This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.h"
extern GLubyte wolfbloodText[512 * 512 * 3];
extern bool ismotionblur;
extern bool trilinear;
-extern bool osx;
extern bool musictoggle;
extern int environment;
extern bool ambientsound;
extern int netdatanew;
extern float mapinfo;
extern bool stillloading;
-extern TGAImageRec texture;
+extern ImageRec texture;
extern short vRefNum;
extern long dirID;
extern int mainmenu;
void LoadSave(const char *fileName, GLuint *textureid, bool mipmap, GLubyte *array, int *skinsize)
{
- int i;
- int bytesPerPixel;
-
LOGFUNC;
LOG(std::string("Loading (S)...") + fileName);
//Load Image
float temptexdetail = texdetail;
texdetail = 1;
- //upload_image( fileName );
- //LoadTGA( fileName );
-
- // Converting file to something os specific
- char * fixedFN = ConvertFileName(fileName);
//Load Image
- unsigned char fileNamep[256];
- CopyCStringToPascal(fixedFN, fileNamep);
- //Load Image
- upload_image( fileNamep , 0);
+ upload_image(ConvertFileName(fileName));
texdetail = temptexdetail;
- //Is it valid?
- if (1 == 1) {
- bytesPerPixel = texture.bpp / 8;
+ int bytesPerPixel = texture.bpp / 8;
- int tempnum = 0;
- for (i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
- if ((i + 1) % 4 || bytesPerPixel == 3) {
- array[tempnum] = texture.data[i];
- tempnum++;
- }
+ int tempnum = 0;
+ for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
+ if ((i + 1) % 4 || bytesPerPixel == 3) {
+ array[tempnum] = texture.data[i];
+ tempnum++;
}
}
}
void Game::LoadingScreen()
{
static float loadprogress;
- static AbsoluteTime time = {0, 0};
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 > 10)
multiplier = 10;
if (multiplier > .05) {
- frametime = currTime; // reset for next time interval
+ frametime = currTime; // reset for next time interval
glLoadIdentity();
//Clear to black
if (loadprogress > 100)
loadprogress = 100;
- //loadprogress=abs(Random()%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 );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glEnable(GL_BLEND);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
loadscreentexture.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2 * (1.5 - (loadprogress) / 200), (float)screenheight / 2 * (1.5 - (loadprogress) / 200), 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
- //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, 1);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0 + .5, 0 + .5);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1 + .5, 0 + .5);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1 + .5, 1 + .5);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0 + .5, 1 + .5);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
loadscreentexture.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2 * (100 + loadprogress) / 100, (float)screenheight / 2 * (100 + loadprogress) / 100, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glColor4f(loadprogress / 100, loadprogress / 100, loadprogress / 100, .4);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0 + .2, 0 + .8);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1 + .2, 0 + .8);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1 + .2, 1 + .8);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0 + .2, 1 + .8);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
flashdelay--;
if (flashamount < 0)
flashamount = 0;
- glDisable(GL_DEPTH_TEST); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glScalef(screenwidth, screenheight, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glColor4f(flashr, flashg, flashb, flashamount);
glBegin(GL_QUADS);
- glVertex3f(0, 0, 0.0f);
- glVertex3f(256, 0, 0.0f);
- glVertex3f(256, 256, 0.0f);
- glVertex3f(0, 256, 0.0f);
+ glVertex3f(0, 0, 0.0f);
+ glVertex3f(256, 0, 0.0f);
+ glVertex3f(256, 256, 0.0f);
+ glVertex3f(0, 256, 0.0f);
glEnd();
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(1);
loadprogress = howmuch;
- //loadprogress=abs(Random()%100);
-
//Background
- //glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_2D);
- //glBindTexture( GL_TEXTURE_2D, loadscreentexture);
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); // Disables Depth Testing
+ glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
glDepthMask(0);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPushMatrix(); // Store The Projection Matrix
- glLoadIdentity(); // Reset The Projection Matrix
- glOrtho(0, screenwidth, 0, screenheight, -100, 100); // Set Up An Ortho Screen
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix(); // Store The Modelview Matrix
- glLoadIdentity(); // Reset The Modelview Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ glOrtho(0, screenwidth, 0, screenheight, -100, 100);
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
glTranslatef(screenwidth / 2, screenheight / 2, 0);
glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_BLEND);
glColor4f(loadprogress / 100, 0, 0, 1);
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
- glVertex3f(-1, -1, 0.0f);
+ glVertex3f(-1, -1, 0.0f);
glTexCoord2f(1, 0);
- glVertex3f(1, -1, 0.0f);
+ glVertex3f(1, -1, 0.0f);
glTexCoord2f(1, 1);
- glVertex3f(1, 1, 0.0f);
+ glVertex3f(1, 1, 0.0f);
glTexCoord2f(0, 1);
- glVertex3f(-1, 1, 0.0f);
+ glVertex3f(-1, 1, 0.0f);
glEnd();
glPopMatrix();
glDisable(GL_TEXTURE_2D);
- glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPopMatrix(); // Restore The Old Projection Matrix
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
glDisable(GL_BLEND);
glDepthMask(1);
//Text
void Game::InitGame()
{
-#if PLATFORM_MACOSX
- ProcessSerialNumber PSN;
- ProcessInfoRec pinfo;
- FSSpec pspec;
- OSStatus err;
- /* set up process serial number */
- PSN.highLongOfPSN = 0;
- PSN.lowLongOfPSN = kCurrentProcess;
- /* set up info block */
- pinfo.processInfoLength = sizeof(pinfo);
- pinfo.processName = NULL;
- pinfo.processAppSpec = &pspec;
- /* grab the vrefnum and directory */
- err = GetProcessInformation(&PSN, &pinfo);
- if (err == noErr) {
- vRefNum = pspec.vRefNum;
- dirID = pspec.parID;
- }
-#endif
-
LOGFUNC;
numchallengelevels = 14;
LOG("Initializing sound system...");
#if PLATFORM_LINUX
- int output = -1;
-
unsigned char rc = 0;
- output = OPENAL_OUTPUT_ALSA; // Try alsa first...
+ int output = OPENAL_OUTPUT_ALSA; // Try alsa first...
if (cmdline("forceoss")) // ...but let user override that.
output = OPENAL_OUTPUT_OSS;
else if (cmdline("nosound"))
stillloading = 1;
- for (i = 0; i < maxplayers; i++)
- player[i].skeleton.drawmodel.textureptr.destroy();
+ for (auto p:Person::players) {
+ p->skeleton.drawmodel.textureptr.destroy();
+ }
i = abs(Random() % 4);
visibleloading = 0; //don't use loadscreentexture yet
realtexdetail = texdetail;
- numplayers = 1;
-
-
LOG("Loading weapon data...");
Weapon::knifetextureptr.load(":Data:Textures:knife.png", 0, 1);
XYZ moveamount;
moveamount = 0;
moveamount.z = 2;
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ 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;
}
LoadingScreen();
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ 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;
}
LoadingScreen();
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ 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[dead3anim].speed[1] = 0.001;
animation[dead4anim].speed[1] = 0.001;
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ 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;
}
LoadingScreen();
- for (i = 0; i < player[0].skeleton.num_joints; i++) {
+ 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;
}