extern int accountcampaignchoicesmade[10];
extern int accountcampaignchoices[10][5000];
-void LOG(const std::string &, ...)
+void LOG(const std::string&, ...)
{
// !!! FIXME: write me.
}
Dispose();
}
-
-
-void LoadSave(const std::string& fileName, GLubyte *array)
+void LoadSave(const std::string& fileName, GLubyte* array)
{
LOGFUNC;
}
}
-
-
//***************> ResizeGLScene() <******/
GLvoid Game::ReSizeGLScene(float fov, float pnear)
{
}
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;
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
loadtime += multiplier * 4;
loadprogress = loadtime;
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);
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);
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);
//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);
FadeLoadingScreen(95);
-
gameon = 0;
mainmenu = 1;
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);
}
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);
SetUpLighting();
-
fadestart = .6;
gravity = -10;
visibleloading = false;
firstLoadDone = true;
}
-