#include "Game.h"
#include "openal_wrapper.h"
-#include "Animation.h"
+#include "Animation/Animation.h"
#include "Texture.h"
#include "Utils/Folders.h"
-void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
+void LoadSave(const std::string& fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
{
LOGFUNC;
//Load Image
ImageRec texture;
- load_image(Folders::getResourcePath(fileName).c_str(), texture);
+ if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) {
+ texdetail = temptexdetail;
+ return;
+ }
texdetail = temptexdetail;
int bytesPerPixel = texture.bpp / 8;
if (texdetail > 2)
texdetail = 2;
Mainmenuitems[0].load("Textures/Lugaru.png", 0);
- Mainmenuitems[1].load("Textures/Newgame.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);
+ Mainmenuitems[6].load("Textures/EndGame.png", 0);
texdetail = temptexdetail;
newscreenheight = screenheight;
LoadMenu();
+
+ Animation::loadAll();
}
i = abs(Random() % 4);
visibleloading = 0; //don't use loadscreentexture yet
- loadscreentexture.load("Textures/fire.jpg", 1);
+ loadscreentexture.load("Textures/Fire.jpg", 1);
visibleloading = 1;
temptexdetail = texdetail;
LOG("Loading weapon data...");
- Weapon::knifetextureptr.load("Textures/knife.png", 0);
- Weapon::bloodknifetextureptr.load("Textures/bloodknife.png", 0);
- Weapon::lightbloodknifetextureptr.load("Textures/lightbloodknife.png", 0);
- Weapon::swordtextureptr.load("Textures/sword.jpg", 1);
- Weapon::bloodswordtextureptr.load("Textures/Swordblood.jpg", 1);
- Weapon::lightbloodswordtextureptr.load("Textures/Swordbloodlight.jpg", 1);
+ 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((char *)"Models/throwingknife.solid", 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((char *)"Models/sword.solid", 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.flat = 1;
Weapon::swordmodel.CalculateNormals(1);
- Weapon::staffmodel.load((char *)"Models/staff.solid", 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.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.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);
+ 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);
+ 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;
viewer.x = terrain.size / 2 * terrain.scale;
viewer.z = terrain.size / 2 * terrain.scale;
- hawk.load((char *)"Models/hawk.solid", 1);
+ hawk.load("Models/Hawk.solid", 1);
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((char *)"Models/eye.solid", 1);
+ eye.load("Models/Eye.solid", 1);
eye.Scale(.03, .03, .03);
eye.CalculateNormals(0);
- cornea.load((char *)"Models/cornea.solid", 1);
+ cornea.load("Models/Cornea.solid", 1);
cornea.Scale(.03, .03, .03);
cornea.CalculateNormals(0);
- iris.load((char *)"Models/iris.solid", 1);
+ iris.load("Models/Iris.solid", 1);
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", 0, 1, &bloodText[0], 0);
+ LoadSave("Textures/WolfBloodFur.png", 0, 1, &wolfbloodText[0], 0);
oldenvironment = -4;
firstload = 0;
- loadAllAnimations();
//Fix knife stab, too lazy to do it manually
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[knifesneakattackanim].numframes; j++) {
- animation[knifesneakattackanim].position[i][j] += moveamount;
+ // 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++) {
+ Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[knifesneakattackedanim].numframes; j++) {
- animation[knifesneakattackedanim].position[i][j] += moveamount;
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (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.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];
+ for (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[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 < Person::players[0]->skeleton.num_joints; i++) {
- for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
- animation[swordsneakattackanim].position[i][j] += moveamount;
+ 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 (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount;
}
}
LoadingScreen();
- for (j = 0; j < animation[swordsneakattackanim].numframes; j++) {
- animation[swordsneakattackanim].weapontarget[j] += moveamount;
+ for (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.num_joints; i++) {
- for (j = 0; j < animation[swordsneakattackedanim].numframes; j++) {
- animation[swordsneakattackedanim].position[i][j] += moveamount;
+ for (i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
+ for (j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) {
+ Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount;
}
}