]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
cleanup, renamed rotations to yaw/pitch
[lugaru.git] / Source / GameInitDispose.cpp
index a2f93b98502158c19c4f536631f8192c48d22f9e..ee82765eea5200fcdee808c0b383f57dccbb208a 100644 (file)
@@ -22,25 +22,23 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Game.h"
 #include "openal_wrapper.h"
 #include "Animation.h"
+#include "Texture.h"
 
 extern float screenwidth,screenheight;
 extern float viewdistance;
 extern XYZ viewer;
 extern XYZ lightlocation;
-extern float lightambient[3],lightbrightness[3];
 extern float fadestart;
 extern float texscale;
 extern float gravity;
 extern Light light;
 extern Skeleton testskeleton;
 extern int numsounds;
-extern int channels[100];
 extern Terrain terrain;
 //extern Sprites sprites;
 extern int kTextureSize;
 extern float texdetail;
 extern float realtexdetail;
-extern float terraindetail;
 extern float volume;
 extern Objects objects;
 extern int detail;
@@ -61,9 +59,7 @@ extern TGAImageRec texture;
 extern short vRefNum;
 extern long dirID;
 extern int mainmenu;
-extern int oldmainmenu;
 extern bool visibleloading;
-extern int loadscreencolor;
 extern float flashamount,flashr,flashg,flashb;
 extern int flashdelay;
 extern int whichjointstartarray[26];
@@ -71,7 +67,6 @@ extern int whichjointendarray[26];
 extern int difficulty;
 extern float tintr,tintg,tintb;
 extern float slomospeed;
-extern char mapname[256];
 extern bool gamestarted;
 
 extern int numdialogues;
@@ -83,8 +78,8 @@ extern int dialogueboxsound[20][20];
 extern char dialoguetext[20][20][128];
 extern char dialoguename[20][20][64];
 extern XYZ dialoguecamera[20][20];
-extern float dialoguecamerarotation[20][20];
-extern float dialoguecamerarotation2[20][20];
+extern float dialoguecamerayaw[20][20];
+extern float dialoguecamerapitch[20][20];
 extern int indialogue;
 extern int whichdialogue;
 extern float dialoguetime;
@@ -97,37 +92,23 @@ extern float accountcampaigntime[10];
 extern int accountcampaignchoicesmade[10];
 extern int accountcampaignchoices[10][5000];
 
-extern "C"     void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
-extern "C" void PlayStreamEx(int chan, OPENAL_STREAM *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
-
 void LOG(const std::string &fmt, ...)
 {
     // !!! FIXME: write me.
 }
 
-
-Game::TextureList Game::textures;
-
-void Game::Dispose()
+void Dispose()
 {
-       int i,j;
-
        LOGFUNC;
 
-       if(endgame==2){
-               accountactive->endGame();
-               endgame=0;
+       if(Game::endgame==2){
+        Game::accountactive->endGame();
+        Game::endgame=0;
        }
 
-       Account::saveFile(":Data:Users", accountactive);
+       Account::saveFile(":Data:Users", Game::accountactive);
 
-       TexIter it = textures.begin();
-       for (; it != textures.end(); ++it)
-       {
-               if (glIsTexture(it->second))
-                       glDeleteTextures(1, &it->second);
-       }
-       textures.clear();
+       //textures.clear();
 
        LOG("Shutting down sound system...");
 
@@ -137,7 +118,7 @@ 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]);
        }
@@ -151,118 +132,45 @@ void Game::Dispose()
 #endif
 }
 
-
-void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha)
-{
-       GLuint          type;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading texture...") + fileName);
-
-       // Fix filename so that is os appropreate
-       char * fixedFN = ConvertFileName(fileName);
-
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(fixedFN, fileNamep);
-       //Load Image
-       upload_image( fileNamep ,hasalpha);
-
-//     std::string fname(fileName);
-//     std::transform(fname.begin(), fname.end(), tolower);
-//     TexIter it = textures.find(fname);
-
-       //Is it valid?
-       if(1==1)
-       //if(textures.end() == it)
-       {
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!*textureid)
-                       glGenTextures( 1, textureid );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, *textureid);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
-               if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-               if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-               
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
-       }
+void Game::newGame(){
+    text = new Text();
+    skybox = new SkyBox();
 }
 
