class Game
{
public:
- static std::vector<TextureInfo> textures;
-
GLuint terraintexture;
GLuint terraintexture2;
GLuint terraintexture3;
unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
bool oldattackkey;
- static void LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
- static void LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
- static void LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha);
- static void LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload);
+ static void LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha);
+ static void LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
bool AddClothes(const char *fileName, GLubyte *array);
void InitGame();
Account* accountactive;
};
-//keeps track of which textures are loaded
-//TODO: delete them properly
-struct TextureInfo {
- bool isLoaded;
- bool isSkin;
- const char* fileName;
- GLuint* ptextureid;
- int mipmap;
- bool hasalpha;
- GLubyte* array;
- int* skinsize;
-
- void load() {
- if(isSkin)
- Game::LoadTextureSaveData(fileName,ptextureid,mipmap,array,skinsize,isLoaded);
- else
- Game::LoadTextureData(fileName,ptextureid,mipmap,hasalpha);
- isLoaded=true;
- }
- TextureInfo(const char *_fileName, GLuint *_ptextureid,int _mipmap, bool _hasalpha):
- isLoaded(false), isSkin(false), array(NULL), skinsize(NULL),
- fileName(_fileName), ptextureid(_ptextureid), mipmap(_mipmap), hasalpha(_hasalpha) { }
- TextureInfo(const char *_fileName, GLuint *_ptextureid, int _mipmap, GLubyte *_array, int *_skinsize):
- isLoaded(false), isSkin(true), hasalpha(false),
- fileName(_fileName), ptextureid(_ptextureid), mipmap(_mipmap), array(_array), skinsize(_skinsize) { }
-};
-
#ifndef __forceinline
# ifdef __GNUC__
# define __forceinline inline __attribute__((always_inline))
#include "Game.h"
#include "openal_wrapper.h"
#include "Animation.h"
+#include "Texture.h"
extern float screenwidth,screenheight;
extern float viewdistance;
// !!! FIXME: write me.
}
-
void Game::Dispose()
{
LOGFUNC;
}
-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::LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha) {
+ *textureid = Texture::Load(fileName,mipmap,hasalpha);
}
-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;
-
- 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::LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload)
-{
- 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 );
-
- int tempnum=0;
- 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;
-
- gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, GL_RGB, GL_UNSIGNED_BYTE, array );
-
-// 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)
stillloading=1;
- //texture.data = ( GLubyte* )malloc( 1024*1024*4 );
-
for(i=0;i<maxplayers;i++)
{
if (glIsTexture(player[i].skeleton.drawmodel.textureptr))
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;
brightness=100;
-
-
if(detail==2){
texdetail=1;
}
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",&Weapon::knifetextureptr,0,1);
Weapon::staffmodel.CalculateNormals(1);
//Weapon::staffmodel.ScaleNormals(-1,-1,-1);
- //temptexdetail=texdetail;
- //if(texdetail>4)texdetail=4;
LoadTexture(":Data:Textures:shadow.png",&terrain.shadowtexture,0,1);
LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture,0,1);
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);
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;
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);
mainmenu=0;
firstload=0;
- //if(targetlevel!=7)
- Loadlevel(targetlevel);
-
rabbitcoords=player[0].coords;
rabbitcoords.y=terrain.getHeight(rabbitcoords.x,rabbitcoords.z);
LoadingScreen();
- //if(ismotionblur){
if(!screentexture){
LoadScreenTexture();
}
}
