]> git.jsancho.org Git - lugaru.git/blob - Source/Game.h
Refactor of the texture system
[lugaru.git] / Source / Game.h
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #ifndef _GAME_H_
23 #define _GAME_H_
24
25 #include "SDL.h"
26
27 #if (defined(__APPLE__) && defined(__MACH__))
28 #  ifdef PLATFORM_MACOSX
29 #    error Do not define PLATFORM_MACOSX for new builds. It is for the old Carbonized build.
30 #  endif
31 #endif
32
33 #ifdef PLATFORM_MACOSX
34 #include <Carbon.h>
35 #include "Quicktime.h"
36 #endif
37
38 //Jordan included glut.h
39 //#include <glut.h>
40
41 #include "TGALoader.h"
42
43 #include "Terrain.h"
44 #include "Skybox.h"
45 #include "Skeleton.h"
46 #include "Models.h"
47 #include "Lights.h"
48 #include "Person.h"
49 #include "Sprite.h"
50 //#include <agl.h>
51 #include "Text.h"
52 #include "Objects.h"
53 //#include <DrawSprocket.h>
54 #include "Weapons.h"
55 #include "binio.h"
56 #include <fstream>
57 #include "gamegl.h"
58 #include "Stereo.h"
59 #include "Account.h"
60 #include "Sounds.h"
61
62 #define NB_CAMPAIGN_MENU_ITEM 7
63
64 extern GLuint rabbittexture;
65
66 struct TextureInfo;
67
68 class CampaignLevel
69 {
70 private:
71         int width;
72         struct Position
73         {
74                 int x;
75                 int y;
76         };
77 public: 
78         std::string mapname;
79         std::string description;
80         int choosenext;
81                 /*      
82                 0 = Immediately load next level at the end of this one.
83                 1 = Go back to the world map.
84                 2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
85                 */
86         //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't. 
87         std::vector<int> nextlevel;
88         Position location;
89         
90         CampaignLevel() : width(10) {
91                 choosenext = 1;
92                 location.x = 0;
93                 location.y = 0;
94         }
95         
96         int getStartX() {
97                 return 30+120+location.x*400/512;
98         }
99         
100         int getStartY() {
101                 return 30+30+(512-location.y)*400/512;
102         }
103         
104         int getEndX() {
105                 return getStartX()+width;
106         }
107         
108         int getEndY() {
109                 return getStartY()+width;
110         }
111         
112         XYZ getCenter() {
113                 XYZ center;
114                 center.x=getStartX()+width/2;
115                 center.y=getStartY()+width/2;
116                 return center;
117         }
118         
119         int getWidth() {
120                 return width;
121         }
122         
123         istream& operator<< (istream& is) {
124                 is.ignore(256,':');
125                 is.ignore(256,':');
126                 is.ignore(256,' ');
127                 is >> mapname;
128                 is.ignore(256,':');
129                 is >> description;
130                 for(int pos = description.find('_');pos!=string::npos;pos = description.find('_',pos)) {
131                         description.replace(pos,1,1,' ');
132                 }
133                 is.ignore(256,':');
134                 is >> choosenext;
135                 is.ignore(256,':');
136                 int numnext,next;
137                 is >> numnext;
138                 for(int j=0;j<numnext;j++) {
139                         is.ignore(256,':');
140                         is >> next;
141                         nextlevel.push_back(next-1);
142                 }
143                 is.ignore(256,':');
144                 is >> location.x;
145                 is.ignore(256,':');
146                 is >> location.y;
147                 return is;
148         }
149         
150         friend istream& operator>> (istream& is, CampaignLevel& cl) {
151                 return cl << is;
152         }
153 };
154
155 class Game
156 {
157         public:
158                 GLuint terraintexture;
159                 GLuint terraintexture2;
160                 GLuint terraintexture3;
161                 GLuint screentexture;
162                 GLuint screentexture2;
163                 GLuint logotexture;
164                 GLuint loadscreentexture;
165                 GLuint Maparrowtexture;
166                 GLuint Mapboxtexture;
167                 GLuint Mapcircletexture;
168                 GLuint cursortexture;
169                 GLuint Mainmenuitems[10];
170
171                 int nummenuitems;
172                 int startx[100];
173                 int starty[100];
174                 int endx[100];
175                 int endy[100];
176                 float selectedlong[100];
177                 int selected;
