X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameInitDispose.cpp;h=bcb47594ed5e7d5e7fdafe54b66204281251f57e;hb=0aab437dc560d2afa982e61cc2547756ad7b0761;hp=5d6f579302b30f4e2363124dc54bfa02626156c2;hpb=253b1aa9cfce1e8b1fc12b74d96a7808f615d783;p=lugaru.git diff --git a/Source/GameInitDispose.cpp b/Source/GameInitDispose.cpp index 5d6f579..bcb4759 100644 --- a/Source/GameInitDispose.cpp +++ b/Source/GameInitDispose.cpp @@ -1,53 +1,49 @@ /* Copyright (C) 2003, 2010 - Wolfire Games +Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file) 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 . */ -#include "Game.h" -#include "openal_wrapper.h" -#include "Animation.h" -#include "Texture.h" +#include "Game.hpp" + +#include "Animation/Animation.hpp" +#include "Audio/openal_wrapper.hpp" +#include "Graphic/Texture.hpp" +#include "Menu/Menu.hpp" +#include "Utils/Folders.hpp" -extern float screenwidth,screenheight; +extern float screenwidth, screenheight; extern float viewdistance; extern XYZ viewer; -extern XYZ lightlocation; extern float fadestart; extern float texscale; extern float gravity; extern Light light; -extern Skeleton testskeleton; -extern int numsounds; extern Terrain terrain; -//extern Sprites sprites; extern int kTextureSize; extern float texdetail; extern float realtexdetail; extern float volume; -extern Objects objects; extern int detail; extern bool cellophane; -extern GLubyte bloodText[512*512*3]; -extern GLubyte wolfbloodText[512*512*3]; +extern GLubyte bloodText[512 * 512 * 3]; +extern GLubyte wolfbloodText[512 * 512 * 3]; extern bool ismotionblur; extern bool trilinear; -extern bool osx; extern bool musictoggle; extern int environment; extern bool ambientsound; @@ -55,35 +51,15 @@ extern float multiplier; extern int netdatanew; extern float mapinfo; extern bool stillloading; -extern TGAImageRec texture; -extern short vRefNum; -extern long dirID; extern int mainmenu; extern bool visibleloading; -extern float flashamount,flashr,flashg,flashb; +extern float flashamount, flashr, flashg, flashb; extern int flashdelay; extern int whichjointstartarray[26]; extern int whichjointendarray[26]; -extern int difficulty; -extern float tintr,tintg,tintb; extern float slomospeed; extern bool gamestarted; -extern int numdialogues; -extern int numdialogueboxes[20]; -extern int dialoguetype[20]; -extern int dialogueboxlocation[20][20]; -extern float dialogueboxcolor[20][20][3]; -extern int dialogueboxsound[20][20]; -extern char dialoguetext[20][20][128]; -extern char dialoguename[20][20][64]; -extern XYZ dialoguecamera[20][20]; -extern float dialoguecamerayaw[20][20]; -extern float dialoguecamerapitch[20][20]; -extern int indialogue; -extern int whichdialogue; -extern float dialoguetime; - extern float accountcampaignhighscore[10]; extern float accountcampaignfasttime[10]; extern float accountcampaignscore[10]; @@ -92,893 +68,754 @@ extern float accountcampaigntime[10]; extern int accountcampaignchoicesmade[10]; extern int accountcampaignchoices[10][5000]; -void LOG(const std::string &fmt, ...) +void LOG(const std::string&, ...) { // !!! FIXME: write me. } void Dispose() { - LOGFUNC; + LOGFUNC; - if(Game::endgame==2){ - Game::accountactive->endGame(); - Game::endgame=0; - } + if (Game::endgame == 2) { + Account::active().endGame(); + Game::endgame = 0; + } - Account::saveFile(":Data:Users", Game::accountactive); + Account::saveFile(Folders::getUserSavePath()); - //textures.clear(); + //textures.clear(); - LOG("Shutting down sound system..."); + LOG("Shutting down sound system..."); - OPENAL_StopSound(OPENAL_ALL); + OPENAL_StopSound(OPENAL_ALL); // this is causing problems on Linux, but we'll force an _exit() a little // later in the shutdown process. --ryan. #if !PLATFORM_LINUX - for (int i=0; i < sounds_count; ++i) - { - OPENAL_Sample_Free(samp[i]); - } - - OPENAL_Close(); - if (texture.data) - { - free(texture.data); - } - texture.data = 0; + for (int i = 0; i < sounds_count; ++i) { + OPENAL_Sample_Free(samp[i]); + } + + OPENAL_Close(); #endif } -void Game::newGame(){ +void Game::newGame() +{ text = new Text(); + textmono = new Text(); skybox = new SkyBox(); } -void Game::deleteGame(){ - if(skybox) delete skybox; - if(text) delete text; - terraintexture.destroy(); - terraintexture2.destroy(); - cursortexture.destroy(); - Maparrowtexture.destroy(); - Mapboxtexture.destroy(); - Mapcircletexture.destroy(); - hawktexture.destroy(); - loadscreentexture.destroy(); - - for(int i=0;i<10;i++) - Mainmenuitems[i].destroy(); +void Game::deleteGame() +{ + delete skybox; + delete text; + delete textmono; - glDeleteTextures(1,&screentexture); - glDeleteTextures(1,&screentexture2); + glDeleteTextures(1, &screentexture); + glDeleteTextures(1, &screentexture2); Dispose(); } +void LoadSave(const std::string& fileName, GLubyte* array) +{ + LOGFUNC; + LOG(std::string("Loading (S)...") + fileName); -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); - texdetail=temptexdetail; - - //Is it valid? - if(1==1){ - 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++; - } - } - } -} + //Load Image + float temptexdetail = texdetail; + texdetail = 1; + //Load Image + ImageRec texture; + if (!load_image(Folders::getResourcePath(fileName).c_str(), texture)) { + texdetail = temptexdetail; + return; + } + texdetail = temptexdetail; + + int bytesPerPixel = texture.bpp / 8; + 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++; + } + } +} //***************> ResizeGLScene() <******/ GLvoid Game::ReSizeGLScene(float fov, float pnear) { - if (screenheight==0) - { - screenheight=1; - } + if (screenheight == 0) { + screenheight = 1; + } - glViewport(0,0,screenwidth,screenheight); + glViewport(0, 0, screenwidth, screenheight); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); - gluPerspective(fov,(GLfloat)screenwidth/(GLfloat)screenheight,pnear,viewdistance); + gluPerspective(fov, (GLfloat)screenwidth / (GLfloat)screenheight, pnear, viewdistance); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); } 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 - deltaTime /= -1000000.0; - else // else milliseconds - deltaTime /= 1000.0; + if (!visibleloading) { + return; + } - multiplier=deltaTime; - if(multiplier<.001)multiplier=.001; - if(multiplier>10)multiplier=10; - if(multiplier>.05){ - frametime = currTime; // reset for next time interval + static float loadprogress; + static AbsoluteTime frametime = { 0, 0 }; + AbsoluteTime currTime = UpTime(); + double deltaTime = (float)AbsoluteDeltaToDuration(currTime, frametime); - glLoadIdentity(); - //Clear to black - glClearColor(0,0,0,1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + if (0 > deltaTime) { // if negative microseconds + deltaTime /= -1000000.0; + } else { // else milliseconds + deltaTime /= 1000.0; + } + multiplier = deltaTime; + if (multiplier < .001) { + multiplier = .001; + } + if (multiplier > 10) { + multiplier = 10; + } + if (multiplier > .05) { + frametime = currTime; // reset for next time interval - loadtime+=multiplier*4; + glLoadIdentity(); + //Clear to black + glClearColor(0, 0, 0, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - loadprogress=loadtime; - if(loadprogress>100)loadprogress=100; + loadtime += multiplier * 4; - //loadprogress=abs(Random()%100); + loadprogress = loadtime; + if (loadprogress > 100) { + loadprogress = 100; + } - //Background + //Background - glEnable(GL_TEXTURE_2D); + 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_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 - 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); - glTexCoord2f(.1-loadprogress/100,0+loadprogress/100+.3); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(.1-loadprogress/100,1+loadprogress/100+.3); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(.1-loadprogress/100,1+loadprogress/100+.3); - 