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Core.cpp
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Core.cpp
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/*
* Copyright 2011-2013 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.
===========================================================================
*/
// Code: Cyril Meynier
//
// Copyright (c) 1999-2001 ARKANE Studios SA. All rights reserved
#include "core/Core.h"
#include <cstdlib>
#include <cstring>
#include <cstdio>
#include <algorithm>
#include <sstream>
#include <vector>
#include <boost/version.hpp>
#include <boost/foreach.hpp>
#include "Configure.h"
#include "ai/Paths.h"
#include "ai/PathFinderManager.h"
#include "animation/Animation.h"
#include "animation/Cinematic.h"
#include "animation/CinematicKeyframer.h"
#include "core/Application.h"
#include "core/ArxGame.h"
#include "core/Config.h"
#include "core/Localisation.h"
#include "core/GameTime.h"
#include "core/Version.h"
#include "game/Damage.h"
#include "game/EntityManager.h"
#include "game/Equipment.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 "gui/MenuPublic.h"
#include "gui/Menu.h"
#include "gui/MenuWidgets.h"
#include "gui/Speech.h"
#include "gui/MiniMap.h"
#include "gui/TextManager.h"
#include "graphics/BaseGraphicsTypes.h"
#include "graphics/Draw.h"
#include "graphics/font/Font.h"
#include "graphics/GraphicsModes.h"
#include "graphics/GraphicsTypes.h"
#include "graphics/Math.h"
#include "graphics/Renderer.h"
#include "graphics/Vertex.h"
#include "graphics/data/FTL.h"
#include "graphics/data/TextureContainer.h"
#include "graphics/effects/Fog.h"
#include "graphics/image/Image.h"
#include "graphics/particle/ParticleEffects.h"
#include "graphics/particle/ParticleManager.h"
#include "graphics/texture/TextureStage.h"
#include "gui/Interface.h"
#include "gui/Text.h"
#include "input/Input.h"
#include "input/Keyboard.h"
#include "input/Mouse.h"
#include "io/fs/SystemPaths.h"
#include "io/resource/ResourcePath.h"
#include "io/resource/PakReader.h"
#include "io/CinematicLoad.h"
#include "io/Screenshot.h"
#include "io/log/Logger.h"
#include "math/Angle.h"
#include "math/Rectangle.h"
#include "math/Vector2.h"
#include "math/Vector3.h"
#include "physics/Collisions.h"
#include "physics/Attractors.h"
#include "platform/CrashHandler.h"
#include "platform/Flags.h"
#include "platform/Platform.h"
#include "scene/LinkedObject.h"
#include "scene/CinematicSound.h"
#include "scene/ChangeLevel.h"
#include "scene/Scene.h"
#include "scene/GameSound.h"
#include "scene/LoadLevel.h"
#include "scene/Interactive.h"
#include "scene/Light.h"
#include "scene/Object.h"
#include "script/Script.h"
#include "script/ScriptEvent.h"
#include "window/RenderWindow.h"
class TextManager;
using std::min;
using std::max;
using std::string;
using std::ostringstream;
Image savegame_thumbnail;
#define MAX_EXPLO 24
static bool initializeGame();
static void shutdownGame();
extern TextManager *pTextManage;
extern float FORCE_TIME_RESTORE;
extern CMenuState *pMenu;
extern Entity * CURRENT_TORCH;
extern EERIE_3DOBJ * fogobj;
