1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242
|
/*
Copyright (C) 2003, 2010 - Wolfire Games
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
This file is part of Lugaru.
Lugaru is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef _GAME_HPP_
#define _GAME_HPP_
#include "Animation/Skeleton.hpp"
#include "Audio/Sounds.hpp"
#include "Environment/Lights.hpp"
#include "Environment/Skybox.hpp"
#include "Environment/Terrain.hpp"
#include "Graphic/Models.hpp"
#include "Graphic/Sprite.hpp"
#include "Graphic/Stereo.hpp"
#include "Graphic/Text.hpp"
#include "Graphic/Texture.hpp"
#include "Graphic/gamegl.hpp"
#include "Objects/Object.hpp"
#include "Objects/Person.hpp"
#include "Objects/Weapons.hpp"
#include "Thirdparty/optionparser.h"
#include "User/Account.hpp"
#include "Utils/ImageIO.hpp"
#include "Utils/binio.h"
#include <SDL.h>
#include <fstream>
#define NB_CAMPAIGN_MENU_ITEM 7
namespace Game
{
extern Texture terraintexture;
extern Texture terraintexture2;
extern Texture loadscreentexture;
extern Texture Maparrowtexture;
extern Texture Mapboxtexture;
extern Texture Mapcircletexture;
extern Texture cursortexture;
extern GLuint screentexture;
extern GLuint screentexture2;
extern Texture Mainmenuitems[10];
extern int selected;
extern int keyselect;
extern int newdetail;
extern int newscreenwidth;
extern int newscreenheight;
extern bool gameon;
extern float deltah, deltav;
extern int mousecoordh, mousecoordv;
extern int oldmousecoordh, oldmousecoordv;
extern float yaw, pitch;
extern SkyBox* skybox;
extern bool cameramode;
extern bool firstLoadDone;
extern float leveltime;
extern float wonleveltime;
extern float loadtime;
extern Model hawk;
extern XYZ hawkcoords;
extern XYZ realhawkcoords;
extern Texture hawktexture;
extern float hawkyaw;
extern float hawkcalldelay;
extern Model eye;
extern Model iris;
extern Model cornea;
extern bool stealthloading;
extern int loading;
extern int musictype;
extern XYZ mapcenter;
extern float mapradius;
extern Text* text;
extern Text* textmono;
extern float fps;
extern bool editorenabled;
extern int editortype;
extern float editorsize;
extern float editoryaw;
extern float editorpitch;
extern int tryquit;
extern XYZ pathpoint[30];
extern int numpathpoints;
extern int numpathpointconnect[30];
extern int pathpointconnect[30][30];
extern int pathpointselected;
extern int endgame;
extern bool scoreadded;
extern int numchallengelevels;
extern bool console;
extern std::string consoletext[15];
extern float consoleblinkdelay;
extern bool consoleblink;
extern unsigned consoleselected;
extern int oldenvironment;
extern int targetlevel;
extern float changedelay;
extern bool waiting;
extern unsigned short crouchkey, jumpkey, forwardkey, backkey, leftkey, rightkey, drawkey, throwkey, attackkey;
extern unsigned short consolekey;
void newGame();
void deleteGame();
void InitGame();
void LoadStuff();
void LoadScreenTexture();
void LoadingScreen();
int DrawGLScene(StereoSide side);
void playdialoguescenesound();
int findClosestPlayer();
bool LoadLevel(int which);
bool LoadLevel(const std::string& name, bool tutorial = false);
void ProcessInput();
void ProcessDevInput();
void Tick();
void TickOnce();
void TickOnceAfter();
void SetUpLighting();
GLvoid ReSizeGLScene(float fov, float near);
void fireSound(int sound = fireendsound);
void inputText(std::string& str, unsigned* charselected);
void flash(float amount = 1, int delay = 1);
}
float roughDirection(XYZ vec);
float roughDirectionTo(XYZ start, XYZ end);
float pitchTo(XYZ start, XYZ end);
float sq(float n);
#ifndef __forceinline
#ifdef __GNUC__
#define __forceinline inline __attribute__((always_inline))
#endif
#endif
static __forceinline void swap_gl_buffers(void)
{
extern SDL_Window* sdlwindow;
SDL_GL_SwapWindow(sdlwindow);
// try to limit this to 60fps, even if vsync fails.
Uint32 now;
static Uint32 frameticks = 0;
const Uint32 endticks = (frameticks + 16);
while ((now = SDL_GetTicks()) < endticks) { /* spin. */
}
frameticks = now;
}
enum maptypes
{
mapkilleveryone,
mapgosomewhere,
mapkillsomeone,
mapkillmost // These two are unused
};
enum pathtypes
{
wpkeepwalking,
wppause
};
extern const char* pathtypenames[2];
enum editortypes
{
typeactive,
typesitting,
typesittingwall,
typesleeping,
typedead1,
typedead2,
typedead3,
typedead4
};
extern const char* editortypenames[8];
SDL_bool sdlEventProc(const SDL_Event& e);
enum optionIndex
{
UNKNOWN,
VERSION,
HELP,
FULLSCREEN,
NOMOUSEGRAB,
SOUND,
OPENALINFO,
SHOWRESOLUTIONS,
DEVTOOLS
};
/* Number of options + 1 */
const int commandLineOptionsNumber = 10;
extern const option::Descriptor usage[];
extern option::Option commandLineOptions[commandLineOptionsNumber];
extern option::Option* commandLineOptionsBuffer;
#endif
|