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); - glTexCoord2f(.4+loadprogress/100,0+loadprogress/100); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(.4+loadprogress/100,1+loadprogress/100); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(.4+loadprogress/100,1+loadprogress/100); - 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 - glDisable(GL_BLEND); - glDepthMask(1); - - glEnable(GL_TEXTURE_2D); + 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); + glDepthMask(0); + 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(); + glBegin(GL_QUADS); + glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(.1 - loadprogress / 100, 0 + loadprogress / 100 + .3); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(.1 - loadprogress / 100, 1 + loadprogress / 100 + .3); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glEnable(GL_BLEND); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(.4 + loadprogress / 100, 0 + loadprogress / 100); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(.4 + loadprogress / 100, 1 + loadprogress / 100); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glDisable(GL_BLEND); + glDepthMask(1); + + 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_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 - 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); - glTexCoord2f(1+.5,0+.5); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1+.5,1+.5); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0+.5,1+.5); - 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 - glDisable(GL_BLEND); - glDepthMask(1); - - glEnable(GL_TEXTURE_2D); + 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); + glDepthMask(0); + 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); + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0 + .5, 0 + .5); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1 + .5, 0 + .5); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1 + .5, 1 + .5); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0 + .5, 1 + .5); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glDisable(GL_BLEND); + glDepthMask(1); + + 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_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 - 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); - glTexCoord2f(1+.2,0+.8); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1+.2,1+.8); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0+.2,1+.8); - 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 - glDisable(GL_BLEND); - glDepthMask(1); - - //Text - - if(flashamount>0){ - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; - flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - 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 - 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); - 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 - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } - - swap_gl_buffers(); - } + 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); + glDepthMask(0); + 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(); + glBegin(GL_QUADS); + glTexCoord2f(0 + .2, 0 + .8); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1 + .2, 0 + .8); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1 + .2, 1 + .8); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0 + .2, 1 + .8); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glDisable(GL_BLEND); + glDepthMask(1); + + //Text + + if (flashamount > 0) { + if (flashamount > 1) { + flashamount = 1; + } + if (flashdelay <= 0) { + flashamount -= multiplier; + } + flashdelay--; + if (flashamount < 0) { + flashamount = 0; + } + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + 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); + glEnd(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } + + swap_gl_buffers(); + } } void