X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=b082ef10676417feb07b91ddf202ac5a5ddd15d8;hb=8b6e8f3ad7390309795eb35c0959264cb7924402;hp=525b5227663e51bada5bc6bbdb1e6f4a20f97b6b;hpb=22dedb8ee79dd55169b8fdb07f1a12a0d6acd22d;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 525b522..b082ef1 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -68,7 +68,7 @@ extern float accountcampaigntime[10]; extern int accountcampaignchoicesmade[10]; extern int accountcampaignchoices[10][5000]; -void LOG(const std::string &, ...) +void LOG(const std::string&, ...) { // !!! FIXME: write me. } @@ -105,15 +105,15 @@ void Dispose() void Game::newGame() { text = new Text(); + textmono = new Text(); skybox = new SkyBox(); } void Game::deleteGame() { - if (skybox) - delete skybox; - if (text) - delete text; + delete skybox; + delete text; + delete textmono; glDeleteTextures(1, &screentexture); glDeleteTextures(1, &screentexture2); @@ -121,9 +121,7 @@ void Game::deleteGame() Dispose(); } - - -void LoadSave(const std::string& fileName, GLubyte *array) +void LoadSave(const std::string& fileName, GLubyte* array) { LOGFUNC; @@ -152,8 +150,6 @@ void LoadSave(const std::string& fileName, GLubyte *array) } } - - //***************> ResizeGLScene() <******/ GLvoid Game::ReSizeGLScene(float fov, float pnear) { @@ -179,9 +175,9 @@ void Game::LoadingScreen() } static float loadprogress; - static AbsoluteTime frametime = {0, 0}; - AbsoluteTime currTime = UpTime (); - double deltaTime = (float) AbsoluteDeltaToDuration (currTime, frametime); + static AbsoluteTime frametime = { 0, 0 }; + AbsoluteTime currTime = UpTime(); + double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime); if (0 > deltaTime) // if negative microseconds deltaTime /= -1000000.0; @@ -201,7 +197,6 @@ void Game::LoadingScreen() glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - loadtime += multiplier * 4; loadprogress = loadtime; @@ -212,8 +207,8 @@ void Game::LoadingScreen() 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 ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -265,8 +260,8 @@ void Game::LoadingScreen() 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 ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -305,8 +300,8 @@ void Game::LoadingScreen() 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 ); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -403,8 +398,8 @@ void FadeLoadingScreen(float howmuch) //Background glDisable(GL_TEXTURE_2D); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + 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); glDisable(GL_CULL_FACE); glDisable(GL_LIGHTING); @@ -538,6 +533,8 @@ void Game::InitGame() texdetail = 1; text->LoadFontTexture("Textures/Font.png"); text->BuildFont(); + textmono->LoadFontTexture("Textures/FontMono.png"); + textmono->BuildFont(); texdetail = temptexdetail; FadeLoadingScreen(10); @@ -583,7 +580,6 @@ void Game::InitGame() FadeLoadingScreen(95); - gameon = 0; mainmenu = 1; @@ -599,20 +595,18 @@ void Game::InitGame() Animation::loadAll(); } - void Game::LoadScreenTexture() { - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (!Game::screentexture) - glGenTextures( 1, &Game::screentexture ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); - + 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 ); + 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); } @@ -639,6 +633,8 @@ void Game::LoadStuff() texdetail = 1; text->LoadFontTexture("Textures/Font.png"); text->BuildFont(); + textmono->LoadFontTexture("Textures/FontMono.png"); + textmono->BuildFont(); texdetail = temptexdetail; viewdistdetail = 2; @@ -657,50 +653,17 @@ void Game::LoadStuff() realtexdetail = texdetail; - LOG("Loading weapon data..."); - - 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("Models/ThrowingKnife.solid"); - 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("Models/Sword.solid"); - Weapon::swordmodel.Scale(.001, .001, .001); - 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::staffmodel.load("Models/Staff.solid"); - Weapon::staffmodel.Scale(.005, .005, .005); - 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::Load(); 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); - Sprite::cloudtexture.load("Textures/Cloud.png", 1); Sprite::cloudimpacttexture.load("Textures/CloudImpact.png", 1); Sprite::bloodtexture.load("Textures/BloodParticle.png", 1); @@ -735,7 +698,6 @@ void Game::LoadStuff() SetUpLighting(); - fadestart = .6; gravity = -10; @@ -847,4 +809,3 @@ void Game::LoadStuff() visibleloading = false; firstLoadDone = true; } -