178                 int keyselect;
179                 int indemo;
180
181                 bool won;
182
183                 bool entername;
184
185                 char menustring[100][256];
186                 char registrationname[256];
187                 float registrationnumber;
188
189                 int newdetail;
190                 int newscreenwidth;
191                 int newscreenheight;
192
193                 bool gameon;
194                 float deltah,deltav;
195                 int mousecoordh,mousecoordv;
196                 int oldmousecoordh,oldmousecoordv;
197                 float rotation,rotation2;
198                 SkyBox skybox;
199                 bool cameramode;
200                 int olddrawmode;
201                 int drawmode;
202                 bool firstload;
203                 bool oldbutton;
204
205                 float leveltime;
206                 float loadtime;
207
208                 Model hawk;
209                 XYZ hawkcoords;
210                 XYZ realhawkcoords;
211                 GLuint hawktexture;
212                 float hawkrotation;
213                 float hawkcalldelay;
214
215                 Model eye;
216                 Model iris;
217                 Model cornea;
218
219                 bool stealthloading;
220
221                 std::vector<CampaignLevel> campaignlevels;
222                 int whichchoice;
223                 int actuallevel;
224
225                 bool minimap;
226
227                 int musictype,oldmusictype,oldoldmusictype;
228                 bool realthreat;
229
230                 Model rabbit;
231                 XYZ rabbitcoords;
232
233                 XYZ mapcenter;
234                 float mapradius;
235
236                 Text text;
237                 float fps;
238
239                 XYZ cameraloc;
240                 float cameradist;
241
242                 int drawtoggle;
243
244                 bool editorenabled;
245                 int editortype;
246                 float editorsize;
247                 float editorrotation;
248                 float editorrotation2;
249
250                 float brightness;
251
252                 int quit;
253                 int tryquit;
254
255                 XYZ pathpoint[30];
256                 int numpathpoints;
257                 int numpathpointconnect[30];
258                 int pathpointconnect[30][30];
259                 int pathpointselected;
260
261                 int endgame;
262                 bool scoreadded;
263                 int numchallengelevels;
264
265                 bool console;
266                 int archiveselected;
267                 char consoletext[15][256];
268                 int consolechars[15];
269                 bool chatting;
270                 char displaytext[15][256];
271                 int displaychars[15];
272                 float displaytime[15];
273                 float displayblinkdelay;
274                 bool displayblink;
275                 int displayselected;
276                 bool consolekeydown;
277                 float consoleblinkdelay;
278                 bool consoleblink;
279                 int consoleselected;
280                 bool autocam;
281
282                 unsigned short crouchkey,jumpkey,forwardkey,chatkey,backkey,leftkey,rightkey,drawkey,throwkey,attackkey;
283                 bool oldattackkey;
284
285                 static void LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha);
286                 static void LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize);
287                 void LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize);
288         bool AddClothes(const char *fileName, GLubyte *array);
289                 void InitGame();
290                 void LoadScreenTexture();
291                 void LoadStuff();
292                 void LoadingScreen();
293                 void LoadCampaign();
294                 static std::vector<std::string> ListCampaigns();
295                 void FadeLoadingScreen(float howmuch);
296                 void Dispose();
297                 int DrawGLScene(StereoSide side);
298                 void DrawMenu();
299                 void DrawGL();
300         //factored from Tick() -sf17k
301                 void MenuTick();
302         void doTutorial();
303         void doDebugKeys();
304                 void doJumpReversals();
305                 void doAerialAcrobatics();
306                 void doAttacks();
307                 void doPlayerCollisions();
308                 void doAI(int i);
309         //end factored
310                 void Tick();
311                 void TickOnce();
312                 void TickOnceAfter();
313                 void SetUpLighting();