FadeLoadingScreen(float howmuch) { - static float loadprogress; - - glLoadIdentity(); - //Clear to black - glClearColor(0,0,0,1); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - 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_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 - 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); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - 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 - glDisable(GL_BLEND); - glDepthMask(1); - //Text - swap_gl_buffers(); + static float loadprogress; + + glLoadIdentity(); + //Clear to black + glClearColor(0, 0, 0, 1); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + loadprogress = 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); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + 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(); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1, 0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1, 1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0, 1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glDisable(GL_TEXTURE_2D); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glDisable(GL_BLEND); + glDepthMask(1); + //Text + swap_gl_buffers(); } - -extern bool cmdline(const char *cmd); - 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; - LOGFUNC; + numchallengelevels = 14; - numchallengelevels=14; + Account::loadFile(Folders::getUserSavePath()); - accountactive=Account::loadFile(":Data:Users"); + whichjointstartarray[0] = righthip; + whichjointendarray[0] = rightfoot; - tintr=1; - tintg=1; - tintb=1; + whichjointstartarray[1] = righthip; + whichjointendarray[1] = rightankle; - whichjointstartarray[0]=righthip; - whichjointendarray[0]=rightfoot; + whichjointstartarray[2] = righthip; + whichjointendarray[2] = rightknee; - whichjointstartarray[1]=righthip; - whichjointendarray[1]=rightankle; + whichjointstartarray[3] = rightknee; + whichjointendarray[3] = rightankle; - whichjointstartarray[2]=righthip; - whichjointendarray[2]=rightknee; + whichjointstartarray[4] = rightankle; + whichjointendarray[4] = rightfoot; - whichjointstartarray[3]=rightknee; - whichjointendarray[3]=rightankle; + whichjointstartarray[5] = lefthip; + whichjointendarray[5] = leftfoot; - whichjointstartarray[4]=rightankle; - whichjointendarray[4]=rightfoot; + whichjointstartarray[6] = lefthip; + whichjointendarray[6] = leftankle; - whichjointstartarray[5]=lefthip; - whichjointendarray[5]=leftfoot; + whichjointstartarray[7] = lefthip; + whichjointendarray[7] = leftknee; - whichjointstartarray[6]=lefthip; - whichjointendarray[6]=leftankle; + whichjointstartarray[8] = leftknee; + whichjointendarray[8] = leftankle; - whichjointstartarray[7]=lefthip; - whichjointendarray[7]=leftknee; + whichjointstartarray[9] = leftankle; + whichjointendarray[9] = leftfoot; - whichjointstartarray[8]=leftknee; - whichjointendarray[8]=leftankle; + whichjointstartarray[10] = abdomen; + whichjointendarray[10] = rightshoulder; - whichjointstartarray[9]=leftankle; - whichjointendarray[9]=leftfoot; + whichjointstartarray[11] = abdomen; + whichjointendarray[11] = rightelbow; - whichjointstartarray[10]=abdomen; - whichjointendarray[10]=rightshoulder; + whichjointstartarray[12] = abdomen; + whichjointendarray[12] = rightwrist; - whichjointstartarray[11]=abdomen; - whichjointendarray[11]=rightelbow; + whichjointstartarray[13] = abdomen; + whichjointendarray[13] = righthand; - whichjointstartarray[12]=abdomen; - whichjointendarray[12]=rightwrist; + whichjointstartarray[14] = rightshoulder; + whichjointendarray[14] = rightelbow; - whichjointstartarray[13]=abdomen; - whichjointendarray[13]=righthand; + whichjointstartarray[15] = rightelbow; + whichjointendarray[15] = rightwrist; - whichjointstartarray[14]=rightshoulder