#include "main.h" #include #include "run.h" #include "fight.h" #include "menu.h" #include "end.h" #include "graphics.h" #include "3dutils.h" #include "audio.h" #include "font.h" #include "legoblocks.h" #include "glapi.h" int gamemode; bool changed; bool gameinitialized = false; void initFontTexture(void); void initScenes(void) { knobgllist = glGenLists(1); setDetail(detail); // Simple loading-screen enable2D(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); SDL_GL_SwapBuffers(); initFontTexture(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); print(0.08, 0.4, "Loading...", 0.2); SDL_GL_SwapBuffers(); disable2D(); SKYBOX = -1; initTextures(); initFight(); initMenu(); initEnd(); changeGameMode(MENUMODE); // changeGameMode(ENDMODE); gameinitialized = true; } void changeGameMode(int newmode) { gamemode = newmode; changed = true; } void calculateFrame(int framecount) { switch (gamemode) { case MENUMODE: calculateMenu(framecount); break; case FIGHTMODE: calculateFight(framecount); break; case ENDMODE: calculateEnd(framecount); break; } updateAudio(); changed = false; } void drawFrame(int framecount) { if (changed) calculateFrame(framecount); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); switch (gamemode) { case MENUMODE: drawMenu(framecount); break; case FIGHTMODE: drawFight(framecount); break; case ENDMODE: drawEnd(framecount); break; } SDL_GL_SwapBuffers(); } /*int SKY_FRONT_ID; int SKY_BACK_ID; int SKY_LEFT_ID; int SKY_RIGHT_ID; int SKY_TOP_ID; int SKY_BOTTOM_ID;*/ bool texturesloaded = false; Texture *flaretexture; Texture *skyfronttexture; Texture *skybacktexture; Texture *skylefttexture; Texture *skyrighttexture; Texture *skytoptexture; Texture *skybottomtexture; Texture *damageHead; Texture *damageTorso; Texture *damageHand; Texture *damageLeg; Texture *tuxtexture; Texture *faceTexture; void initFontTexture(void) { if (!texturesloaded) { float trans[3] = {1, 0, 0}; fonttexture = new Texture(); fonttexture->loadImage(DATAPATH "font.png", trans); } else { fonttexture->reload(); } } void initTextures(void) { /*SKY_FRONT_ID = DRUID.loadTexture(SKYFRONT); SKY_BACK_ID = DRUID.loadTexture(SKYBACK); SKY_LEFT_ID = DRUID.loadTexture(SKYLEFT); SKY_RIGHT_ID = DRUID.loadTexture(SKYRIGHT); SKY_TOP_ID = DRUID.loadTexture(SKYTOP); SKY_BOTTOM_ID = DRUID.loadTexture(SKYBOTTOM);*/ if (!texturesloaded) { skyfronttexture = new Texture(); skyfronttexture->loadImage(SKYFRONT); skybacktexture = new Texture(); skybacktexture->loadImage(SKYBACK); skylefttexture = new Texture(); skylefttexture->loadImage(SKYLEFT); skyrighttexture = new Texture(); skyrighttexture->loadImage(SKYRIGHT); skytoptexture = new Texture(); skytoptexture->loadImage(SKYTOP); skybottomtexture = new Texture(); skybottomtexture->loadImage(SKYBOTTOM); float something[3] = {1, 0, 0.5}; damageHead = new Texture(); damageHead->loadImage(DAMAGEHEAD, something); damageTorso = new Texture(); damageTorso->loadImage(DAMAGETORSO, something); damageHand = new Texture(); damageHand->loadImage(DAMAGEHAND, something); damageLeg = new Texture(); damageLeg->loadImage(DAMAGELEG, something); faceTexture = new Texture(); something[2] = 1; faceTexture->loadImage(FACE, something); float zeros[3] = {0, 0, 0}; flaretexture = new Texture(); flaretexture->loadImage(DATAPATH "flare.png", zeros); float pink[3] = {1, 0, 1}; tuxtexture = new Texture(); tuxtexture->loadImage(DATAPATH "tux.png", pink); } else { skyfronttexture->reload(); skybacktexture->reload(); skylefttexture->reload(); skyrighttexture->reload(); skytoptexture->reload(); skybottomtexture->reload(); damageHead->reload(); damageTorso->reload(); damageHand->reload(); damageLeg->reload(); flaretexture->reload(); tuxtexture->reload(); } texturesloaded = true; } void setDetail(int detail) { switch (detail) { case 0: knobdetail = 0; break; case 1: knobdetail = 5; break; case 2: knobdetail = 8; break; case 3: knobdetail = 16; break; } initKnob(); }