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ArxGame.cpp
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ArxGame.cpp
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/*
* Copyright 2011-2012 Arx Libertatis Team (see the AUTHORS file)
*
* This file is part of Arx Libertatis.
*
* Arx Libertatis 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 3 of the License, or
* (at your option) any later version.
*
* Arx Libertatis 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 Arx Libertatis. If not, see <http://www.gnu.org/licenses/>.
*/
/* Based on:
===========================================================================
ARX FATALIS GPL Source Code
Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
Arx Fatalis Source Code 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 3 of the License, or (at your option) any later version.
Arx Fatalis Source Code 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 Arx Fatalis Source Code. If not, see
<http://www.gnu.org/licenses/>.
In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "core/ArxGame.h"
#include <stddef.h>
#include <cstdio>
#include <cstring>
#include <algorithm>
#include <sstream>
#include <boost/foreach.hpp>
#include "ai/PathFinderManager.h"
#include "ai/Paths.h"
#include "animation/Animation.h"
#include "animation/Cinematic.h"
#include "core/Core.h"
#include "core/Config.h"
#include "core/GameTime.h"
#include "core/Localisation.h"
#include "core/SaveGame.h"
#include "core/Version.h"
#include "game/Damage.h"
#include "game/EntityManager.h"
#include "game/Inventory.h"
#include "game/Levels.h"
#include "game/Missile.h"
#include "game/NPC.h"
#include "game/Player.h"
#include "game/Spells.h"
#include "graphics/BaseGraphicsTypes.h"
#include "graphics/Color.h"
#include "graphics/Draw.h"
#include "graphics/GraphicsModes.h"
#include "graphics/GraphicsTypes.h"
#include "graphics/Math.h"
#include "graphics/Renderer.h"
#include "graphics/Vertex.h"
#include "graphics/VertexBuffer.h"
#include "graphics/data/Mesh.h"
#include "graphics/data/TextureContainer.h"
#include "graphics/effects/Fog.h"
#include "graphics/font/Font.h"
#include "graphics/particle/ParticleEffects.h"
#include "graphics/particle/ParticleManager.h"
#include "graphics/texture/TextureStage.h"
#include "gui/Interface.h"
#include "gui/Menu.h"
#include "gui/MenuWidgets.h"
#include "gui/MiniMap.h"
#include "gui/Speech.h"
#include "gui/Text.h"
#include "gui/TextManager.h"
#include "input/Input.h"
#include "input/Keyboard.h"
#include "math/Angle.h"
#include "math/MathFwd.h"
#include "math/Rectangle.h"
#include "math/Vector2.h"
#include "math/Vector3.h"
#include "io/fs/FilePath.h"
#include "io/fs/SystemPaths.h"
#include "io/resource/PakReader.h"
#include "io/Screenshot.h"
#include "io/log/Logger.h"
#include "platform/Flags.h"
#include "platform/Platform.h"
#include "scene/ChangeLevel.h"
#include "scene/Interactive.h"
#include "scene/GameSound.h"
#include "scene/Light.h"
#include "scene/LoadLevel.h"
#include "scene/Object.h"
#include "scene/Scene.h"
#include "Configure.h"
#include "core/URLConstants.h"
#ifdef ARX_HAVE_D3D9
#include "window/D3D9Window.h"
#endif
#ifdef ARX_HAVE_SDL
#include "window/SDLWindow.h"
#endif