; - whichjointendarray[14]=rightelbow; + whichjointstartarray[16] = rightwrist; + whichjointendarray[16] = righthand; - whichjointstartarray[15]=rightelbow; - whichjointendarray[15]=rightwrist; + whichjointstartarray[17] = abdomen; + whichjointendarray[17] = leftshoulder; - whichjointstartarray[16]=rightwrist; - whichjointendarray[16]=righthand; + whichjointstartarray[18] = abdomen; + whichjointendarray[18] = leftelbow; - whichjointstartarray[17]=abdomen; - whichjointendarray[17]=leftshoulder; + whichjointstartarray[19] = abdomen; + whichjointendarray[19] = leftwrist; - whichjointstartarray[18]=abdomen; - whichjointendarray[18]=leftelbow; + whichjointstartarray[20] = abdomen; + whichjointendarray[20] = lefthand; - whichjointstartarray[19]=abdomen; - whichjointendarray[19]=leftwrist; + whichjointstartarray[21] = leftshoulder; + whichjointendarray[21] = leftelbow; - whichjointstartarray[20]=abdomen; - whichjointendarray[20]=lefthand; + whichjointstartarray[22] = leftelbow; + whichjointendarray[22] = leftwrist; - whichjointstartarray[21]=leftshoulder; - whichjointendarray[21]=leftelbow; + whichjointstartarray[23] = leftwrist; + whichjointendarray[23] = lefthand; - whichjointstartarray[22]=leftelbow; - whichjointendarray[22]=leftwrist; + whichjointstartarray[24] = abdomen; + whichjointendarray[24] = neck; - whichjointstartarray[23]=leftwrist; - whichjointendarray[23]=lefthand; + whichjointstartarray[25] = neck; + whichjointendarray[25] = head; - whichjointstartarray[24]=abdomen; - whichjointendarray[24]=neck; + FadeLoadingScreen(0); - whichjointstartarray[25]=neck; - whichjointendarray[25]=head; + stillloading = 1; - FadeLoadingScreen(0); + int temptexdetail = texdetail; + texdetail = 1; + text->LoadFontTexture("Textures/Font.png"); + text->BuildFont(); + textmono->LoadFontTexture("Textures/FontMono.png"); + textmono->BuildFont(); + texdetail = temptexdetail; - stillloading=1; + FadeLoadingScreen(10); - texture.data = ( GLubyte* )malloc( 1024*1024*4 ); + if (detail == 2) { + texdetail = 1; + } + if (detail == 1) { + texdetail = 2; + } + if (detail == 0) { + texdetail = 4; + } - int temptexdetail=texdetail; - texdetail=1; - text->LoadFontTexture(":Data:Textures:Font.png"); - text->BuildFont(); - texdetail=temptexdetail; + LOG("Initializing sound system..."); - FadeLoadingScreen(10); + OPENAL_Init(44100, 32, 0); - if(detail==2){ - texdetail=1; - } - if(detail==1){ - texdetail=2; - } - if(detail==0){ - texdetail=4; - } + OPENAL_SetSFXMasterVolume((int)(volume * 255)); + loadAllSounds(); - LOG("Initializing sound system..."); + if (musictoggle) { + emit_stream_np(stream_menutheme); + } - #if PLATFORM_LINUX - int output = -1; - - unsigned char rc = 0; - output = OPENAL_OUTPUT_ALSA; // Try alsa first... - if (cmdline("forceoss")) // ...but let user override that. - output = OPENAL_OUTPUT_OSS; - else if (cmdline("nosound")) - output = OPENAL_OUTPUT_NOSOUND; + cursortexture.load("Textures/Cursor.png", 0); - OPENAL_SetOutput(output); - if ((rc = OPENAL_Init(44100, 32, 0)) == false) - { - // if we tried ALSA and failed, fall back to OSS. - if ( (output == OPENAL_OUTPUT_ALSA) && (!cmdline("forcealsa")) ) - { - OPENAL_Close(); - output = OPENAL_OUTPUT_OSS; - OPENAL_SetOutput(output); - rc = OPENAL_Init(44100, 32, 0); - } - } + Mapcircletexture.load("Textures/MapCircle.png", 0); + Mapboxtexture.load("Textures/MapBox.png", 0); + Maparrowtexture.load("Textures/MapArrow.png", 0); - if (rc == false) - { - OPENAL_Close(); - output = OPENAL_OUTPUT_NOSOUND; // we tried! just do silence. - OPENAL_SetOutput(output); - rc = OPENAL_Init(44100, 32, 0); + temptexdetail = texdetail; + if (texdetail > 2) { + texdetail = 2; } - #else - OPENAL_Init(44100, 32, 0); - #endif + Mainmenuitems[0].load("Textures/Lugaru.png", 0); + Mainmenuitems[1].load("Textures/NewGame.png", 0); + Mainmenuitems[2].load("Textures/Options.png", 