extern float InventoryX;
extern float PROGRESS_BAR_COUNT;
extern float PROGRESS_BAR_TOTAL;
extern float vdist;
extern long FistParticles;
extern long INTER_DRAW;
extern long DONT_WANT_PLAYER_INZONE;
extern long TOTPDL;
extern long COLLIDED_CLIMB_POLY;
extern long LastSelectedIONum;
extern float ARXTimeMenu;
extern float ARXOldTimeMenu;
extern long REFUSE_GAME_RETURN;
extern bool PLAYER_MOUSELOOK_ON;
extern long FRAME_COUNT;
extern bool bFadeInOut;
extern bool bFade; //active le fade
extern float OLD_PROGRESS_BAR_COUNT;
#ifdef BUILD_EDITOR
long LastSelectedIONum = -1;
#endif
extern EERIE_3DOBJ * ssol;
extern long ssol_count;
extern EERIE_3DOBJ * slight;
extern long slight_count;
extern EERIE_3DOBJ * srune;
extern long srune_count;
extern EERIE_3DOBJ * smotte;
extern long smotte_count;
extern EERIE_3DOBJ * stite;
extern long stite_count;
extern EERIE_3DOBJ * smissile;
extern long smissile_count;
extern EERIE_3DOBJ * spapi;
extern long spapi_count;
extern EERIE_3DOBJ * svoodoo;
extern long svoodoo_count;
//-----------------------------------------------------------------------------
// Our Main Danae Application.& Instance and Project
PROJECT Project;
//-----------------------------------------------------------------------------
Vec3f PUSH_PLAYER_FORCE;
Cinematic *ControlCinematique=NULL; // 2D Cinematic Controller
ParticleManager *pParticleManager = NULL;
static TextureContainer * ombrignon = NULL;
static TextureContainer * Flying_Eye = NULL;
TextureContainer * scursor[8]; // Animated Hand Cursor TC
TextureContainer * pTCCrossHair; // Animated Hand Cursor TC
TextureContainer * iconequip[5];
TextureContainer * GoldCoinsTC[MAX_GOLD_COINS_VISUALS]; // Gold Coins Icons
TextureContainer * explo[MAX_EXPLO]; // TextureContainer for animated explosion bitmaps (24 frames)
TextureContainer * blood_splat = NULL; // TextureContainer for blood splat particles
TextureContainer * tflare = NULL;
static TextureContainer * npc_fight = NULL;
static TextureContainer * npc_follow = NULL;
static TextureContainer * npc_stop = NULL;
TextureContainer * sphere_particle=NULL;
TextureContainer * inventory_font=NULL;
TextureContainer * enviro=NULL;
TextureContainer * specular=NULL;
TextureContainer * lightsource_tc=NULL;
TextureContainer * stealth_gauge_tc=NULL;
TextureContainer * arx_logo_tc=NULL;
TextureContainer * TC_fire2=NULL;
TextureContainer * TC_fire=NULL;
TextureContainer * TC_smoke=NULL;
static TextureContainer * Z_map = NULL;
TextureContainer * Boom=NULL;
//TextureContainer * zbtex=NULL;
TextureContainer * mecanism_tc=NULL;
TextureContainer * arrow_left_tc=NULL;
#ifdef BUILD_EDIT_LOADSAVE
extern long NEED_ANCHORS;
EERIE_MULTI3DSCENE * mse = NULL;
long ADDED_IO_NOT_SAVED = 0;
#endif
SPELL_ICON spellicons[SPELL_COUNT];
bool bGToggleCombatModeWithKey;
Vec2s DANAEMouse;
Vec3f moveto;
Vec3f Mscenepos;
Vec3f lastteleport;
EERIE_3DOBJ * GoldCoinsObj[MAX_GOLD_COINS_VISUALS];// 3D Objects For Gold Coins
EERIE_3DOBJ * arrowobj=NULL; // 3D Object for arrows
EERIE_3DOBJ * cameraobj=NULL; // Camera 3D Object // NEEDTO: Remove for Final