static bool showFPS = false;
using std::string;
extern long PLAY_LOADED_CINEMATIC;
extern long START_NEW_QUEST;
extern long CHANGE_LEVEL_ICON;
extern long REFUSE_GAME_RETURN;
extern bool PLAYER_MOUSELOOK_ON;
extern bool TRUE_PLAYER_MOUSELOOK_ON;
extern long FRAME_COUNT;
extern long PLAYER_PARALYSED;
extern long STOP_KEYBOARD_INPUT;
extern long USEINTERNORM;
extern long cur_mr;
extern long cur_rf;
extern long STRIKE_TIME;
extern long DeadTime;
extern long TRANSPOLYSPOS;
extern long FORCE_FRONT_DRAW;
extern long LAST_ROOM;
extern long LAST_PORTALS_COUNT;
extern int iTimeToDrawD7;
extern long LaunchDemo;
extern short uw_mode;
extern long CURRENT_BASE_FOCAL;
extern float BOW_FOCAL;
extern float GLOBAL_SLOWDOWN;
extern float sp_max_start;
extern float LAST_FADEVALUE;
extern float PROGRESS_BAR_TOTAL;
extern float PROGRESS_BAR_COUNT;
extern float OLD_PROGRESS_BAR_COUNT;
extern bool bOLD_CLIPP;
extern void DANAE_KillCinematic();
extern void LaunchWaitingCine();
extern Cinematic* ControlCinematique;
extern EERIE_3DOBJ* eyeballobj;
extern EERIE_3DOBJ * arrowobj;
extern TextureContainer * Movable;
extern TextureContainer * tflare;
extern Entity * FlyingOverIO;
extern E_ARX_STATE_MOUSE eMouseState;
extern Vec3f LastValidPlayerPos;
extern Color ulBKGColor;
extern EERIE_CAMERA conversationcamera;
extern ParticleManager * pParticleManager;
extern CircularVertexBuffer<TexturedVertex> * pDynamicVertexBuffer_TLVERTEX; // VB using TLVERTEX format.
extern CircularVertexBuffer<SMY_VERTEX3> * pDynamicVertexBuffer;
extern CMenuState * pMenu;
extern EERIEMATRIX ProjectionMatrix;
TextureContainer * ChangeLevel = NULL;
TextureContainer * Movable = NULL; // TextureContainer for Movable Items (Red Cross)
long WILL_QUICKLOAD=0;
long WILL_QUICKSAVE=0;
long NEED_SPECIAL_RENDEREND=0;
long BOOKBUTTON=0;
long LASTBOOKBUTTON=0;
long EXTERNALVIEW=0;
long ARX_CONVERSATION=0;
long ARX_CONVERSATION_MODE=-1;
long ARX_CONVERSATION_LASTIS=-1;
static long LAST_CONVERSATION = 0;
long SHOW_INGAME_MINIMAP= 1;
long NEED_TEST_TEXT=0;
static unsigned long FRAMETICKS=0;
float PLAYER_ARMS_FOCAL = 350.f;
float currentbeta=0.f;
unsigned char ARX_FLARES_Block=1;
Vec3f LASTCAMPOS;
Anglef LASTCAMANGLE;
Entity * CAMERACONTROLLER=NULL;
Entity *lastCAMERACONTROLLER=NULL;
// ArxGame constructor. Sets attributes for the app.
ArxGame::ArxGame() : wasResized(false) { }
ArxGame::~ArxGame() {
}
bool ArxGame::Initialize() {
bool init = Application::Initialize();
if(!init) {
return false;
}
init = InitGameData();
if(!init) {
LogCritical << "Failed to initialize the game data.";
return false;
}
init = initLocalisation();
if(!init) {
LogCritical << "Failed to initialize the localisation subsystem.";
return false;
}
Create();
return true;
}
void ArxGame::setFullscreen(bool fullscreen) {
if(fullscreen) {
RenderWindow::DisplayMode mode(config.video.resolution, config.video.bpp);
if(mode.resolution == Vec2i::ZERO) {
mode = GetWindow()->getDisplayModes().back();
}
// Clamp to a sane resolution!
mode.resolution.x = std::max(mode.resolution.x, s32(640));
mode.resolution.y = std::max(mode.resolution.y, s32(480));
GetWindow()->setFullscreenMode(mode.resolution, mode.depth);
} else {
// Clamp to a sane window size!