-void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize)
-{
-       GLuint          type;
-       int i;
-       int bytesPerPixel;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading texture (S)...") + fileName);
-
-       //Load Image
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(ConvertFileName(fileName), fileNamep);
-       //Load Image
-       upload_image( fileNamep ,0);
-       //LoadTGA( fileName );
-
-//     std::string fname(fileName);
-//     std::transform(fname.begin(), fname.end(), tolower);
-//     TexIter it = textures.find(fname);
-
-       //Is it valid?
-       if(1==1)
-       //if(textures.end() == it)
-       {
-               bytesPerPixel=texture.bpp/8;
-
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!*textureid)glGenTextures( 1, textureid );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, *textureid);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
-               if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-               if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+void Game::deleteGame(){
+    if(skybox)
+        delete skybox;
+    if(text)
+        delete text;
+    for(int i=0;i<10;i++){
+        if(Mainmenuitems[i])glDeleteTextures( 1, &Mainmenuitems[i] );
+    }
+    glDeleteTextures( 1, &cursortexture );
+    glDeleteTextures( 1, &Maparrowtexture );
+    glDeleteTextures( 1, &Mapboxtexture );
+    glDeleteTextures( 1, &Mapcircletexture );
+    glDeleteTextures( 1, &terraintexture );
+    glDeleteTextures( 1, &terraintexture2 );
+    if(screentexture>0)glDeleteTextures( 1, &screentexture );
+    if(screentexture2>0)glDeleteTextures( 1, &screentexture2 );
+    glDeleteTextures( 1, &hawktexture );
+    glDeleteTextures( 1, &logotexture );
+    glDeleteTextures( 1, &loadscreentexture );
+
+    Dispose();
+}
 
-               int tempnum=0;
-               for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
-                       if((i+1)%4||type==GL_RGB){
-                               array[tempnum]=texture.data[i];
-                               tempnum++;
-                       }
-               }
 
-               *skinsize=texture.sizeX;
 
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, GL_RGB, GL_UNSIGNED_BYTE, array );
+void Game::LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha) {
+       *textureid = Texture::Load(fileName,mipmap,hasalpha);
+}
 
-//             textures.insert(std::make_pair(fname, *textureid));
-       }
-//     else
-//     {
-//             *textureid = it->second;
-//     }
+void Game::LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) {
+       *textureid = Texture::Load(fileName,mipmap,false,array,skinsize);
 }
 
-void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
+void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
 {
        int i;
        int bytesPerPixel;
@@ -301,53 +209,6 @@ void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte
        }
 }
 
-bool Game::AddClothes(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
-{
-       int i;
-       int bytesPerPixel;
-
-       LOGFUNC;
-
-       //upload_image( fileName );
-       //LoadTGA( fileName );
-       //Load Image
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(fileName,fileNamep);
-       //Load Image
-       bool opened;
-       opened=upload_image( fileNamep ,1);
-
-       float alphanum;
-       //Is it valid?
-       if(opened){
-               if(tintr>1)tintr=1;
-               if(tintg>1)tintg=1;
-               if(tintb>1)tintb=1;
-
-               if(tintr<0)tintr=0;
-               if(tintg<0)tintg=0;
-               if(tintb<0)tintb=0;
-
-               bytesPerPixel=texture.bpp/8;
-
-               int tempnum=0;
-               alphanum=255;
-               for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++){
-                       if(bytesPerPixel==3)alphanum=255;
-                       else if((i+1)%4==0)alphanum=texture.data[i];
-                       //alphanum/=2;
-                       if((i+1)%4||bytesPerPixel==3){
-                               if((i%4)==0)texture.data[i]*=tintr;
-                               if((i%4)==1)texture.data[i]*=tintg;
-                               if((i%4)==2)texture.data[i]*=tintb;
-                               array[tempnum]=(float)array[tempnum]*(1-alphanum/255)+(float)texture.data[i]*(alphanum/255);
-                               tempnum++;
-                       }
-               }
-       }
-       else return 0;
-       return 1;
-}
 
