]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Some cleans, fullscreen is back if "--windowed" isn't passed as option.
[lugaru.git] / Source / GameInitDispose.cpp
index f87d6eef92349de6e5c7fadf3c98e55f6a86a7f6..b9d5913fd1f2df0b5fa4f3fe7a19c14e385365fd 100644 (file)
@@ -101,8 +101,6 @@ void LOG(const std::string &fmt, ...)
 
 void Game::Dispose()
 {
-       int i,j;
-
        LOGFUNC;
 
        if(endgame==2){
@@ -122,7 +120,7 @@ void Game::Dispose()
 //  later in the shutdown process.  --ryan.
 #if !PLATFORM_LINUX
 
-       for (i=0; i < sounds_count; ++i)
+       for (int i=0; i < sounds_count; ++i)
        {
                OPENAL_Sample_Free(samp[i]);
        }
@@ -366,7 +364,7 @@ GLvoid Game::ReSizeGLScene(float fov, float pnear)
 
 void Game::LoadingScreen()
 {
-       static float loadprogress,minprogress,maxprogress;
+       static float loadprogress;
        static AbsoluteTime time = {0,0};
        static AbsoluteTime frametime = {0,0};
        AbsoluteTime currTime = UpTime ();
@@ -383,7 +381,6 @@ void Game::LoadingScreen()
        if(multiplier>.05){
                frametime = currTime;   // reset for next time interval
 
-               float size=1;
                glLoadIdentity();
                //Clear to black
                glClearColor(0,0,0,1);
@@ -538,15 +535,6 @@ void Game::LoadingScreen()
                glDepthMask(1);
 
                //Text
-               /*
-               glEnable(GL_TEXTURE_2D);
-               static char string[256]="";
-               sprintf (string, "LOADING... %d%",(int)loadprogress);
-               glColor4f(1,1,1,.2);
-               text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480);
-               glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1);
-               text.glPrint(280,125,string,1,1,640,480);
-               */
 
                if(flashamount>0){
                        if(flashamount>1)flashamount=1;
@@ -591,9 +579,8 @@ void Game::LoadingScreen()
 
 void Game::FadeLoadingScreen(float howmuch)
 {
-       static float loadprogress,minprogress,maxprogress;
+       static float loadprogress;
 
-       float size=1;
        glLoadIdentity();
        //Clear to black
        glClearColor(0,0,0,1);
@@ -647,15 +634,6 @@ void Game::FadeLoadingScreen(float howmuch)
        glDisable(GL_BLEND);
        glDepthMask(1);
        //Text
-       /*
-       glEnable(GL_TEXTURE_2D);
-       static char string[256]="";
-       sprintf (string, "LOADING... %d%",(int)loadprogress);
-       glColor4f(1,1,1,.2);
-       text.glPrint(280-280*loadprogress/100/2/4,125-125*loadprogress/100/2/4,string,1,1+loadprogress/100,640,480);
-       glColor4f(1.2-loadprogress/100,1.2-loadprogress/100,1.2-loadprogress/100,1);
-       text.glPrint(280,125,string,1,1,640,480);
-       */
        swap_gl_buffers();
 }
 
@@ -686,8 +664,6 @@ void Game::InitGame()
 
        autocam=0;
 
-       int i,j;
-
        numchallengelevels=14;
 
        accountactive=Account::loadFile(":Data:Users");
@@ -839,7 +815,7 @@ void Game::InitGame()
        loadAllSounds();
 
        if(musictoggle)
-         emit_stream_np(stream_music3);
+         emit_stream_np(stream_menutheme);
 
        LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1);
 
@@ -853,14 +829,11 @@ void Game::InitGame()
        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:World.png",&Mainmenuitems[7],0,0);
        LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1);
        //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;
 
-       loaddistrib=0;
-       anim=0;
-
        FadeLoadingScreen(95);
 
 
@@ -877,7 +850,7 @@ void Game::InitGame()
 }
 
 
-void Game::LoadScreenTexture(){
+void Game::LoadScreenTexture() {
     glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
 
     if(!screentexture)
@@ -897,7 +870,7 @@ void Game::LoadStuff()
 {
        static float temptexdetail;
        static float viewdistdetail;
-       static int i,j,texsize;
+       static int i,j;
        float megascale =1;
 
        LOGFUNC;
@@ -970,42 +943,42 @@ void Game::LoadStuff()
 
        LOG("Loading weapon data...");
 
-       LoadTexture(":Data:Textures:knife.png",&weapons.knifetextureptr,0,1);
-       LoadTexture(":Data:Textures:bloodknife.png",&weapons.bloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:lightbloodknife.png",&weapons.lightbloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:sword.jpg",&weapons.swordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordblood.jpg",&weapons.bloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordbloodlight.jpg",&weapons.lightbloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Staff.jpg",&weapons.stafftextureptr,1,0);
-
-       weapons.throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
-       weapons.throwingknifemodel.Scale(.001,.001,.001);
-       //weapons.throwingknifemodel.Rotate(0,0,-90);
-       weapons.throwingknifemodel.Rotate(90,0,0);
-       weapons.throwingknifemodel.Rotate(0,90,0);
-       weapons.throwingknifemodel.flat=0;
-       weapons.throwingknifemodel.CalculateNormals(1);
-       //weapons.throwingknifemodel.ScaleNormals(-1,-1,-1);
-
-       weapons.swordmodel.load((char *)":Data:Models:sword.solid",1);
-       weapons.swordmodel.Scale(.001,.001,.001);
-       //weapons.swordmodel.Rotate(0,0,-90);
-       weapons.swordmodel.Rotate(90,0,0);
-       weapons.swordmodel.Rotate(0,90,0);
-       weapons.swordmodel.Rotate(0,0,90);
-       weapons.swordmodel.flat=1;
-       weapons.swordmodel.CalculateNormals(1);
-       //weapons.swordmodel.ScaleNormals(-1,-1,-1);
-
-       weapons.staffmodel.load((char *)":Data:Models:staff.solid",1);
-       weapons.staffmodel.Scale(.005,.005,.005);
-       //weapons.staffmodel.Rotate(0,0,-90);
-       weapons.staffmodel.Rotate(90,0,0);
-       weapons.staffmodel.Rotate(0,90,0);
-       weapons.staffmodel.Rotate(0,0,90);
-       weapons.staffmodel.flat=1;
-       weapons.staffmodel.CalculateNormals(1);
-       //weapons.staffmodel.ScaleNormals(-1,-1,-1);
+       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);
 
        //temptexdetail=texdetail;
        //if(texdetail>4)texdetail=4;
@@ -1192,13 +1165,7 @@ void Game::LoadStuff()
                        animation[swordsneakattackedanim].position[i][j]+=moveamount;
                }
        }
-       /*
-       for(i=0;i<player[0].skeleton.num_joints;i++){
-       for(j=0;j<animation[sleepanim].numframes;j++){
-       animation[sleepanim].position[i][j]=DoRotation(animation[sleepanim].position[i][j],0,180,0);
-       }
-       }
-       */
+       
        LoadingScreen();
        temptexdetail=texdetail;
        texdetail=1;