config.window.size.x = std::max(config.window.size.x, s32(640));
config.window.size.y = std::max(config.window.size.y, s32(480));
GetWindow()->setWindowSize(config.window.size);
}
}
bool ArxGame::initWindow(RenderWindow * window) {
arx_assert(m_MainWindow == NULL);
m_MainWindow = window;
if(!m_MainWindow->initFramework()) {
m_MainWindow = NULL;
return false;
}
// Register ourself as a listener for this window messages
m_MainWindow->AddListener(this);
m_MainWindow->addListener(this);
const RenderWindow::DisplayModes & modes = window->getDisplayModes();
RenderWindow::DisplayMode mode(config.video.resolution, config.video.bpp);
if(config.video.resolution == Vec2i::ZERO) {
// Use the largest available resolution.
mode = modes.back();
} else {
// Find the next best available fullscreen mode.
RenderWindow::DisplayModes::const_iterator i;
i = std::lower_bound(modes.begin(), modes.end(), mode);
if(i == modes.end()) {
mode = *modes.rbegin();
} else {
mode = *i;
}
if(config.video.resolution != mode.resolution || unsigned(config.video.bpp) != mode.depth) {
LogWarning << "fullscreen mode " << config.video.resolution.x << 'x' << config.video.resolution.y << '@' << config.video.bpp << " not supported, using " << mode.resolution.x << 'x' << mode.resolution.y << '@' << mode.depth << " instead";
}
}
// Clamp to a sane resolution and window size!
mode.resolution.x = std::max(mode.resolution.x, s32(640));
mode.resolution.y = std::max(mode.resolution.y, s32(480));
config.window.size.x = std::max(config.window.size.x, s32(640));
config.window.size.y = std::max(config.window.size.y, s32(480));
Vec2i size = config.video.fullscreen ? mode.resolution : config.window.size;
if(!m_MainWindow->init(version, size, config.video.fullscreen, mode.depth)) {
m_MainWindow = NULL;
return false;
}
if(GRenderer == NULL) {
// We could not initialize all resources in onRendererInit().
m_MainWindow = NULL;
return false;
}
if(!m_MainWindow->IsFullScreen() && config.video.resolution != Vec2i::ZERO) {
config.video.resolution = mode.resolution;
}
config.video.bpp = mode.depth;
return true;
}
bool ArxGame::InitWindow() {
arx_assert(m_MainWindow == NULL);
bool autoFramework = (config.window.framework == "auto");
for(int i = 0; i < 2 && !m_MainWindow; i++) {
bool first = (i == 0);
bool matched = false;
#ifdef ARX_HAVE_D3D9
if(!m_MainWindow && first == (autoFramework || config.window.framework == "D3D9")) {
matched = true;
RenderWindow * window = new D3D9Window;
if(!initWindow(window)) {
delete window;
}
}
#endif
#ifdef ARX_HAVE_SDL
if(!m_MainWindow && first == (autoFramework || config.window.framework == "SDL")) {
matched = true;
RenderWindow * window = new SDLWindow;
if(!initWindow(window)) {
delete window;
}
}
#endif
if(first && !matched) {
LogError << "unknown windowing framework: " << config.window.framework;
}
}
if(!m_MainWindow) {
LogCritical << "Graphics initialization failed.";
return false;
}
return true;
}
bool ArxGame::InitInput() {
LogDebug("Input init");
bool init = ARX_INPUT_Init();
if(!init) {
LogCritical << "Input initialization failed.";
}
return init;
}
bool ArxGame::InitSound() {
LogDebug("Sound init");
bool init = ARX_SOUND_Init();
if(!init) {
LogWarning << "Sound initialization failed.";
}
return true;
}
bool ArxGame::InitGameData() {
bool init = AddPaks();
if(!init) {
LogCritical << "Error loading pak files";
return false;
}
ARX_SOUND_LoadData();
savegames.update();
return init;
}
static const char * default_paks[][2] = {
{ "data.pak", NULL },
{ "loc.pak", "loc_default.pak" },
{ "data2.pak", NULL },
{ "sfx.pak", NULL },
{ "speech.pak", "speech_default.pak" },
};
bool ArxGame::AddPaks() {
arx_assert(!resources);
resources = new PakReader;