0); + Mainmenuitems[3].load("Textures/Quit.png", 0); + Mainmenuitems[4].load("Textures/Eyelid.png", 0); + Mainmenuitems[5].load("Textures/Resume.png", 0); + Mainmenuitems[6].load("Textures/EndGame.png", 0); - OPENAL_SetSFXMasterVolume((int)(volume*255)); - loadAllSounds(); + texdetail = temptexdetail; - if(musictoggle) - emit_stream_np(stream_menutheme); + FadeLoadingScreen(95); - cursortexture.load(":Data:Textures:Cursor.png",0,1); + gameon = 0; + mainmenu = 1; - Mapcircletexture.load(":Data:Textures:MapCircle.png",0,1); - Mapboxtexture.load(":Data:Textures:MapBox.png",0,1); - Maparrowtexture.load(":Data:Textures:MapArrow.png",0,1); + stillloading = 0; + firstLoadDone = false; - temptexdetail=texdetail; - if(texdetail>2)texdetail=2; - Mainmenuitems[0].load(":Data:Textures:Lugaru.png",0,0); - Mainmenuitems[1].load(":Data:Textures:Newgame.png",0,0); - Mainmenuitems[2].load(":Data:Textures:Options.png",0,0); - Mainmenuitems[3].load(":Data:Textures:Quit.png",0,0); - Mainmenuitems[4].load(":Data:Textures:Eyelid.png",0,1); - Mainmenuitems[5].load(":Data:Textures:Resume.png",0,0); - Mainmenuitems[6].load(":Data:Textures:Endgame.png",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; + newdetail = detail; + newscreenwidth = screenwidth; + newscreenheight = screenheight; - FadeLoadingScreen(95); + Menu::Load(); + Animation::loadAll(); +} - gameon=0; - mainmenu=1; +void Game::LoadScreenTexture() +{ + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - stillloading=0; - firstload=0; + if (!Game::screentexture) { + glGenTextures(1, &Game::screentexture); + } + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); - newdetail=detail; - newscreenwidth=screenwidth; - newscreenheight=screenheight; + 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); - LoadMenu(); + 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.hpp +/* Loads models and textures which only needs to be loaded once */ +void Game::LoadStuff() +{ + float temptexdetail; + float viewdistdetail; + float megascale = 1; + + LOGFUNC; + + loadtime = 0; + + stillloading = 1; + + visibleloading = false; //don't use loadscreentexture yet + loadscreentexture.load("Textures/Fire.jpg", 1); + visibleloading = true; + + temptexdetail = texdetail; + texdetail = 1; + text->LoadFontTexture("Textures/Font.png"); + text->BuildFont(); + textmono->LoadFontTexture("Textures/FontMono.png"); + textmono->BuildFont(); + texdetail = temptexdetail; + + viewdistdetail = 2; + viewdistance = 50 * megascale * viewdistdetail; + + if (detail == 2) { + texdetail = 1; + kTextureSize = 1024; + } else if (detail == 1) { + texdetail = 2; + kTextureSize = 512; + } else { + texdetail = 4; + kTextureSize = 256; + } -void Game::LoadScreenTexture() { - glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); + realtexdetail = texdetail; + + 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); + Sprite::snowflaketexture.load("Textures/SnowFlake.png", 1); + Sprite::flametexture.load("Textures/Flame.png", 1); + Sprite::bloodflametexture.load("Textures/BloodFlame.png", 1); + Sprite::smoketexture.load("Textures/Smoke.png", 1); + Sprite::shinetexture.load("Textures/Shine.png", 1); + Sprite::splintertexture.load("Textures/Splinter.png", 1); + Sprite::leaftexture.load("Textures/Leaf.png", 1); + Sprite::toothtexture.load("Textures/Tooth.png", 1); + + yaw = 0; + pitch = 0; + ReSizeGLScene(90, .01); + + viewer = 0; + + //Set up distant light + light.color[0] = .95; + light.color[1] = .95; + light.color[2] = 1; + light.ambient[0] = .2; + light.ambient[1] = .2; + light.ambient[2] = .24; + light.location.x = 1; + light.location.y = 1; + light.location.z = -.2; + Normalise(&light.location); + + LoadingScreen(); + + SetUpLighting(); + + fadestart = .6; + gravity = -10; + + texscale = .2 / megascale / viewdistdetail; + terrain.scale = 3 * megascale * viewdistdetail; + + viewer.x = terrain.size / 2 * terrain.scale; + viewer.z = terrain.size / 2 * terrain.scale; + + hawk.load("Models/Hawk.solid"); + hawk.Scale(.03, .03, .03); + hawk.Rotate(90, 1, 1); + hawk.CalculateNormals(0); + hawk.ScaleNormals(-1, -1, -1); + hawkcoords.x = terrain.size / 2 * terrain.scale - 5 - 7; + hawkcoords.z = terrain.size / 2 * terrain.scale - 5 - 7; + hawkcoords.y = terrain.getHeight(hawkcoords.x, hawkcoords.z) + 25; + + eye.load("Models/Eye.solid"); + eye.Scale(.03, .03, .03); + eye.CalculateNormals(0); + + cornea.load("Models/Cornea.solid"); + cornea.Scale(.03, .03, .03); + cornea.CalculateNormals(0); + + iris.load("Models/Iris.solid"); + iris.Scale(.03, .03, .03); + iris.CalculateNormals(0); + + LoadSave("Textures/BloodFur.png", &bloodText[0]); + LoadSave("Textures/WolfBloodFur.png", &wolfbloodText[0]); + + oldenvironment = -4; + + gameon = 1; + mainmenu = 0; + + //Fix knife stab, too lazy to do it manually + XYZ moveamount; + moveamount = 0; + moveamount.z = 2; + // FIXME - Why this uses skeleton.joints.size() and not Animation::numjoints? (are they equal?) + // It seems skeleton.joints.size() is 0 at this point, so this is useless. + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + for (unsigned j = 0; j < Animation::animations[knifesneakattackanim].frames.size(); j++) { + Animation::animations[knifesneakattackanim].frames[j].joints[i].position += moveamount; + } + } - if(!Game::screentexture) - glGenTextures( 1, &Game::screentexture ); - glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); + LoadingScreen(); + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + for (unsigned j = 0; j < Animation::animations[knifesneakattackedanim].frames.size(); j++) { + Animation::animations[knifesneakattackedanim].frames[j].joints[i].position += moveamount; + } + } - 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 ); + LoadingScreen(); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0); -} + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + Animation::animations[dead1anim].frames[1].joints[i].position = Animation::animations[dead1anim].frames[0].joints[i].position; + Animation::animations[dead2anim].frames[1].joints[i].position = Animation::animations[dead2anim].frames[0].joints[i].position; + Animation::animations[dead3anim].frames[1].joints[i].position = Animation::animations[dead3anim].frames[0].joints[i].position; + Animation::animations[dead4anim].frames[1].joints[i].position = Animation::animations[dead4anim].frames[0].joints[i].position; + } + Animation::animations[dead1anim].frames[0].speed = 0.001; + Animation::animations[dead2anim].frames[0].speed = 0.001; + Animation::animations[dead3anim].frames[0].speed = 0.001; + Animation::animations[dead4anim].frames[0].speed = 0.001; + + Animation::animations[dead1anim].frames[1].speed = 0.001; + Animation::animations[dead2anim].frames[1].speed = 0.001; + Animation::animations[dead3anim].frames[1].speed = 0.001; + Animation::animations[dead4anim].frames[1].speed = 0.001; + + for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) { + for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) { + Animation::animations[swordsneakattackanim].frames[j].joints[i].position += moveamount; + } + } + LoadingScreen(); + for (unsigned j = 0; j < Animation::animations[swordsneakattackanim].frames.size(); j++) { + Animation::animations[swordsneakattackanim].frames[j].weapontarget += moveamount; + } -//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; - float megascale =1; - - LOGFUNC; - - loadtime=0; - - stillloading=1; - - for(i=0;iLoadFontTexture(":Data:Textures:Font.png"); - text->BuildFont(); - texdetail=temptexdetail; - - numsounds=71; - - viewdistdetail=2; - viewdistance=50*megascale*viewdistdetail; - - if(detail==2){ - texdetail=1; - } - if(detail==1){ - texdetail=2; - } - if(detail==0){ - texdetail=4; - } - - realtexdetail=texdetail; - - numplayers=1; - - - LOG("Loading