/*
Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
extern float volume;
extern int detail;
extern bool cellophane;
-extern GLubyte bloodText[512 * 512 * 3];
-extern GLubyte wolfbloodText[512 * 512 * 3];
extern bool ismotionblur;
extern bool trilinear;
extern bool musictoggle;
extern int accountcampaignchoicesmade[10];
extern int accountcampaignchoices[10][5000];
-void LOG(const std::string &, ...)
+void LOG(const std::string&, ...)
{
// !!! FIXME: write me.
}
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();
-#endif
}
void Game::newGame()
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;
Menu::Load();
Animation::loadAll();
-}
+ PersonType::Load();
+
+ Person::players.emplace_back(new Person());
+}
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);
}
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;
iris.Scale(.03, .03, .03);
iris.CalculateNormals(0);
- LoadSave("Textures/BloodFur.png", &bloodText[0]);
- LoadSave("Textures/WolfBloodFur.png", &wolfbloodText[0]);
+ LoadSave("Textures/WolfBloodFur.png", &PersonType::types[wolftype].bloodText[0]);
+ LoadSave("Textures/BloodFur.png", &PersonType::types[rabbittype].bloodText[0]);
oldenvironment = -4;
visibleloading = false;
firstLoadDone = true;
}
-