// Load required pak files
std::vector<size_t> missing;
for(size_t i = 0; i < ARRAY_SIZE(default_paks); i++) {
if(resources->addArchive(fs::paths.find(default_paks[i][0]))) {
continue;
}
if(default_paks[i][1]
&& resources->addArchive(fs::paths.find(default_paks[i][1]))) {
continue;
}
missing.push_back(i);
}
// Construct an informative error message about missing files
if(!missing.empty()) {
std::ostringstream oss;
oss << "Could not load required ";
oss << (missing.size() == 1 ? "file" : "files");
size_t length = oss.tellp();
for(size_t i = 0; i < missing.size(); i++) {
if(i != 0) {
if(i + 1 == missing.size()) {
oss << " and", length += 4;
} else {
oss << ",", length++;
}
}
size_t add = 1 + strlen(default_paks[missing[i]][0]) + 1;
if(default_paks[missing[i]][1]) {
add += 6 + strlen(default_paks[missing[i]][1]) + 2;
}
if(length + add > 75) {
oss << "\n ", length = add + 1;
} else {
oss << ' ', length += add + 1;
}
oss << '"' << default_paks[missing[i]][0] << '"';
if(default_paks[missing[i]][1]) {
oss << " (or \"" << default_paks[missing[i]][1] << "\")";
length += 3 + strlen(default_paks[missing[i]][1]) + 2;
}
}
oss << ".\n\nSearched in these locations:\n";
std::vector<fs::path> search = fs::paths.getSearchPaths();
BOOST_FOREACH(const fs::path & dir, search) {
oss << " * " << dir.string() << "/\n";
}
oss << "\nSee " << url::help_get_data;
oss << " and " << url::help_install_data << "\n";
oss << "\nThe search path can be adjusted with command-line parameters.\n";
LogCritical << oss.str();
return false;
}
// Load optional patch files
BOOST_REVERSE_FOREACH(const fs::path & base, fs::paths.data) {
resources->addFiles(base / "editor", "editor");
resources->addFiles(base / "game", "game");
resources->addFiles(base / "graph", "graph");
resources->addFiles(base / "localisation", "localisation");
resources->addFiles(base / "misc", "misc");
resources->addFiles(base / "sfx", "sfx");
resources->addFiles(base / "speech", "speech");
}
return true;
}
//*************************************************************************************
// Create()
//*************************************************************************************
bool ArxGame::Create() {
return true;
}
void ArxGame::OnWindowGotFocus(const Window &) {
if(GInput) {
GInput->reset();
GInput->unacquireDevices();
GInput->acquireDevices();
}
}
void ArxGame::OnWindowLostFocus(const Window &) {
if(GInput) {
GInput->unacquireDevices();
}
}
void ArxGame::OnResizeWindow(const Window & window) {
arx_assert(window.GetSize() != Vec2i::ZERO);
// A new window size will require a new backbuffer
// size, so the 3D structures must be changed accordingly.
wasResized = true;
if(window.IsFullScreen()) {
if(config.video.resolution == Vec2i::ZERO) {
LogInfo << "auto selected fullscreen resolution " << window.GetSize().x << 'x' << window.GetSize().y << '@' << window.getDepth();
} else {
LogInfo << "changed fullscreen resolution to " << window.GetSize().x << 'x' << window.GetSize().y << '@' << window.getDepth();
config.video.resolution = window.GetSize();
}
} else {
LogInfo << "changed window size to " << window.GetSize().x << 'x' << window.GetSize().y;
config.window.size = window.GetSize();
}
}
void ArxGame::OnPaintWindow(const Window& window)
{
ARX_UNUSED(window);
}
void ArxGame::OnDestroyWindow(const Window &) {
LogInfo << "Application window is being destroyed";
Quit();
}
void ArxGame::OnToggleFullscreen(const Window & window) {
config.video.fullscreen = window.IsFullScreen();
GInput->reset();
wasResized = true;
}
//*************************************************************************************
// Run()
// Message-processing loop. Idle time is used to render the scene.
