Beispiel #1
0
int game_init(const char *s)
{
    int i;

    jump_e = 1;
    jump_b = 0;

    idle_t = 1.0f;

    view_init();

    if (!(state = sol_load_full(&file, s, config_get_d(CONFIG_SHADOW))))
        return 0;

    sol_init_sim(&file.vary);

    for (i = 0; i < file.base.dc; i++)
    {
        const char *k = file.base.av + file.base.dv[i].ai;
        const char *v = file.base.av + file.base.dv[i].aj;

        if (strcmp(k, "idle") == 0)
        {
            sscanf(v, "%f", &idle_t);

            if (idle_t < 1.0f)
                idle_t = 1.0f;
        }
    }
    return 1;
}
Beispiel #2
0
void back_init(const char *name)
{
    if (back_state)
        back_free();

    /* Load the background SOL and modify its material in-place to use the   */
    /* named gradient texture.                                               */

    if (sol_load_full(&back, "geom/back/back.sol", 0))
    {
        struct mtrl *mp = mtrl_get(back.base.mtrls[0]);
        mp->o = make_image_from_file(name, IF_MIPMAP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        back_state = 1;
    }
}
Beispiel #3
0
void geom_init(void)
{
    int i;

    sol_load_full(&beam, "geom/beam/beam.sol", 0);
    sol_load_full(&jump, "geom/jump/jump.sol", 0);
    sol_load_full(&goal, "geom/goal/goal.sol", 0);
    sol_load_full(&flag, "geom/flag/flag.sol", 0);
    sol_load_full(&mark, "geom/mark/mark.sol", 0);
    sol_load_full(&vect, "geom/vect/vect.sol", 0);

    for (i = 0; i < GEOM_MAX; i++)
        sol_load_full(&item[i], item_sols[i], 0);
}
Beispiel #4
0
int  game_client_init(const char *file_name)
{
    char *back_name = "", *grad_name = "";
    int i;

    coins  = 0;
    status = GAME_NONE;

    game_client_free(file_name);

    /* Load SOL data. */

    if (!game_base_load(file_name))
        return (gd.state = 0);

    if (!sol_load_vary(&gd.vary, &game_base))
    {
        game_base_free(NULL);
        return (gd.state = 0);
    }

    if (!sol_load_draw(&gd.draw, &gd.vary, config_get_d(CONFIG_SHADOW)))
    {
        sol_free_vary(&gd.vary);
        game_base_free(NULL);
        return (gd.state = 0);
    }

    gd.state = 1;

    /* Initialize game state. */

    game_tilt_init(&gd.tilt);
    game_view_init(&gd.view);

    gd.jump_e  = 1;
    gd.jump_b  = 0;
    gd.jump_dt = 0.0f;

    gd.goal_e = 0;
    gd.goal_k = 0.0f;

    /* Initialize interpolation. */

    game_lerp_init(&gl, &gd);

    /* Initialize fade. */

    gd.fade_k =  1.0f;
    gd.fade_d = -2.0f;

    /* Load level info. */

    version.x = 0;
    version.y = 0;

    for (i = 0; i < gd.vary.base->dc; i++)
    {
        char *k = gd.vary.base->av + gd.vary.base->dv[i].ai;
        char *v = gd.vary.base->av + gd.vary.base->dv[i].aj;

        if (strcmp(k, "back") == 0) back_name = v;
        if (strcmp(k, "grad") == 0) grad_name = v;

        if (strcmp(k, "version") == 0)
            sscanf(v, "%d.%d", &version.x, &version.y);
    }

    /*
     * If the version of the loaded map is 1, assume we have a version
     * match with the server.  In this way 1.5.0 replays don't trigger
     * bogus map compatibility warnings.  Post-1.5.0 replays will have
     * CMD_MAP override this.
     */

    game_compat_map = version.x == 1;

    /* Initialize particles. */

    part_reset();

    /* Initialize command state. */

    cmd_state_init(&cs);

    /* Initialize background. */

    back_init(grad_name);
    sol_load_full(&gd.back, back_name, 0);

    /* Initialize lighting. */

    light_reset();

    return gd.state;
}