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blockofighter/src/run.cpp

299 lines
6.3 KiB
C++

/*
* $Id: run.cpp,v 1.24 2002/07/22 11:44:16 jkaarlas Exp $
*
*
* $Log: run.cpp,v $
* Revision 1.24 2002/07/22 11:44:16 jkaarlas
* naama
*
* Revision 1.23 2002/07/22 01:14:14 msell
* Lopetussysteemi
*
* Revision 1.22 2002/07/19 22:38:38 msell
* Pingviini
*
* Revision 1.21 2002/07/19 21:17:07 msell
* bugifixi
*
* Revision 1.20 2002/07/19 20:06:32 msell
* Linux-porttausta
*
* Revision 1.19 2002/07/19 19:46:07 msell
* Makefile
*
* Revision 1.18 2002/07/19 18:59:46 msell
* Alkuhommaa ja säätöä
*
* Revision 1.17 2002/07/19 14:05:52 msell
* Damagetextuurit näkyy
*
* Revision 1.16 2002/07/19 12:48:57 jkaarlas
* damagepää
*
* Revision 1.15 2002/07/19 12:42:44 msell
* Loading...
*
* Revision 1.14 2002/07/17 20:32:48 msell
* Detail-optio toimii
*
* Revision 1.13 2002/07/17 16:40:33 msell
* Resoluution vaihto
*
* Revision 1.12 2002/07/16 19:57:14 jkaarlas
* lisätty DATAPATH tiedostonimien eteen
*
* Revision 1.11 2002/07/16 17:16:35 msell
* Fontit ja valikot
*
* Revision 1.10 2002/07/04 21:05:41 msell
* Se toimii!! =)
* Törmäystarkistukset siis
*
* Revision 1.9 2002/06/17 20:49:05 msell
* free -> SDL_FreeSurface
*
* Revision 1.8 2002/06/17 19:58:08 msell
* #includeiden parantelua
*
* Revision 1.7 2002/06/16 01:04:58 jkaarlas
* tulipa säädettyä includejen kanssa. oon tod.näk. eri mieltä aamulla
*
* Revision 1.6 2002/06/02 16:57:37 msell
* Objektirakenteen pohja
*
* Revision 1.5 2002/05/18 12:29:35 msell
* Valot ja äänijärjestelmän parantelua
*
* Revision 1.4 2002/05/17 12:30:26 msell
* no message
*
* Revision 1.3 2002/05/16 18:41:16 msell
* Vektorifunctioita ja kamera
*
* Revision 1.2 2002/05/15 21:07:23 msell
* Äänisäätöä
*
* Revision 1.1 2002/05/15 14:36:39 msell
* Yksinkertainen SDL-runko (Kääntyy toistaiseksi vain windowsissa).
* Mukana myös musiikinsoitto fmodilla.
*
*
*
* $Date: 2002/07/22 11:44:16 $
*
*/
#include "main.h"
#include <SDL.h>
#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();
}