EERIE_3DOBJ * markerobj=NULL; // Marker 3D Object // NEEDTO: Remove for Final
EERIE_3DOBJ * nodeobj=NULL; // Node 3D Object // NEEDTO: Remove for Final
EERIE_3DOBJ * eyeballobj=NULL; // EyeBall 3D Object // NEEDTO: Load dynamically
EERIE_3DOBJ * cabal=NULL; // Cabalistic 3D Object // NEEDTO: Load dynamically
static EERIE_BACKGROUND DefaultBkg;
EERIE_CAMERA TCAM[32];
EERIE_CAMERA subj,mapcam,bookcam,raycam,conversationcamera;
string WILLADDSPEECH;
Vec2s STARTDRAG;
Entity * COMBINE=NULL;
QUAKE_FX_STRUCT QuakeFx;
string LAST_FAILED_SEQUENCE = "none";
// START - Information for Player Teleport between/in Levels-------------------------------------
char TELEPORT_TO_LEVEL[64];
char TELEPORT_TO_POSITION[64];
long TELEPORT_TO_ANGLE;
// END - Information for Player Teleport between/in Levels---------------------------------------
std::string WILL_LAUNCH_CINE;
res::path LastLoadedScene;
static std::string LAST_LAUNCHED_CINE;
float BASE_FOCAL=350.f;
float STRIKE_AIMTIME=0.f;
float SLID_VALUE=0.f;
float framedelay;
static float LASTfps2 = 0;
static float fps2 = 0;
static float fps2min = 0;
static long LASTfpscount = 0;
long LOAD_N_DONT_ERASE=0;
long NO_TIME_INIT=0;
long DANAESIZX=640;
long DANAESIZY=480;
long DANAECENTERX;
long DANAECENTERY;
long CurrFightPos=0;
long NO_PLAYER_POSITION_RESET=0;
long CURRENT_BASE_FOCAL=310;
long CINE_PRELOAD=0;
long PLAY_LOADED_CINEMATIC=0;
float BOW_FOCAL=0;
long PlayerWeaponBlocked=-1;
long SHOW_TORCH=0;
float FrameDiff=0;
float GLOBAL_LIGHT_FACTOR=0.85f;
long USE_LIGHT_OPTIM =1;
long STRIKE_TIME = 0;
long STOP_KEYBOARD_INPUT= 0;
long REQUEST_SPEECH_SKIP= 0;
long CURRENTLEVEL = -1;
long DONT_ERASE_PLAYER = 0;
static float LastFrameTicks = 0;
long SPLASH_THINGS_STAGE= 0;
long STARTED_A_GAME = 0;
long FASTmse = 0;
//-----------------------------------------------------------------------------
// EDITOR FLAGS/Vars
//-----------------------------------------------------------------------------
// Flag used to Launch Moulinex
long LOADEDD = 0; // Is a Level Loaded ?
#ifdef BUILD_EDITOR
long EDITMODE = 0; // EditMode (1) or GameMode (0) ?
long EDITION=EDITION_IO; // Sub-EditMode
long DEBUGNPCMOVE = 0; // Debug NPC Movements
#endif
long CHANGE_LEVEL_ICON=-1;
long ARX_MOUSE_OVER=0;
//-----------------------------------------------------------------------------
// DEBUG FLAGS/Vars
//-----------------------------------------------------------------------------
long LaunchDemo=0;
long FirstFrame=1;
unsigned long WILLADDSPEECHTIME=0;
unsigned long AimTime;
static unsigned long SPLASH_START = 0;
//-----------------------------------------------------------------------------
Color3f FADECOLOR;
long START_NEW_QUEST=0;
static long LAST_WEAPON_TYPE = -1;
long FADEDURATION=0;
long FADEDIR=0;
unsigned long FADESTART=0;
float Original_framedelay=0.f;
float PULSATE;
long EXITING=0;
long USE_PORTALS = 3;
Vec3f ePos;
extern EERIE_CAMERA * ACTIVECAM;
EERIE_CAMERA * Kam;
//-----------------------------------------------------------------------------
void LoadSysTextures();
void ShowFPS();
void ManageNONCombatModeAnimations();