static void toggleFullscreen(){
- SDL_Surface* screen=SDL_GetVideoSurface();
- Uint32 flags=screen->flags;
- screen=SDL_SetVideoMode(0,0,0,flags^SDL_FULLSCREEN);
- if(!screen)
- screen=SDL_SetVideoMode(0,0,0,flags);
- if(!screen)
- exit(1);
- //reload opengl state
- initGL();
- for(std::vector<TextureInfo>::iterator it=Game::textures.begin(); it!=Game::textures.end(); it++) {
- it->load();
- }
- pgame->text.BuildFont();
- pgame->LoadScreenTexture();
+ SDL_WM_ToggleFullScreen(SDL_GetVideoSurface());
+ //~ SDL_Surface* screen=SDL_GetVideoSurface();
+ //~ Uint32 flags=screen->flags;
+ //~ screen=SDL_SetVideoMode(0,0,0,flags^SDL_FULLSCREEN);
+ //~ if(!screen)
+ //~ screen=SDL_SetVideoMode(0,0,0,flags);
+ //~ if(!screen)
+ //~ exit(1);
+ //~ //reload opengl state
+ //~ initGL();
+ //~ for(std::vector<TextureInfo>::iterator it=Game::textures.begin(); it!=Game::textures.end(); it++) {
+ //~ it->load();
+ //~ }
+ //~ pgame->text.BuildFont();
+ //~ pgame->LoadScreenTexture();
}
-static void sdlEventProc(const SDL_Event &e, Game &game){
- switch(e.type){
+static void sdlEventProc(const SDL_Event &e, Game &game)
+{
+ switch(e.type) {
case SDL_MOUSEMOTION:
game.deltah += e.motion.xrel;
game.deltav += e.motion.yrel;
break;
+
case SDL_KEYDOWN:
if ((e.key.keysym.sym == SDLK_g) &&
- (e.key.keysym.mod & KMOD_CTRL) &&
- !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) {
- SDL_WM_GrabInput( ((SDL_WM_GrabInput(SDL_GRAB_QUERY)==SDL_GRAB_ON) ? SDL_GRAB_OFF:SDL_GRAB_ON) );
- } else if ( (e.key.keysym.sym == SDLK_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) {
- toggleFullscreen();
- }
- break;
- case SDL_ACTIVEEVENT:
- if(e.active.state&SDL_APPINPUTFOCUS){
- if(e.active.gain){
- SDL_WM_GrabInput(SDL_GRAB_ON);
- gameFocused=true;
- }else{
- SDL_WM_GrabInput(SDL_GRAB_OFF);
- gameFocused=false;
- }
+ (e.key.keysym.mod & KMOD_CTRL) &&
+ !(SDL_GetVideoSurface()->flags & SDL_FULLSCREEN) ) {
+ SDL_WM_GrabInput( ((SDL_WM_GrabInput(SDL_GRAB_QUERY)==SDL_GRAB_ON) ? SDL_GRAB_OFF:SDL_GRAB_ON) );
+ } else if ( (e.key.keysym.sym == SDLK_RETURN) && (e.key.keysym.mod & KMOD_ALT) ) {
+ toggleFullscreen();
}
break;
}
}
+
// --------------------------------------------------------------------------
static Point gMidPoint;
while (!gDone&&!game.quit&&(!game.tryquit))
{
- //if (IsFocused()) {
- //gameFocused = true;
+ if (IsFocused())
+ {
+ gameFocused = true;
- // check windows messages
+ // check windows messages
- game.deltah = 0;
- game.deltav = 0;
- SDL_Event e;
- if(!game.isWaiting()) {
- // message pump
- while( SDL_PollEvent( &e ) ){
- switch(e.type){
- case SDL_QUIT:
- gDone=true;
- break;
- default:
- sdlEventProc(e, game);
- break;
+ game.deltah = 0;
+ game.deltav = 0;
+ SDL_Event e;
+ if(!game.isWaiting()) {
+ // message pump
+ while( SDL_PollEvent( &e ) )
+ {
+ if( e.type == SDL_QUIT )
+ {
+ gDone=true;
+ break;
+ }
+ sdlEventProc(e, game);
+ }
}
- }
- }
- // game
- DoUpdate(game);
- /*
- }
- else
- {
- if (gameFocused)
- {
- // allow game chance to pause
- gameFocused = false;
- DoUpdate(game);
+ // game
+ DoUpdate(game);
}
+ else
+ {
+ if (gameFocused)
+ {
+ // allow game chance to pause
+ gameFocused = false;
+ DoUpdate(game);
+ }
- // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking'
- SDL_ActiveEvent evt;
- SDL_WaitEvent((SDL_Event*)&evt);
- if (evt.type == SDL_ACTIVEEVENT && evt.gain == 1)
- gameFocused = true;
- else if (evt.type == SDL_QUIT)
- gDone = true;
- }
- */
+ // game is not in focus, give CPU time to other apps by waiting for messages instead of 'peeking'
+ SDL_ActiveEvent evt;
+ SDL_WaitEvent((SDL_Event*)&evt);
+ if (evt.type == SDL_ACTIVEEVENT && evt.gain == 1)
+ gameFocused = true;
+ else if (evt.type == SDL_QUIT)
+ gDone = true;
+ }
}
+
}
pgame = 0;