 
 //***************> ResizeGLScene() <******/
@@ -371,7 +232,7 @@ 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 ();
@@ -388,7 +249,6 @@ 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);
@@ -424,14 +284,6 @@ void Game::LoadingScreen()
                glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
                glDisable(GL_BLEND);
                glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
-               //glColor4f(1,1,1,1);
-               /*if(loadscreencolor==0)glColor4f(1,1,1,1);
-               if(loadscreencolor==1)glColor4f(1,0,0,1);
-               if(loadscreencolor==2)glColor4f(0,1,0,1);
-               if(loadscreencolor==3)glColor4f(0,0,1,1);
-               if(loadscreencolor==4)glColor4f(1,1,0,1);
-               if(loadscreencolor==5)glColor4f(1,0,1,1);
-               */
                glPushMatrix();
                //glScalef(.25,.25,.25);
                glBegin(GL_QUADS);
@@ -488,13 +340,6 @@ void Game::LoadingScreen()
                glEnable(GL_BLEND);
                //glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
                glColor4f(loadprogress/100,loadprogress/100,loadprogress/100,1);
-               /*if(loadscreencolor==0)glColor4f(1,1,1,1);
-               if(loadscreencolor==1)glColor4f(1,0,0,1);
-               if(loadscreencolor==2)glColor4f(0,1,0,1);
-               if(loadscreencolor==3)glColor4f(0,0,1,1);
-               if(loadscreencolor==4)glColor4f(1,1,0,1);
-               if(loadscreencolor==5)glColor4f(1,0,1,1);
-               */
                glPushMatrix();
                //glScalef(.25,.25,.25);
                glBegin(GL_QUADS);
@@ -558,15 +403,6 @@ 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;
@@ -606,15 +442,13 @@ void Game::LoadingScreen()
                }
 
                swap_gl_buffers();
-               loadscreencolor=0;
        }
 }
 
-void Game::FadeLoadingScreen(float howmuch)
+void FadeLoadingScreen(float howmuch)
 {
-       static float loadprogress,minprogress,maxprogress;
+       static float loadprogress;
 
-       float size=1;
        glLoadIdentity();
        //Clear to black
        glClearColor(0,0,0,1);
@@ -647,13 +481,6 @@ void Game::FadeLoadingScreen(float howmuch)
        glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
        glDisable(GL_BLEND);
        glColor4f(loadprogress/100,0,0,1);
-       /*if(loadscreencolor==0)glColor4f(1,1,1,1);
-       if(loadscreencolor==1)glColor4f(1,0,0,1);
-       if(loadscreencolor==2)glColor4f(0,1,0,1);
-       if(loadscreencolor==3)glColor4f(0,0,1,1);
-       if(loadscreencolor==4)glColor4f(1,1,0,1);
-       if(loadscreencolor==5)glColor4f(1,0,1,1);
-       */
        glPushMatrix();
        //glScalef(.25,.25,.25);
        glBegin(GL_QUADS);
@@ -675,17 +502,7 @@ 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();
-       loadscreencolor=0;
 }
 
 
@@ -713,10 +530,6 @@ void Game::InitGame()
 
        LOGFUNC;
 
-       autocam=0;
-
-       int i,j;
-
        numchallengelevels=14;
 
        accountactive=Account::loadFile(":Data:Users");
@@ -811,33 +624,27 @@ void Game::InitGame()
 
        int temptexdetail=texdetail;
        texdetail=1;
-       text.LoadFontTexture(":Data:Textures:Font.png");
-       text.BuildFont();
+       text->LoadFontTexture(":Data:Textures:Font.png");
+       text->BuildFont();
        texdetail=temptexdetail;
 
        FadeLoadingScreen(10);
 
        if(detail==2){
                texdetail=1;
-               terraindetail=1;
        }
        if(detail==1){
                texdetail=2;
-               terraindetail=1;
        }
        if(detail==0){
                texdetail=4;
-               terraindetail=1;
-               //terraindetail=2;
        }
 
-       memset(channels, 0xff, sizeof(channels));
-
        LOG("Initializing sound system...");
 
-    int output = -1;
-
     #if PLATFORM_LINUX
+    int output = -1;
+    
     extern bool cmdline(const char *cmd);
     unsigned char rc = 0;
     output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
@@ -873,11 +680,8 @@ void Game::InitGame()
        OPENAL_SetSFXMasterVolume((int)(volume*255));
        loadAllSounds();
 