//-----------------------------------------------------------------------------
// Sends ON GAME_READY msg to all IOs
void SendGameReadyMsg()
{
LogDebug("SendGameReadyMsg");
SendMsgToAllIO(SM_GAME_READY);
}
void DANAE_KillCinematic()
{
if ( (ControlCinematique)
&& (ControlCinematique->projectload) )
{
ControlCinematique->projectload=false;
ControlCinematique->OneTimeSceneReInit();
ControlCinematique->DeleteDeviceObjects();
PLAY_LOADED_CINEMATIC=0;
CINE_PRELOAD=0;
}
}
static bool AdjustUI() {
// Sets Danae Screen size depending on windowed/full-screen state
DANAESIZX = mainApp->GetWindow()->getSize().x;
DANAESIZY = mainApp->GetWindow()->getSize().y;
// Now computes screen center
DANAECENTERX = DANAESIZX>>1;
DANAECENTERY = DANAESIZY>>1;
// Computes X & Y screen ratios compared to a standard 640x480 screen
Xratio = DANAESIZX * ( 1.0f / 640 );
Yratio = DANAESIZY * ( 1.0f / 480 );
if(!ARX_Text_Init()) {
return false;
}
if(pMenu) {
pMenu->bReInitAll=true;
}
return true;
}
void DanaeRestoreFullScreen() {
if(pMenu) {
pMenu->bReInitAll=true;
}
AdjustUI();
LoadScreen();
}
extern void InitTileLights();
enum LevelNumber {
LEVEL0 = 0,
LEVEL1 = 1,
LEVEL2 = 2,
LEVEL3 = 3,
LEVEL4 = 4,
LEVEL5 = 5,
LEVEL6 = 6,
LEVEL7 = 7,
LEVEL8 = 8,
LEVEL9 = 9,
LEVEL10 = 10,
LEVEL11 = 11,
LEVEL12 = 12,
LEVEL13 = 13,
LEVEL14 = 14,
LEVEL15 = 15,
LEVEL16 = 16,
LEVEL17 = 17,
LEVEL18 = 18,
LEVEL19 = 19,
LEVEL20 = 20,
LEVEL21 = 21,
LEVEL22 = 22,
LEVEL23 = 23,
LEVEL24 = 24,
LEVEL25 = 25,
LEVEL26 = 26,
LEVEL27 = 27,
LEVELDEMO = 28,
LEVELDEMO2 = 29,
LEVELDEMO3 = 30,
LEVELDEMO4 = 31,
NOLEVEL = 32
};
void InitializeDanae() {
InitTileLights();
ARX_MISSILES_ClearAll();
ARX_SPELLS_Init();
ARX_SPELLS_ClearAllSymbolDraw();
ARX_PARTICLES_ClearAll();
ARX_MAGICAL_FLARES_FirstInit();
LastLoadedScene.clear();
res::path levelPath;
res::path levelFullPath;
if(Project.demo != NOLEVEL) {
char levelId[256];
GetLevelNameByNum(Project.demo, levelId);
levelPath = std::string("graph/levels/level") + levelId;
levelFullPath = levelPath.string() + "/level" + levelId + ".dlf";
}
memset(&DefaultBkg, 0, sizeof(EERIE_BACKGROUND));
ACTIVEBKG=&DefaultBkg;
InitBkg(ACTIVEBKG,MAX_BKGX,MAX_BKGZ,BKG_SIZX,BKG_SIZZ);
InitNodes(1);
player.size.y = subj.size.a = -player.baseHeight();
player.size.x = subj.size.b = player.baseRadius();
player.size.z = subj.size.g = player.baseRadius();
player.desiredangle = player.angle = subj.angle = Anglef(3.f, 268.f, 0.f);
subj.pos = Vec3f(900.f, player.baseHeight(), 4340.f);
subj.clip = Rect(0, 0, 640, 480);
subj.clipz0 = 0.f;
subj.clipz1 = 2.999f;
subj.center = subj.clip.center();
subj.focal = BASE_FOCAL;
subj.Zdiv = 3000.f;
subj.Zmul = 1.f / subj.Zdiv;
subj.clip3D = 60;
subj.type = CAM_SUBJVIEW;
subj.bkgcolor = Color::none;
SetActiveCamera(&subj);
SetCameraDepth(2100.f);
memcpy(&bookcam, &subj, sizeof(EERIE_CAMERA));
memcpy(&raycam, &subj, sizeof(EERIE_CAMERA));
memcpy(&conversationcamera, &subj, sizeof(EERIE_CAMERA));
raycam.center = Vec2i(320, 320);
bookcam.angle = Anglef::ZERO;
bookcam.pos = Vec3f::ZERO;
bookcam.focal = BASE_FOCAL;
// TODO probably not really used anymore!