weapon data..."); - - Weapon::knifetextureptr.load(":Data:Textures:knife.png",0,1); - Weapon::bloodknifetextureptr.load(":Data:Textures:bloodknife.png",0,1); - Weapon::lightbloodknifetextureptr.load(":Data:Textures:lightbloodknife.png",0,1); - Weapon::swordtextureptr.load(":Data:Textures:sword.jpg",1,0); - Weapon::bloodswordtextureptr.load(":Data:Textures:Swordblood.jpg",1,0); - Weapon::lightbloodswordtextureptr.load(":Data:Textures:Swordbloodlight.jpg",1,0); - Weapon::stafftextureptr.load(":Data:Textures:Staff.jpg",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); - - terrain.shadowtexture.load(":Data:Textures:shadow.png",0,1); - terrain.bloodtexture.load(":Data:Textures:blood.png",0,1); - terrain.breaktexture.load(":Data:Textures:break.png",0,1); - terrain.bloodtexture2.load(":Data:Textures:blood.png",0,1); - - - terrain.footprinttexture.load(":Data:Textures:footprint.png",0,1); - terrain.bodyprinttexture.load(":Data:Textures:bodyprint.png",0,1); - hawktexture.load(":Data:Textures:hawk.png",0,1); - - - Sprite::cloudtexture.load(":Data:Textures:cloud.png",1,1); - Sprite::cloudimpacttexture.load(":Data:Textures:cloudimpact.png",1,1); - Sprite::bloodtexture.load(":Data:Textures:bloodparticle.png",1,1); - Sprite::snowflaketexture.load(":Data:Textures:snowflake.png",1,1); - Sprite::flametexture.load(":Data:Textures:flame.png",1,1); - Sprite::bloodflametexture.load(":Data:Textures:bloodflame.png",1,1); - Sprite::smoketexture.load(":Data:Textures:smoke.png",1,1); - Sprite::shinetexture.load(":Data:Textures:shine.png",1,0); - Sprite::splintertexture.load(":Data:Textures:splinter.png",1,1); - Sprite::leaftexture.load(":Data:Textures:leaf.png",1,1); - Sprite::toothtexture.load(":Data:Textures:tooth.png",1,1); - - yaw=0; - pitch=0; - ReSizeGLScene(90,.01); - - viewer=0; - - - if(detail)kTextureSize=1024; - if(detail==1)kTextureSize=512; - if(detail==0)kTextureSize=256; - - //Set up distant light - light.color[0]=.95; - light.color[1]=.95; - light.color[2]=1; - light.ambient[0]=.2; - light.ambient[1]=.2; - light.ambient[2]=.24; - light.location.x=1; - light.location.y=1; - light.location.z=-.2; - Normalise(&light.location); - - LoadingScreen(); - - SetUpLighting(); - - - fadestart=.6; - gravity=-10; - - texscale=.2/megascale/viewdistdetail; - terrain.scale=3*megascale*viewdistdetail; - - viewer.x=terrain.size/2*terrain.scale; - viewer.z=terrain.size/2*terrain.scale; - - hawk.load((char *)":Data:Models:hawk.solid",1); - hawk.Scale(.03,.03,.03); - hawk.Rotate(90,1,1); - hawk.CalculateNormals(0); - hawk.ScaleNormals(-1,-1,-1); - hawkcoords.x=terrain.size/2*terrain.scale-5-7; - 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); - - cornea.load((char *)":Data:Models:cornea.solid",1); - cornea.Scale(.03,.03,.03); - cornea.CalculateNormals(0); - - iris.load((char *)":Data:Models:iris.solid",1); - iris.Scale(.03,.03,.03); - iris.CalculateNormals(0); - - LoadSave(":Data:Textures:Bloodfur.png",0,1,&bloodText[0],0); - LoadSave(":Data:Textures:Wolfbloodfur.png",0,1,&wolfbloodText[0],0); - - oldenvironment=-4; - - gameon=1; - mainmenu=0; - - firstload=0; - - loadAllAnimations(); - //Fix knife stab, too lazy to do it manually - XYZ moveamount; - moveamount=0; - moveamount.z=2; - for(i=0;iskeleton.joints.size(); i++) { + for (unsigned j = 0; j < Animation::animations[swordsneakattackedanim].frames.size(); j++) { + Animation::animations[swordsneakattackedanim].frames[j].joints[i].position += moveamount; + } + } + + LoadingScreen(); + + if (!screentexture) { LoadScreenTexture(); - } + } - if(targetlevel!=7){ - emit_sound_at(fireendsound); - } + if (targetlevel != 7) { + emit_sound_at(fireendsound); + } - stillloading=0; - loading=0; - changedelay=1; + stillloading = 0; + loading = 0; + changedelay = 1; - visibleloading=0; + visibleloading = false; + firstLoadDone = true; } -