-       if(musictoggle){
-               PlayStreamEx(stream_music3, samp[stream_music3], 0, true);
-               OPENAL_SetPaused(channels[stream_music3], false);
-               OPENAL_SetVolume(channels[stream_music3], 256);
-       }
+       if(musictoggle)
+         emit_stream_np(stream_menutheme);
 
        LoadTexture(":Data:Textures:Cursor.png",&cursortexture,0,1);
 
@@ -891,14 +695,14 @@ 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:Resume.png",&Mainmenuitems[5],0,0);
+       LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[6],0,0);
+       
        //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);
 
 
@@ -907,36 +711,47 @@ void Game::InitGame()
 
        stillloading=0;
        firstload=0;
-       oldmainmenu=0;
 
        newdetail=detail;
        newscreenwidth=screenwidth;
        newscreenheight=screenheight;
+
+    LoadMenu();
 }
 
 
+void LoadScreenTexture() {
+    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 );
+
+    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
 void Game::LoadStuff()
 {
        static float temptexdetail;
        static float viewdistdetail;
-       static int i,j,texsize;
+       static int i,j;
        float megascale =1;
 
        LOGFUNC;
 
        visibleloading=1;
 
-       /*musicvolume[3]=512;
-       PlaySoundEx( music4, samp[music4], NULL, true);
-       OPENAL_SetPaused(channels[music4], false);
-       OPENAL_SetVolume(channels[music4], 512);
-       */
        loadtime=0;
 
        stillloading=1;
 
-       //texture.data = ( GLubyte* )malloc( 1024*1024*4 );
-
        for(i=0;i<maxplayers;i++)
        {
                if (glIsTexture(player[i].skeleton.drawmodel.textureptr))
@@ -946,16 +761,13 @@ void Game::LoadStuff()
                player[i].skeleton.drawmodel.textureptr=0;;
        }
 
-       //temptexdetail=texdetail;
-       //texdetail=1;
        i=abs(Random()%4);
        LoadTexture(":Data:Textures:fire.jpg",&loadscreentexture,1,0);
-       //texdetail=temptexdetail;
 
        temptexdetail=texdetail;
        texdetail=1;
-       text.LoadFontTexture(":Data:Textures:Font.png");
-       text.BuildFont();
+       text->LoadFontTexture(":Data:Textures:Font.png");
+       text->BuildFont();
        texdetail=temptexdetail;
 
        numsounds=71;
@@ -963,83 +775,60 @@ void Game::LoadStuff()
        viewdistdetail=2;
        viewdistance=50*megascale*viewdistdetail;
 
-       brightness=100;
-
-
-
        if(detail==2){
                texdetail=1;
-               terraindetail=1;
        }
        if(detail==1){
                texdetail=2;
-               terraindetail=1;
        }
        if(detail==0){
                texdetail=4;
-               terraindetail=1;
-               //terraindetail=2;
        }
 
        realtexdetail=texdetail;
 
-       /*texdetail/=4;
-       if(texdetail<1)texdetail=1;
-       realtexdetail=texdetail*4;
-       */
        numplayers=1;
 
 
-
-       /*LoadTexture(":Data:Textures:snow.png",&terraintexture,1);
-
-       LoadTexture(":Data:Textures:rock.png",&terraintexture2,1);
-
-       LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-       */
-
-
        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);
-
-       //temptexdetail=texdetail;
-       //if(texdetail>4)texdetail=4;
+       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);
+
        LoadTexture(":Data:Textures:shadow.png",&terrain.shadowtexture,0,1);
 
        LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture,0,1);
@@ -1053,30 +842,11 @@ void Game::LoadStuff()
 
        LoadTexture(":Data:Textures:bodyprint.png",&terrain.bodyprinttexture,0,1);
 