mapcam.pos = Vec3f(1500.f, -6000.f, 1500.f);
mapcam.angle = Anglef(90.f, 0.f, 0.f);
mapcam.clip = Rect(0, 0, 640, 480);
mapcam.clipz0 = 0.001f;
mapcam.clipz1 = 0.999f;
mapcam.center = mapcam.clip.center();
mapcam.focal = 400.f;
mapcam.Zdiv = 3000.f;
mapcam.Zmul = 1.f / mapcam.Zdiv;
mapcam.clip3D = 1000;
mapcam.type = CAM_TOPVIEW;
mapcam.bkgcolor = Color::fromBGRA(0x001F1F55);
SetActiveCamera(&mapcam);
SetCameraDepth(10000.f);
for(size_t i = 0; i < 32; i++) {
memcpy(&TCAM[i],&subj,sizeof(EERIE_CAMERA));
}
ACTIVEBKG->ambient = Color3f(0.09f, 0.09f, 0.09f);
ACTIVEBKG->ambient255 = ACTIVEBKG->ambient * 255.f;
LoadSysTextures();
CreateInterfaceTextureContainers();
if(LaunchDemo) {
LogInfo << "Launching splash screens.";
LaunchDemo = 0;
SPLASH_THINGS_STAGE = 11;
} else if(!levelPath.empty()) {
LogInfo << "Launching Level " << levelPath;
if (FastSceneLoad(levelPath)) {
FASTmse = 1;
} else {
#ifdef BUILD_EDIT_LOADSAVE
ARX_SOUND_PlayCinematic("editor_humiliation", false);
mse = PAK_MultiSceneToEerie(levelPath);
#else
LogError << "FastSceneLoad failed";
#endif
}
EERIEPOLY_Compute_PolyIn();
LastLoadedScene = levelPath;
USE_PLAYERCOLLISIONS=0;
}
}
static bool initializeGame() {
// TODO Time will be re-initialized later, but if we don't initialize it now casts to int might overflow.
arxtime.init();
mainApp = new ArxGame();
if(!mainApp->Initialize()) {
// Fallback to a generic critical error in case none was set yet...
LogCritical << "Application failed to initialize properly.";
return false;
}
// Check if the game will be able to use the current game directory.
if(!ARX_Changelevel_CurGame_Clear()) {
LogCritical << "Error accessing current game directory.";
return false;
}
ScriptEvent::init();
CalcFPS(true);
ARX_MAPMARKER_Init();
memset(scursor, 0, sizeof(scursor));
ARX_SPELLS_CancelSpellTarget();
memset(explo, 0, sizeof(explo));
LogDebug("Danae Start");
LogDebug("Project Init");
PUSH_PLAYER_FORCE = Vec3f::ZERO;
ARX_SPECIAL_ATTRACTORS_Reset();
LogDebug("Attractors Init");
ARX_SPELLS_Precast_Reset();
LogDebug("Spell Init");
for(size_t t = 0; t < MAX_GOLD_COINS_VISUALS; t++) {
GoldCoinsObj[t] = NULL;
GoldCoinsTC[t] = NULL;
}
LogDebug("LSV Init");
ModeLight=MODE_DYNAMICLIGHT | MODE_DEPTHCUEING;
memset(&DefaultBkg,0,sizeof(EERIE_BACKGROUND));
memset(TELEPORT_TO_LEVEL,0,64);
memset(TELEPORT_TO_POSITION,0,64);
LogDebug("Mset");
LogDebug("AnimManager Init");
ARX_SCRIPT_EventStackInit();
LogDebug("EventStack Init");
ARX_EQUIPMENT_Init();
LogDebug("AEQ Init");
ARX_SCRIPT_Timer_FirstInit(512);
LogDebug("Timer Init");
ARX_FOGS_FirstInit();
LogDebug("Fogs Init");
EERIE_LIGHT_GlobalInit();
LogDebug("Lights Init");
LogDebug("Svars Init");
// Script Test
lastteleport = player.baseOffset();
entities.init();
memset(&player,0,sizeof(ARXCHARACTER));
ARX_PLAYER_InitPlayer();
CleanInventory();
ARX_SPEECH_FirstInit();
ARX_CONVERSATION_FirstInit();
ARX_SPEECH_Init();
ARX_SPEECH_ClearAll();
QuakeFx.intensity=0.f;
LogDebug("Launching DANAE");
memset(&Project, 0, sizeof(PROJECT));
LaunchDemo = 1;
Project.demo = LEVEL10;
if(!AdjustUI()) {
return false;
}
ARX_SetAntiAliasing();
ARXMenu_Options_Video_SetFogDistance(config.video.fogDistance);
ARXMenu_Options_Video_SetDetailsQuality(config.video.levelOfDetail);
ARXMenu_Options_Audio_SetMasterVolume(config.audio.volume);
ARXMenu_Options_Audio_SetSfxVolume(config.audio.sfxVolume);
ARXMenu_Options_Audio_SetSpeechVolume(config.audio.speechVolume);
ARXMenu_Options_Audio_SetAmbianceVolume(config.audio.ambianceVolume);