//*************************************************************************************
void ArxGame::Run() {
BeforeRun();
while(m_RunLoop) {
m_MainWindow->tick();
if(!m_RunLoop) {
break;
}
if(m_MainWindow->HasFocus() && m_bReady) {
Render3DEnvironment();
}
}
}
//*************************************************************************************
// FrameMove()
// Called once per frame.
//*************************************************************************************
void ArxGame::FrameMove() {
if(!WILL_LAUNCH_CINE.empty()) {
// A cinematic is waiting to be played...
LaunchWaitingCine();
}
}
//*************************************************************************************
// Render3DEnvironment()
// Draws the scene.
//*************************************************************************************
void ArxGame::Render3DEnvironment() {
FrameMove();
Render();
// Show the frame on the primary surface.
GetWindow()->showFrame();
}
//*************************************************************************************
// Cleanup3DEnvironment()
// Cleanup scene objects
//*************************************************************************************
void ArxGame::Cleanup3DEnvironment() {
if(GetWindow()) {
FinalCleanup();
}
}
//*************************************************************************************
// OutputText()
// Draws text on the window.
//*************************************************************************************
void ArxGame::OutputText(int x, int y, const string & str) {
if (m_bReady) {
hFontInGame->draw(x, y, str, Color(255, 255, 0));
}
}
//*************************************************************************************
// OutputText()
// Draws text on the window using selected font and color
// at position defined by column,row.
//*************************************************************************************
void ArxGame::OutputTextGrid(float column, float row, const std::string &text, const Color &color)
{
Font *selected_font = hFontInGame;
// find display size
const Vec2i &window = GetWindow()->GetSize();
const int tsize = selected_font->getLineHeight();
// TODO: could use quadrants for width or something similar
// TODO: could center text in column/row
const Vector2<int> size(window.x / 4, selected_font->getLineHeight());
const Vector2<int> spacing(2, 2);
const Vector2<float> p(column + (column < 0), row + (row < 0));
// offset text into the screen a bit
const Vector2<int> offset((column < 0 ? window.x - tsize - size.x : tsize), (row < 0 ? window.y - tsize - size.y : tsize));
// print the text directly using our selected font
selected_font->draw(offset + Vector2<int>(p.x * (size + spacing).x, p.y * (size + spacing).y), text, color);
}
bool ArxGame::BeforeRun() {
LogDebug("Before Run...");
const Vec2i & size = GetWindow()->GetSize();
ControlCinematique = new Cinematic(size.x, size.y);
memset(&necklace,0,sizeof(ARX_NECKLACE));
long old = GLOBAL_EERIETEXTUREFLAG_LOADSCENE_RELEASE;
GLOBAL_EERIETEXTUREFLAG_LOADSCENE_RELEASE = -1;
necklace.lacet = loadObject("graph/interface/book/runes/lacet.teo");
necklace.runes[RUNE_AAM] = loadObject("graph/interface/book/runes/runes_aam.teo");
necklace.runes[RUNE_CETRIUS] = loadObject("graph/interface/book/runes/runes_citrius.teo");
necklace.runes[RUNE_COMUNICATUM] = loadObject("graph/interface/book/runes/runes_comunicatum.teo");
necklace.runes[RUNE_COSUM] = loadObject("graph/interface/book/runes/runes_cosum.teo");