-       /*LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1);
-
-       LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1);
-
-       LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1);
-
-       LoadTexture(":Data:Textures:snowflake.png",&Sprite::snowflaketexture,1);
-
-       LoadTexture(":Data:Textures:flame.png",&Sprite::flametexture,1);
-
-       LoadTexture(":Data:Textures:smoke.png",&Sprite::smoketexture,1);
-       //texdetail=temptexdetail;
-       LoadTexture(":Data:Textures:shine.png",&Sprite::shinetexture,1);*/
-
-
-
        LoadTexture(":Data:Textures:hawk.png",&hawktexture,0,1);
 
        LoadTexture(":Data:Textures:logo.png",&logotexture,0,1);
 
 
-       //LoadTexture(":Data:Textures:box.jpg",&objects.boxtextureptr,1,0);
-
-
        LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1,1);
        LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1,1);
        LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1,1);
@@ -1089,22 +859,17 @@ void Game::LoadStuff()
        LoadTexture(":Data:Textures:leaf.png",&Sprite::leaftexture,1,1);
        LoadTexture(":Data:Textures:tooth.png",&Sprite::toothtexture,1,1);
 
-       rotation=0;
-       rotation2=0;
+       yaw=0;
+       pitch=0;
        ReSizeGLScene(90,.01);
 
        viewer=0;
 
 
-
-
        if(detail)kTextureSize=1024;
        if(detail==1)kTextureSize=512;
        if(detail==0)kTextureSize=256;
-
-
-       //drawmode=motionblurmode;
-
+       
        //Set up distant light
        light.color[0]=.95;
        light.color[1]=.95;
@@ -1126,7 +891,7 @@ void Game::LoadStuff()
        gravity=-10;
 
        texscale=.2/megascale/viewdistdetail;
-       terrain.scale=3*megascale*terraindetail*viewdistdetail;
+       terrain.scale=3*megascale*viewdistdetail;
 
        viewer.x=terrain.size/2*terrain.scale;
        viewer.z=terrain.size/2*terrain.scale;
@@ -1140,7 +905,6 @@ void Game::LoadStuff()
        hawkcoords.z=terrain.size/2*terrain.scale-5-7;
        hawkcoords.y=terrain.getHeight(hawkcoords.x,hawkcoords.z)+25;
 
-
        eye.load((char *)":Data:Models:eye.solid",1);
        eye.Scale(.03,.03,.03);
        eye.CalculateNormals(0);
@@ -1162,12 +926,6 @@ void Game::LoadStuff()
        mainmenu=0;
 
        firstload=0;
-       //if(targetlevel!=7)
-               Loadlevel(targetlevel);
-
-
-       rabbitcoords=player[0].coords;
-       rabbitcoords.y=terrain.getHeight(rabbitcoords.x,rabbitcoords.z);
 
        loadAllAnimations();
        //Fix knife stab, too lazy to do it manually
@@ -1180,7 +938,6 @@ void Game::LoadStuff()
                }
        }
 
-       loadscreencolor=4;
        LoadingScreen();
 
        for(i=0;i<player[0].skeleton.num_joints;i++){
@@ -1189,7 +946,6 @@ void Game::LoadStuff()
                }
        }
 
-       loadscreencolor=4;
        LoadingScreen();
 
        for(i=0;i<player[0].skeleton.num_joints;i++){
@@ -1213,13 +969,11 @@ void Game::LoadStuff()
                        animation[swordsneakattackanim].position[i][j]+=moveamount;
                }
        }
-       loadscreencolor=4;
        LoadingScreen();
        for(j=0;j<animation[swordsneakattackanim].numframes;j++){
                animation[swordsneakattackanim].weapontarget[j]+=moveamount;
        }
 
-       loadscreencolor=4;
        LoadingScreen();
 
        for(i=0;i<player[0].skeleton.num_joints;i++){
@@ -1227,36 +981,16 @@ 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);
-       }
-       }
-       */
-       loadscreencolor=4;
+       
        LoadingScreen();
        temptexdetail=texdetail;
        texdetail=1;
        texdetail=temptexdetail;
 
-       loadscreencolor=4;
        LoadingScreen();
 
-       //if(ismotionblur){
        if(!screentexture){
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               glGenTextures( 1, &screentexture );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-
-               glEnable(GL_TEXTURE_2D);
-               glBindTexture( GL_TEXTURE_2D, 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);
+        LoadScreenTexture();
        }
 
        if(targetlevel!=7){