ARXMenu_Options_Audio_ApplyGameVolumes();
ARXMenu_Options_Control_SetInvertMouse(config.input.invertMouse);
ARXMenu_Options_Control_SetMouseSensitivity(config.input.mouseSensitivity);
ARX_MINIMAP_FirstInit();
Project.torch = Color3f(1.f, 0.8f, 0.66666f);
LogDebug("InitializeDanae");
InitializeDanae();
switch(resources->getReleaseType()) {
case 0: LogWarning << "Neither demo nor full game data files loaded."; break;
case PakReader::Demo: {
LogInfo << "Initialized Arx Fatalis (demo)";
CrashHandler::setVariable("Data files", "demo");
break;
}
case PakReader::FullGame: {
LogInfo << "Initialized Arx Fatalis (full game)";
CrashHandler::setVariable("Data files", "full");
break;
}
case (int(PakReader::Demo) | int(PakReader::FullGame)): {
LogWarning << "Mixed demo and full game data files!";
CrashHandler::setVariable("Data files", "mixed");
break;
}
default: ARX_DEAD_CODE();
}
return true;
}
void runGame() {
if(initializeGame()) {
// Init all done, start the main loop
mainApp->Run();
// TODO run cleanup on partial initialization
shutdownGame();
}
if(mainApp) {
mainApp->Shutdown();
delete mainApp;
mainApp = NULL;
}
}
//*************************************************************************************
// Entity * FlyingOverObject(EERIE_S2D * pos)
//-------------------------------------------------------------------------------------
// FUNCTION/RESULT:
// Returns IO under cursor, be it in inventories or in scene
// Returns NULL if no IO under cursor
//*************************************************************************************
Entity * FlyingOverObject(Vec2s * pos)
{
Entity* io = NULL;
if ((io = GetFromInventory(pos)) != NULL)
return io;
if (InInventoryPos(pos))
return NULL;
if ((io = InterClick(pos)) != NULL)
return io;
return NULL;
}
extern long ARX_NPC_ApplyCuts(Entity * io);
//*************************************************************************************
void LoadSysTextures()
{
char temp[256];
for (long i=1;i<10;i++)
{
sprintf(temp,"graph/particles/shine%ld", i);
flaretc.shine[i]=TextureContainer::LoadUI(temp);
}
for (size_t i=0;i<SPELL_COUNT;i++)
{
// TODO use constructor for initialization
for (long j = 0; j < 6; j++) spellicons[i].symbols[j] = RUNE_NONE;
spellicons[i].level = 0;
spellicons[i].spellid = SPELL_NONE;
spellicons[i].tc = NULL;
spellicons[i].bSecret = false;
spellicons[i].bDuration = true;
spellicons[i].bAudibleAtStart = false;
}
long i;
SPELL_ICON * current;
// Magic_Sight Level 1
current=&spellicons[SPELL_MAGIC_SIGHT];
current->name = getLocalised("system_spell_name_magic_sight");
current->description = getLocalised("system_spell_description_magic_sight");
current->level=1;
current->spellid=SPELL_MAGIC_SIGHT;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_magic_sight");
current->symbols[0]=RUNE_MEGA;
current->symbols[1]=RUNE_VISTA;
// Magic_Missile Level 1
current=&spellicons[SPELL_MAGIC_MISSILE];
current->name = getLocalised("system_spell_name_magic_projectile");
current->description = getLocalised("system_spell_description_magic_projectile");
current->level=1;
current->spellid=SPELL_MAGIC_MISSILE;
current->bDuration = false;
current->bAudibleAtStart = true;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_magic_missile");
current->symbols[0]=RUNE_AAM;
current->symbols[1]=RUNE_TAAR;
// Ignit Level 1
current=&spellicons[SPELL_IGNIT];
current->name = getLocalised("system_spell_name_ignit");
current->description = getLocalised("system_spell_description_ignit");
current->level=1;