necklace.runes[RUNE_FOLGORA] = loadObject("graph/interface/book/runes/runes_folgora.teo");
necklace.runes[RUNE_FRIDD] = loadObject("graph/interface/book/runes/runes_fridd.teo");
necklace.runes[RUNE_KAOM] = loadObject("graph/interface/book/runes/runes_kaom.teo");
necklace.runes[RUNE_MEGA] = loadObject("graph/interface/book/runes/runes_mega.teo");
necklace.runes[RUNE_MORTE] = loadObject("graph/interface/book/runes/runes_morte.teo");
necklace.runes[RUNE_MOVIS] = loadObject("graph/interface/book/runes/runes_movis.teo");
necklace.runes[RUNE_NHI] = loadObject("graph/interface/book/runes/runes_nhi.teo");
necklace.runes[RUNE_RHAA] = loadObject("graph/interface/book/runes/runes_rhaa.teo");
necklace.runes[RUNE_SPACIUM] = loadObject("graph/interface/book/runes/runes_spacium.teo");
necklace.runes[RUNE_STREGUM] = loadObject("graph/interface/book/runes/runes_stregum.teo");
necklace.runes[RUNE_TAAR] = loadObject("graph/interface/book/runes/runes_taar.teo");
necklace.runes[RUNE_TEMPUS] = loadObject("graph/interface/book/runes/runes_tempus.teo");
necklace.runes[RUNE_TERA] = loadObject("graph/interface/book/runes/runes_tera.teo");
necklace.runes[RUNE_VISTA] = loadObject("graph/interface/book/runes/runes_vista.teo");
necklace.runes[RUNE_VITAE] = loadObject("graph/interface/book/runes/runes_vitae.teo");
necklace.runes[RUNE_YOK] = loadObject("graph/interface/book/runes/runes_yok.teo");
necklace.pTexTab[RUNE_AAM] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_aam[icon]");
necklace.pTexTab[RUNE_CETRIUS] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_cetrius[icon]");
necklace.pTexTab[RUNE_COMUNICATUM] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_comunicatum[icon]");
necklace.pTexTab[RUNE_COSUM] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_cosum[icon]");
necklace.pTexTab[RUNE_FOLGORA] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_folgora[icon]");
necklace.pTexTab[RUNE_FRIDD] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_fridd[icon]");
necklace.pTexTab[RUNE_KAOM] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_kaom[icon]");
necklace.pTexTab[RUNE_MEGA] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_mega[icon]");
necklace.pTexTab[RUNE_MORTE] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_morte[icon]");
necklace.pTexTab[RUNE_MOVIS] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_movis[icon]");
necklace.pTexTab[RUNE_NHI] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_nhi[icon]");
necklace.pTexTab[RUNE_RHAA] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_rhaa[icon]");
necklace.pTexTab[RUNE_SPACIUM] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_spacium[icon]");
necklace.pTexTab[RUNE_STREGUM] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_stregum[icon]");
necklace.pTexTab[RUNE_TAAR] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_taar[icon]");
necklace.pTexTab[RUNE_TEMPUS] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_tempus[icon]");
necklace.pTexTab[RUNE_TERA] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_tera[icon]");
necklace.pTexTab[RUNE_VISTA] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_vista[icon]");
necklace.pTexTab[RUNE_VITAE] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_vitae[icon]");
necklace.pTexTab[RUNE_YOK] = TextureContainer::LoadUI("graph/obj3d/interactive/items/magic/rune_aam/rune_yok[icon]");
for(size_t i = 0; i < RUNE_COUNT-1; i++) { // TODO why -1?
