void US_Startup(void) { // Initialize the random number generator (to the current time). US_InitRndT(true); // Load configuration file US_LoadConfig(); // Check command line args. for (int i = 1; i < us_argc; ++i) { int parmIdx = US_CheckParm(us_argv[i], us_parmStrings); switch (parmIdx) { case 0: us_tedLevelNumber = atoi(us_argv[i + 1]); if (us_tedLevelNumber > -1) us_tedLevel = true; break; case 1: us_noWait = true; break; } } us_started = true; }
/////////////////////////////////////////////////////////////////////////// // // US_Startup() - Starts the User Mgr // /////////////////////////////////////////////////////////////////////////// void US_Startup(void) { int i; if (US_Started) return; harderr(USL_HardError); // Install the fatal error handler US_InitRndT(true); // Initialize the random number generator USL_ReadConfig(); // Read config file for (i = 1;i < _argc;i++) { switch (US_CheckParm(_argv[i],ParmStrings2)) { case 0: if (grmode == EGAGR) compatability = true; break; case 1: compatability = false; break; } } US_Started = true; }
void US_Startup(void) { Sint16 n; // BBi int sdl_result; // BBi if (US_Started) return; // BBi SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "SDL: %s", "Initializing timer..."); sdl_result = SDL_InitSubSystem(SDL_INIT_TIMER); if (sdl_result != 0) Quit("%s", SDL_GetError()); sys_timer_id = SDL_AddTimer(1000 / 70, sys_timer_callback, NULL); if (sys_timer_id == 0) Quit("%s", SDL_GetError()); // BBi US_InitRndT(true); // Initialize the random number generator switch (::g_args.check_argument(US_ParmStrings2)) { case 0: compatability = true; break; case 1: compatability = false; break; } // Check for TED launching here n = static_cast<int16_t>(g_args.check_argument(US_ParmStrings)); switch(n) { case 0: #if 0 tedlevelnum = atoi(g_argv[i + 1]); // if (tedlevelnum >= 0) tedlevel = true; #endif break; // case 1: // NoWait = true; // break; } US_Started = true; }
/////////////////////////////////////////////////////////////////////////// // // US_Startup() - Starts the User Mgr // /////////////////////////////////////////////////////////////////////////// void US_Startup(void) { if (US_Started) return; US_InitRndT(true); // Initialize the random number generator US_Started = true; }
/////////////////////////////////////////////////////////////////////////// // // US_Startup() - Starts the User Mgr // /////////////////////////////////////////////////////////////////////////// void US_Startup() { if (US_Started) return; US_InitRndT(true); if (MS_CheckParm("nowait")) NoWait = true; US_Started = true; }
/////////////////////////////////////////////////////////////////////////// // // US_Startup() - Starts the User Mgr // /////////////////////////////////////////////////////////////////////////// void US_Startup(void) { int i,n; if (US_Started) return; harderr(USL_HardError); // Install the fatal error handler US_InitRndT(true); // Initialize the random number generator for (i = 1;i < _argc;i++) { switch (US_CheckParm(_argv[i],ParmStrings2)) { case 0: compatability = true; break; case 1: compatability = false; break; } } // Check for TED launching here for (i = 1;i < _argc;i++) { n = US_CheckParm(_argv[i],ParmStrings); switch(n) { case 0: tedlevelnum = atoi(_argv[i + 1]); if (tedlevelnum >= 0) tedlevel = true; break; case 1: NoWait = true; break; } } US_Started = true; }
void SetupGameLevel (void) { int x,y,i; unsigned far *map,tile,spot; if (!loadedgame) { gamestate.TimeCount= gamestate.secrettotal= gamestate.killtotal= gamestate.treasuretotal= gamestate.secretcount= gamestate.killcount= gamestate.treasurecount=0; } if (demoplayback || demorecord) US_InitRndT (false); else US_InitRndT (true); // // load the level // CA_CacheMap (gamestate.mapon+10*gamestate.episode); mapon-=gamestate.episode*10; mapwidth = mapheaderseg[mapon]->width; mapheight = mapheaderseg[mapon]->height; if (mapwidth != 64 || mapheight != 64) Quit ("Map not 64*64!"); // // copy the wall data to a data segment array // memset (tilemap,0,sizeof(tilemap)); memset (actorat,0,sizeof(actorat)); map = mapsegs[0]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; if (tile<AREATILE) { // solid wall tilemap[x][y] = tile; (unsigned)actorat[x][y] = tile; } else { // area floor tilemap[x][y] = 0; (unsigned)actorat[x][y] = 0; } } // // spawn doors // InitActorList (); // start spawning things with a clean slate InitDoorList (); InitStaticList (); map = mapsegs[0]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; if (tile >= 90 && tile <= 101) { // door switch (tile) { case 90: case 92: case 94: case 96: case 98: case 100: SpawnDoor (x,y,1,(tile-90)/2); break; case 91: case 93: case 95: case 97: case 99: case 101: SpawnDoor (x,y,0,(tile-91)/2); break; } } } // // spawn actors // ScanInfoPlane (); // // take out the ambush markers // map = mapsegs[0]; for (y=0;y<mapheight;y++) for (x=0;x<mapwidth;x++) { tile = *map++; if (tile == AMBUSHTILE) { tilemap[x][y] = 0; if ( (unsigned)actorat[x][y] == AMBUSHTILE) actorat[x][y] = NULL; if (*map >= AREATILE) tile = *map; if (*(map-1-mapwidth) >= AREATILE) tile = *(map-1-mapwidth); if (*(map-1+mapwidth) >= AREATILE) tile = *(map-1+mapwidth); if ( *(map-2) >= AREATILE) tile = *(map-2); *(map-1) = tile; } } // // have the caching manager load and purge stuff to make sure all marks // are in memory // CA_LoadAllSounds (); }
WLUser::WLUser() { US_InitRndT(true); }