current->spellid=SPELL_IGNIT;
current->bDuration = false;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_ignite");
current->symbols[0]=RUNE_AAM;
current->symbols[1]=RUNE_YOK;
// Douse Level 1
current=&spellicons[SPELL_DOUSE];
current->name = getLocalised("system_spell_name_douse");
current->description = getLocalised("system_spell_description_douse");
current->level=1;
current->spellid=SPELL_DOUSE;
current->bDuration = false;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_douse");
current->symbols[0]=RUNE_NHI;
current->symbols[1]=RUNE_YOK;
// Activate_Portal Level 1
current=&spellicons[SPELL_ACTIVATE_PORTAL];
current->name = getLocalised("system_spell_name_activate_portal");
current->description = getLocalised("system_spell_description_activate_portal");
current->level=1;
current->spellid=SPELL_ACTIVATE_PORTAL;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_activate_portal");
current->symbols[0]=RUNE_MEGA;
current->symbols[1]=RUNE_SPACIUM;
current->bSecret = true;
// Heal Level 2
current=&spellicons[SPELL_HEAL];
current->name = getLocalised("system_spell_name_heal");
current->description = getLocalised("system_spell_description_heal");
current->level=2;
current->spellid=SPELL_HEAL;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_heal");
current->symbols[0]=RUNE_MEGA;
current->symbols[1]=RUNE_VITAE;
// Detect_trap Level 2
current=&spellicons[SPELL_DETECT_TRAP];
current->name = getLocalised("system_spell_name_detect_trap");
current->description = getLocalised("system_spell_description_detect_trap");
current->level=2;
current->spellid=SPELL_DETECT_TRAP;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_detect_trap");
current->symbols[0]=RUNE_MORTE;
current->symbols[1]=RUNE_COSUM;
current->symbols[2]=RUNE_VISTA;
// Armor Level 2
current=&spellicons[SPELL_ARMOR];
current->name = getLocalised("system_spell_name_armor");
current->description = getLocalised("system_spell_description_armor");
current->level=2;
current->spellid=SPELL_ARMOR;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_armor");
current->symbols[0]=RUNE_MEGA;
current->symbols[1]=RUNE_KAOM;
// Lower Armor Level 2
current=&spellicons[SPELL_LOWER_ARMOR];
current->name = getLocalised("system_spell_name_lower_armor");
current->description = getLocalised("system_spell_description_lower_armor");
current->level=2;
current->spellid=SPELL_LOWER_ARMOR;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_lower_armor");
current->symbols[0]=RUNE_RHAA;
current->symbols[1]=RUNE_KAOM;
// Harm Level 2
current=&spellicons[SPELL_HARM];
current->name = getLocalised("system_spell_name_harm");
current->description = getLocalised("system_spell_description_harm");
current->level=2;
current->spellid=SPELL_HARM;
current->bAudibleAtStart = true;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_harm");
current->symbols[0]=RUNE_RHAA;
current->symbols[1]=RUNE_VITAE;
current->bSecret = true;
// Speed Level 3
current=&spellicons[SPELL_SPEED];
current->name = getLocalised("system_spell_name_speed");
current->description = getLocalised("system_spell_description_speed");
current->level=3;
current->spellid=SPELL_SPEED;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_speed");
current->symbols[0]=RUNE_MEGA;
current->symbols[1]=RUNE_MOVIS;
// Reveal Level 3
current=&spellicons[SPELL_DISPELL_ILLUSION];
current->name = getLocalised("system_spell_name_reveal");
current->description = getLocalised("system_spell_description_reveal");
current->level=3;