314                 void Loadlevel(int which);
315                 void Loadlevel(const char *name);
316                 void Setenvironment(int which);
317                 GLvoid ReSizeGLScene(float fov, float near);
318                 int findPathDist(int start,int end);
319                 int checkcollide(XYZ startpoint, XYZ endpoint);
320                 int checkcollide(XYZ startpoint, XYZ endpoint, int what);
321                 int loading;
322                 float talkdelay;
323                 
324                 void fireSound(int sound=fireendsound);
325                 void setKeySelected();
326
327                 int numboundaries;
328                 XYZ boundary[360];
329
330                 int whichlevel;
331                 int oldenvironment;
332                 int targetlevel;
333                 float changedelay;
334
335                 float musicvolume[4];
336                 float oldmusicvolume[4];
337                 int musicselected;
338                 int change;
339                 Game();
340                 ~Game() {
341                         for(int i=0;i<10;i++){
342                                 if(Mainmenuitems[i])glDeleteTextures( 1, &Mainmenuitems[i] );
343                         }
344                         glDeleteTextures( 1, &cursortexture );
345                         glDeleteTextures( 1, &Maparrowtexture );
346                         glDeleteTextures( 1, &Mapboxtexture );
347                         glDeleteTextures( 1, &Mapcircletexture );
348                         glDeleteTextures( 1, &terraintexture );
349                         glDeleteTextures( 1, &terraintexture2 );
350                         if(screentexture>0)glDeleteTextures( 1, &screentexture );
351                         if(screentexture2>0)glDeleteTextures( 1, &screentexture2 );
352                         glDeleteTextures( 1, &hawktexture );
353                         glDeleteTextures( 1, &logotexture );
354                         glDeleteTextures( 1, &loadscreentexture );
355
356                         Dispose();
357                 }
358                 bool isWaiting() { return waiting; };
359         private:
360                 void setKeySelected_thread();
361                 static int thread(void *data);
362                 void inputText(char* str, int* charselected, int* nb_chars);
363                 void flash();
364                 bool waiting;
365                 //int mainmenu;
366                 Account* accountactive;
367 };
368
369 #ifndef __forceinline
370 #  ifdef __GNUC__
371 #    define __forceinline inline __attribute__((always_inline))
372 #  endif
373 #endif
374
375 static __forceinline void swap_gl_buffers(void)
376 {
377     SDL_GL_SwapBuffers();
378 }
379
380 extern "C" { void UndefinedSymbolToExposeStubbedCode(void); }
381 //#define STUBBED(x) UndefinedSymbolToExposeStubbedCode();
382 #define STUBBED(x) { static bool seen = false; if (!seen) { seen = true; fprintf(stderr, "STUBBED: %s at %s:%d\n", x, __FILE__, __LINE__); } }
383 //#define STUBBED(x)
384
385 extern int numplayers;
386
387 extern int numdialogues;
388 const int max_dialogues = 20;
389 const int max_dialoguelength = 20;
390 extern int numdialogueboxes[max_dialogues];
391 extern int dialoguetype[max_dialogues];
392 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
393 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
394 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
395 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
396 extern char dialoguename[max_dialogues][max_dialoguelength][64];
397 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
398 extern XYZ participantlocation[max_dialogues][10];
399 extern int participantfocus[max_dialogues][max_dialoguelength];
400 extern int participantaction[max_dialogues][max_dialoguelength];
401 extern float participantrotation[max_dialogues][10];
402 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
403 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
404 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
405 extern int indialogue;
406 extern int whichdialogue;
407 extern int directing;
408 extern float dialoguetime;
409 extern int dialoguegonethrough[20];
410
411 enum maptypes {
412   mapkilleveryone, mapgosomewhere,
413   mapkillsomeone, mapkillmost // These two are unused
414 };
415
416 enum pathtypes {wpkeepwalking, wppause};
417
418 static const char *pathtypenames[] = {"keepwalking", "pause"};
419
420 enum editortypes {typeactive, typesitting, typesittingwall, typesleeping,
421                   typedead1, typedead2, typedead3, typedead4};
422
423 static const char *editortypenames[] = {
424   "active", "sitting", "sitting wall", "sleeping",
425   "dead1", "dead2", "dead3", "dead4"
426 };
427
428 #endif