadscreentexture yet
loadscreentexture.load("Textures/Fire.jpg", 1);
- visibleloading = 1;
+ visibleloading = true;
temptexdetail = texdetail;
texdetail = 1;
text->LoadFontTexture("Textures/Font.png");
text->BuildFont();
+ textmono->LoadFontTexture("Textures/FontMono.png");
+ textmono->BuildFont();
texdetail = temptexdetail;
viewdistdetail = 2;
if (detail == 2) {
texdetail = 1;
- }
- if (detail == 1) {
+ kTextureSize = 1024;
+ } else if (detail == 1) {
texdetail = 2;
- }
- if (detail == 0) {
+ kTextureSize = 512;
+ } else {
texdetail = 4;
+ kTextureSize = 256;
}
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", 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("Models/Sword.solid", 1);
- 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", 1);
- 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);
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;
SetUpLighting();
-
fadestart = .6;
gravity = -10;
viewer.x = terrain.size / 2 * terrain.scale;
viewer.z = terrain.size / 2 * terrain.scale;
- hawk.load("Models/Hawk.solid", 1);
+ hawk.load("Models/Hawk.solid");
hawk.Scale(.03, .03, .03);
hawk.Rotate(90, 1, 1);
hawk.CalculateNormals(0);
hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7;
hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25;
- eye.load("Models/Eye.solid", 1);
+ eye.load("Models/Eye.solid");
eye.Scale(.03, .03, .03);
eye.CalculateNormals(0);
- cornea.load("Models/Cornea.solid", 1);
+ cornea.load("Models/Cornea.solid");
cornea.Scale(.03, .03, .03);
cornea.CalculateNormals(0);
- iris.load("Models/Iris.solid", 1);
+ iris.load("Models/Iris.solid");
iris.Scale(.03, .03, .03);
iris.CalculateNormals(0);
- LoadSave("Textures/BloodFur.png", 0, 1, &bloodText[0], 0);
- LoadSave("Textures/WolfBloodFur.png", 0, 1, &wolfbloodText[0], 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 (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) {
+ 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;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) {
+ 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;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ 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[dead3anim].frames[1].speed = 0.001;
Animation::animations[dead4anim].frames[1].speed = 0.001;
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ 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 (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount;
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
- for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
+ 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();
- temptexdetail = texdetail;
- texdetail = 1;
- texdetail = temptexdetail;
-
LoadingScreen();
if (!screentexture) {
loading = 0;
changedelay = 1;
- visibleloading = 0;
+ visibleloading = false;
+ firstLoadDone = true;
}
-