248 lines
5.4 KiB
C++
248 lines
5.4 KiB
C++
/*
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Copyright (C) 2003, 2010 - Wolfire Games
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Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
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This file is part of Lugaru.
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Lugaru is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Lugaru is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _GAME_HPP_
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#define _GAME_HPP_
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#include "Animation/Skeleton.hpp"
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#include "Audio/Sounds.hpp"
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#include "Environment/Lights.hpp"
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#include "Environment/Skybox.hpp"
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#include "Environment/Terrain.hpp"
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#include "Graphic/Models.hpp"
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#include "Graphic/Sprite.hpp"
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#include "Graphic/Stereo.hpp"
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#include "Graphic/Text.hpp"
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#include "Graphic/Texture.hpp"
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#include "Graphic/gamegl.hpp"
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#include "Objects/Object.hpp"
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#include "Objects/Person.hpp"
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#include "Objects/Weapons.hpp"
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#include "Thirdparty/optionparser.h"
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#include "User/Account.hpp"
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#include "Utils/ImageIO.hpp"
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#include "Utils/binio.h"
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#include <SDL.h>
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#include <fstream>
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#define NB_CAMPAIGN_MENU_ITEM 7
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namespace Game
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{
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extern Texture terraintexture;
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extern Texture terraintexture2;
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extern Texture loadscreentexture;
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extern Texture Maparrowtexture;
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extern Texture Mapboxtexture;
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extern Texture Mapcircletexture;
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extern Texture cursortexture;
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extern GLuint screentexture;
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extern GLuint screentexture2;
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extern Texture Mainmenuitems[10];
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extern int selected;
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extern int keyselect;
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extern int newdetail;
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extern int newscreenwidth;
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extern int newscreenheight;
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extern bool gameon;
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extern float deltah, deltav;
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extern int mousecoordh, mousecoordv;
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extern int oldmousecoordh, oldmousecoordv;
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extern float yaw, pitch;
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extern SkyBox* skybox;
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extern bool cameramode;
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extern bool firstLoadDone;
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extern float leveltime;
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extern float wonleveltime;
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extern float loadtime;
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extern Model hawk;
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extern XYZ hawkcoords;
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extern XYZ realhawkcoords;
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extern Texture hawktexture;
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extern float hawkyaw;
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extern float hawkcalldelay;
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extern Model eye;
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extern Model iris;
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extern Model cornea;
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extern bool stealthloading;
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extern int loading;
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extern int musictype;
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extern XYZ mapcenter;
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extern float mapradius;
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extern Text* text;
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extern Text* textmono;
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extern float fps;
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extern bool editorenabled;
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extern int editortype;
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extern float editorsize;
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extern float editoryaw;
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extern float editorpitch;
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extern int tryquit;
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extern XYZ pathpoint[30];
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extern int numpathpoints;
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extern int numpathpointconnect[30];
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extern int pathpointconnect[30][30];
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extern int pathpointselected;
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extern int endgame;
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extern bool scoreadded;
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extern int numchallengelevels;
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extern bool console;
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extern std::string consoletext[15];
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extern float consoleblinkdelay;
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extern bool consoleblink;
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extern unsigned consoleselected;
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extern int oldenvironment;
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extern int targetlevel;
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extern float changedelay;
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extern bool waiting;
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extern unsigned short crouchkey, jumpkey, forwardkey, backkey, leftkey, rightkey, drawkey, throwkey, attackkey;
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extern unsigned short consolekey;
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void newGame();
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void deleteGame();
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void InitGame();
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void LoadStuff();
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void LoadScreenTexture();
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void LoadingScreen();
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int DrawGLScene(StereoSide side);
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void playdialoguescenesound();
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int findClosestPlayer();
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void ResetBeforeLevelLoad(bool tutorial);
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bool LoadLevel(int which);
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bool LoadLevel(const std::string& name, bool tutorial = false);
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bool LoadJsonLevel(const std::string& name, bool tutorial = false);
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void cmd_dispatch(const string cmd);
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void ProcessInput();
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void ProcessDevInput();
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void Tick();
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void TickOnce();
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void TickOnceAfter();
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void SetUpLighting();
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GLvoid ReSizeGLScene(float fov, float near);
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void fireSound(int sound = fireendsound);
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void inputText(std::string& str, unsigned* charselected);
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void flash(float amount = 1, int delay = 1);
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}
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float roughDirection(XYZ vec);
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float roughDirectionTo(XYZ start, XYZ end);
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float pitchTo(XYZ start, XYZ end);
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float sq(float n);
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#ifndef __forceinline
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#ifdef __GNUC__
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#define __forceinline inline __attribute__((always_inline))
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#endif
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#endif
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static __forceinline void swap_gl_buffers(void)
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{
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extern SDL_Window* sdlwindow;
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SDL_GL_SwapWindow(sdlwindow);
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// try to limit this to 60fps, even if vsync fails.
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Uint32 now;
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static Uint32 frameticks = 0;
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const Uint32 endticks = (frameticks + 16);
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while ((now = SDL_GetTicks()) < endticks) { /* spin. */
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}
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frameticks = now;
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}
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enum maptypes
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{
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mapkilleveryone,
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mapgosomewhere,
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mapkillsomeone,
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mapkillmost // These two are unused
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};
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enum pathtypes
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{
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wpkeepwalking,
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wppause
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};
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extern const char* pathtypenames[2];
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enum editortypes
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{
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typeactive,
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typesitting,
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typesittingwall,
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typesleeping,
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typedead1,
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typedead2,
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typedead3,
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typedead4
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};
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extern const char* editortypenames[8];
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SDL_bool sdlEventProc(const SDL_Event& e);
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enum optionIndex
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{
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UNKNOWN,
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VERSION,
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HELP,
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FULLSCREEN,
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NOMOUSEGRAB,
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SOUND,
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OPENALINFO,
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SHOWRESOLUTIONS,
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DEVTOOLS,
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CMD
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};
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/* Number of options + 1 */
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const int commandLineOptionsNumber = 11;
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extern const option::Descriptor usage[];
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extern option::Option commandLineOptions[commandLineOptionsNumber];
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extern option::Option* commandLineOptionsBuffer;
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#endif
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