if(necklace.pTexTab[i]) {
necklace.pTexTab[i]->getHalo();
}
}
EERIE_3DOBJ * _fogobj = LoadTheObj("editor/obj3d/fog_generator.teo", "node_teo maps");
ARX_FOGS_Set_Object(_fogobj);
eyeballobj = LoadTheObj("editor/obj3d/eyeball.teo", "eyeball_teo maps");
cabal = LoadTheObj("editor/obj3d/cabal.teo", "cabal_teo maps");
nodeobj = LoadTheObj("editor/obj3d/node.teo", "node_teo maps");
cameraobj = loadObject("graph/obj3d/interactive/system/camera/camera.teo");
markerobj = loadObject("graph/obj3d/interactive/system/marker/marker.teo");
arrowobj = loadObject("graph/obj3d/interactive/items/weapons/arrow/arrow.teo");
for(size_t i = 0; i < MAX_GOLD_COINS_VISUALS; i++) {
std::ostringstream oss;
if(i == 0) {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin.teo";
} else {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin" << (i + 1) << ".teo";
}
GoldCoinsObj[i] = loadObject(oss.str());
oss.str(string());
if(i == 0) {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin[icon]";
} else {
oss << "graph/obj3d/interactive/items/jewelry/gold_coin/gold_coin" << (i + 1) << "[icon]";
}
GoldCoinsTC[i] = TextureContainer::LoadUI(oss.str());
}
Movable = TextureContainer::LoadUI("graph/interface/cursors/wrong");
ChangeLevel = TextureContainer::LoadUI("graph/interface/icons/change_lvl");
ARX_PLAYER_LoadHeroAnimsAndMesh();
GLOBAL_EERIETEXTUREFLAG_LOADSCENE_RELEASE = old;
return true;
}
void ArxGame::Render() {
arxtime.update_frame_time();
// before modulation by "GLOBAL_SLOWDOWN"
Original_framedelay = arxtime.get_frame_delay();
arx_assert(Original_framedelay >= 0.0f);
// TODO this code shouldn't exist. ARXStartTime should be constant.
if (GLOBAL_SLOWDOWN != 1.0f)
{
arxtime.increment_start_time((u64)(Original_framedelay * (1.0f - GLOBAL_SLOWDOWN) * 1000.0f));
// recalculate frame delta
arxtime.update_frame_time();
}
framedelay = arxtime.get_frame_delay();
arx_assert(framedelay >= 0.0f);
// limit fps above 10fps
const float max_framedelay = 1000.0f / 10.0f;
framedelay = framedelay > max_framedelay ? max_framedelay : framedelay;
// TODO eliminate FrameDiff == framedelay (replace)
FrameDiff = framedelay;
if (GInput->isKeyPressedNowPressed(Keyboard::Key_F12))
{
EERIE_PORTAL_ReleaseOnlyVertexBuffer();
ComputePortalVertexBuffer();
}
ACTIVECAM = &subj;
if(wasResized) {
LogDebug("was resized");
wasResized = false;
DanaeRestoreFullScreen();
}
// Update input
GInput->update();
ReMappDanaeButton();
AdjustMousePosition();
// Manages Splash Screens if needed
if (DANAE_ManageSplashThings())
{
goto norenderend;
}
// Clicked on New Quest ? (TODO:need certainly to be moved somewhere else...)
if (START_NEW_QUEST)
{
LogDebug("start quest");
DANAE_StartNewQuest();
}
// Update Various Player Infos for this frame.
if (FirstFrame==0)
ARX_PLAYER_Frame_Update();
// Are we being teleported ?
if ((TELEPORT_TO_LEVEL[0]) && (CHANGE_LEVEL_ICON==200))
{
LogDebug("teleport to " << TELEPORT_TO_LEVEL << " " << TELEPORT_TO_POSITION << " "
<< TELEPORT_TO_ANGLE);
CHANGE_LEVEL_ICON=-1;
ARX_CHANGELEVEL_Change(TELEPORT_TO_LEVEL, TELEPORT_TO_POSITION, TELEPORT_TO_ANGLE);
