X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=10ead719f16a8c7de63f44f8eb3277d3ee0606c4;hb=8a1a91c0a10a37799dc95d423f9db8dc5ff7b965;hp=a2f93b98502158c19c4f536631f8192c48d22f9e;hpb=03e3d05a91e2a3aea407387d9531177b2ca31813;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index a2f93b9..10ead71 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -34,13 +34,11 @@ 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; @@ -63,7 +61,6 @@ 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 +68,6 @@ 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; @@ -97,21 +93,14 @@ 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() { - int i,j; - LOGFUNC; if(endgame==2){ @@ -121,13 +110,7 @@ void Game::Dispose() Account::saveFile(":Data:Users", 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 +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]); } @@ -152,7 +135,17 @@ void Game::Dispose() } -void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) +void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha){ + textures.push_back(TextureInfo(fileName,textureid,mipmap,hasalpha)); + textures.back().load(); +} + +void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize){ + textures.push_back(TextureInfo(fileName,textureid,mipmap,array,skinsize)); + textures.back().load(); +} + +void Game::LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha) { GLuint type; @@ -198,7 +191,7 @@ void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool } } -void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) +void Game::LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload) { GLuint type; int i; @@ -243,12 +236,12 @@ void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GL if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); 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++; - } - } + if(!reload) + 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; @@ -301,7 +294,7 @@ 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) +bool Game::AddClothes(const char *fileName, GLubyte *array) { int i; int bytesPerPixel; @@ -371,7 +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 (); @@ -388,7 +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); @@ -424,14 +416,6 @@ 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 +472,6 @@ 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 +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; @@ -606,15 +574,13 @@ void Game::LoadingScreen() } swap_gl_buffers(); - loadscreencolor=0; } } 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); @@ -647,13 +613,6 @@ 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 +634,7 @@ 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; } @@ -715,8 +664,6 @@ void Game::InitGame() autocam=0; - int i,j; - numchallengelevels=14; accountactive=Account::loadFile(":Data:Users"); @@ -819,20 +766,14 @@ void Game::InitGame() 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; @@ -873,11 +814,8 @@ 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 +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); @@ -915,22 +850,33 @@ void Game::InitGame() } +void Game::LoadScreenTexture(){ + glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + + if(!screentexture) + 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); +} + 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; @@ -969,16 +915,12 @@ void Game::LoadStuff() 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; @@ -1001,42 +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; @@ -1126,7 +1068,7 @@ 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; @@ -1180,7 +1122,6 @@ void Game::LoadStuff() } } - loadscreencolor=4; LoadingScreen(); for(i=0;i