current->spellid=SPELL_DISPELL_ILLUSION;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_reveal");
current->symbols[0]=RUNE_NHI;
current->symbols[1]=RUNE_STREGUM;
current->symbols[2]=RUNE_VISTA;
// Fireball Level 3
current=&spellicons[SPELL_FIREBALL];
current->name = getLocalised("system_spell_name_fireball");
current->description = getLocalised("system_spell_description_fireball");
current->level=3;
current->spellid=SPELL_FIREBALL;
current->bDuration = false;
current->bAudibleAtStart = true;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_fireball");
current->symbols[0]=RUNE_AAM;
current->symbols[1]=RUNE_YOK;
current->symbols[2]=RUNE_TAAR;
// Create Food Level 3
current=&spellicons[SPELL_CREATE_FOOD];
current->name = getLocalised("system_spell_name_create_food");
current->description = getLocalised("system_spell_description_create_food");
current->level=3;
current->spellid=SPELL_CREATE_FOOD;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_create_food");
current->symbols[0]=RUNE_AAM;
current->symbols[1]=RUNE_VITAE;
current->symbols[2]=RUNE_COSUM;
// Ice Projectile Level 3
current=&spellicons[SPELL_ICE_PROJECTILE];
current->name = getLocalised("system_spell_name_ice_projectile");
current->description = getLocalised("system_spell_description_ice_projectile");
current->level=3;
current->spellid=SPELL_ICE_PROJECTILE;
current->bDuration = false;
current->bAudibleAtStart = true;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_iceball");
current->symbols[0]=RUNE_AAM;
current->symbols[1]=RUNE_FRIDD;
current->symbols[2]=RUNE_TAAR;
current->bSecret = true;
// Bless Level 4
current=&spellicons[SPELL_BLESS];
current->name = getLocalised("system_spell_name_sanctify");
current->description = getLocalised("system_spell_description_sanctify");
current->level=4;
current->spellid=SPELL_BLESS;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_bless");
current->symbols[0]=RUNE_MEGA;
current->symbols[1]=RUNE_STREGUM;
current->symbols[2]=RUNE_VITAE;
// Dispel_Field Level 4
current=&spellicons[SPELL_DISPELL_FIELD];
current->name = getLocalised("system_spell_name_dispell_field");
current->description = getLocalised("system_spell_description_dispell_field");
current->level=4;
current->spellid=SPELL_DISPELL_FIELD;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_dispell_field");
current->symbols[0]=RUNE_NHI;
current->symbols[1]=RUNE_SPACIUM;
// Cold Protection Level 4
current=&spellicons[SPELL_COLD_PROTECTION];
current->name = getLocalised("system_spell_name_cold_protection");
current->description = getLocalised("system_spell_description_cold_protection");
current->level=4;
current->spellid=SPELL_COLD_PROTECTION;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_protection_cold");
current->symbols[0]=RUNE_FRIDD;
current->symbols[1]=RUNE_KAOM;
current->bSecret = true;
// Fire Protection Level 4
current=&spellicons[SPELL_FIRE_PROTECTION];
current->name = getLocalised("system_spell_name_fire_protection");
current->description = getLocalised("system_spell_description_fire_protection");
current->level=4;
current->spellid=SPELL_FIRE_PROTECTION;
current->tc=TextureContainer::LoadUI("graph/interface/icons/spell_protection_fire");
current->symbols[0]=RUNE_YOK;
current->symbols[1]=RUNE_KAOM;
// Telekinesis Level 4
current=&spellicons[SPELL_TELEKINESIS];
current->name = getLocalised("system_spell_name_telekinesis");
current->description = getLocalised("system_spell_description_telekinesis");
current->level=4;
current->spellid=SPELL_TELEKINESIS;