memset(TELEPORT_TO_LEVEL,0,64);
memset(TELEPORT_TO_POSITION,0,64);
}
subj.center = Vec2i(DANAECENTERX, DANAECENTERY);
subj.pos2 = subj.transform.mod = subj.center.to<float>();
// Finally computes current focal
BASE_FOCAL=(float)CURRENT_BASE_FOCAL+(BOW_FOCAL*( 1.0f / 4 ));
// SPECIFIC code for Snapshot MODE... to insure constant capture framerate
PULSATE=EEsin(arxtime.get_frame_time() / 800);
EERIEDrawnPolys=0;
// EditMode Specific code
if (EDITMODE)
{
TOTIOPDL=0;
BLOCK_PLAYER_CONTROLS=0;
}
if (FirstFrame==0) // Checks for Keyboard & Moulinex
{
ARX_MOUSE_OVER=0;
if (!EDITMODE && (ARXmenu.currentmode == AMCM_OFF)) // Playing Game
{
// Checks Clicks in Book Interface
if (ARX_INTERFACE_MouseInBook())
{
ARX_MOUSE_OVER|=ARX_MOUSE_OVER_BOOK;
LASTBOOKBUTTON=BOOKBUTTON;
BOOKBUTTON=EERIEMouseButton;
if ( ((EERIEMouseButton & 1) && !(LastMouseClick & 1) )
|| ((EERIEMouseButton & 2) && !(LastMouseClick & 2) ) )
{
bookclick = DANAEMouse;
}
}
else if (InSecondaryInventoryPos(&DANAEMouse))
ARX_MOUSE_OVER|=ARX_MOUSE_OVER_INVENTORY_2;
else if (InPlayerInventoryPos(&DANAEMouse))
ARX_MOUSE_OVER|=ARX_MOUSE_OVER_INVENTORY;
}
if ( (player.Interface & INTER_COMBATMODE)
|| (PLAYER_MOUSELOOK_ON) )
{
FlyingOverIO = NULL; // Avoid to check with those modes
}
else
{
if ((DRAGINTER == NULL) && (FRAME_COUNT<=0))
{
if (!BLOCK_PLAYER_CONTROLS && !TRUE_PLAYER_MOUSELOOK_ON && !(ARX_MOUSE_OVER & ARX_MOUSE_OVER_BOOK)
&& (eMouseState != MOUSE_IN_NOTE)
)
FlyingOverIO = FlyingOverObject(&DANAEMouse);
else
FlyingOverIO = NULL;
}
}
if ( (!PLAYER_PARALYSED)
|| (ARXmenu.currentmode != AMCM_OFF) )
{
if (!STOP_KEYBOARD_INPUT)
ManageKeyMouse();
else
{
STOP_KEYBOARD_INPUT++;
if (STOP_KEYBOARD_INPUT>2) STOP_KEYBOARD_INPUT=0;
}
}
}
else // Manages our first frameS
{
LogDebug("first frame");
arxtime.update();
FirstFrameHandling();
goto norenderend;
}
if(CheckInPolyPrecis(player.pos.x,player.pos.y,player.pos.z)) {
LastValidPlayerPos = player.pos;
}
// Updates Externalview
EXTERNALVIEW = 0;
GRenderer->SetRenderState(Renderer::Fog, false);
if(GInput->actionNowPressed(CONTROLS_CUST_TOGGLE_FULLSCREEN)) {
setFullscreen(!GetWindow()->IsFullScreen());
}
if(ARX_Menu_Render()) {
goto norenderend;
}
if(WILL_QUICKSAVE) {
GRenderer->getSnapshot(savegame_thumbnail, 160, 100);
if(WILL_QUICKSAVE >= 2) {
ARX_QuickSave();
WILL_QUICKSAVE=0;
}
else WILL_QUICKSAVE++;
}
if (WILL_QUICKLOAD)
{
WILL_QUICKLOAD=0;
if (ARX_QuickLoad())
NEED_SPECIAL_RENDEREND=1;
}
if (NEED_SPECIAL_RENDEREND)
{
NEED_SPECIAL_RENDEREND=0;
goto norenderend;
}
GRenderer->SetRenderState(Renderer::Fog, true);
GRenderer->GetTextureStage(0)->SetWrapMode(TextureStage::WrapRepeat);
// Are we displaying a 2D cinematic ? Yes = manage it
if ( PLAY_LOADED_CINEMATIC
&& ControlCinematique
&& ControlCinematique->projectload)
{
if (DANAE_Manage_Cinematic()==1)
goto norenderend;
goto renderend;
}
if (ARXmenu.currentmode == AMCM_OFF)
{
if (!PLAYER_PARALYSED)
{
if (ManageEditorControls()) goto finish;
}
if ((!BLOCK_PLAYER_CONTROLS) && (!PLAYER_PARALYSED))
{
ManagePlayerControls();
}
}