Example #1
0
void init_stuff()
{
	int seed;

	Uint32 (*my_timer_pointer) (unsigned int) = my_timer;

	//TODO: process command line options
	chdir(datadir);

	//Initialize all strings
	init_translatables();

#ifdef WRITE_XML
	load_translatables();//Write to the current working directory - hopefully we'll have write rights here...
#endif

	//read the config file
	read_config();

	//Parse command line options
	read_command_line();

	//OK, we have the video mode settings...
	setup_video_mode(full_screen,video_mode);
	//now you may set the video mode using the %<foo> in-game
	video_mode_set=1;

	//Good, we should be in the right working directory - load all translatables from their files
	load_translatables();

	init_video();
	resize_window();
	init_gl_extensions();
#ifdef CAL3D
	create_cal3d_model();
	init_cal3d_model();
#endif
	seed = time (NULL);
	srand (seed);

	cache_system_init(MAX_CACHE_SYSTEM);
	init_texture_cache();
	init_md2_cache();
	init_e3d_cache();
	init_2d_obj_cache();
	load_ignores();
	load_filters();
	load_e3d_list();
	load_e2d_list();
	load_part_list();
	load_knowledge_list();
	load_cursors();
	build_cursors();
	change_cursor(CURSOR_ARROW);
	build_glow_color_table();


	init_actors_lists();
	memset(tile_list, 0, sizeof(tile_list));
	memset(lights_list, 0, sizeof(lights_list));
	init_particles_list();
	memset(actors_defs, 0, sizeof(actors_defs));
	init_actor_defs();

	load_map_tiles();

	//lights setup
	build_global_light_table();
	build_sun_pos_table();
	reset_material();
	init_lights();
	disable_local_lights();
	init_colors();
	clear_error_log();
	clear_conn_log();
	clear_thunders();
	build_rain_table();
	read_bin_cfg();
	build_levels_table();//for some HUD stuff
	init_scale_array();

	if(!no_sound)init_sound();

	//initialize the fonts
	init_fonts();
	check_gl_errors();

	//load the necesary textures
	//font_text=load_texture_cache("./textures/font.bmp",0);
	icons_text=load_texture_cache("./textures/gamebuttons.bmp",0);
	hud_text=load_texture_cache("./textures/gamebuttons2.bmp",0);
	cons_text=load_texture_cache("./textures/console.bmp",255);
	sky_text_1=load_texture_cache("./textures/sky.bmp",70);
	particle_textures[0]=load_texture_cache("./textures/particle0.bmp",0);
	particle_textures[1]=load_texture_cache("./textures/particle1.bmp",0);
	particle_textures[2]=load_texture_cache("./textures/particle2.bmp",0);
	particle_textures[3]=load_texture_cache("./textures/particle3.bmp",0);
	particle_textures[4]=load_texture_cache("./textures/particle4.bmp",0);
	particle_textures[5]=load_texture_cache("./textures/particle5.bmp",0);
	particle_textures[6]=load_texture_cache("./textures/particle6.bmp",0);
	particle_textures[7]=load_texture_cache("./textures/particle7.bmp",0);

	items_text_1=load_texture_cache("./textures/items1.bmp",0);
	items_text_2=load_texture_cache("./textures/items2.bmp",0);
	items_text_3=load_texture_cache("./textures/items3.bmp",0);
	items_text_4=load_texture_cache("./textures/items4.bmp",0);
	items_text_5=load_texture_cache("./textures/items5.bmp",0);
	items_text_6=load_texture_cache("./textures/items6.bmp",0);
	items_text_7=load_texture_cache("./textures/items7.bmp",0);
	items_text_8=load_texture_cache("./textures/items8.bmp",0);
	items_text_9=load_texture_cache("./textures/items9.bmp",0);

	portraits1_tex=load_texture_cache("./textures/portraits1.bmp",0);
	portraits2_tex=load_texture_cache("./textures/portraits2.bmp",0);
	portraits3_tex=load_texture_cache("./textures/portraits3.bmp",0);
	portraits4_tex=load_texture_cache("./textures/portraits4.bmp",0);
	portraits5_tex=load_texture_cache("./textures/portraits5.bmp",0);
	halo_tex=load_texture_cache("./textures/halo.bmp",0);

	if(have_multitexture)ground_detail_text=load_texture_cache("./textures/ground_detail.bmp",255);
	check_gl_errors();
	create_char_error_str[0]=0;
	init_opening_interface();
	init_hud_interface();

	if(SDLNet_Init()<0)
 		{
			char str[120];
			sprintf(str,"%s: %s\n",failed_sdl_net_init,SDLNet_GetError());
			log_error(str);
			SDLNet_Quit();
			SDL_Quit();
			exit(2);
		}

	if(SDL_InitSubSystem(SDL_INIT_TIMER)<0)
		{
 			char str[120];
			sprintf(str, "%s: %s\n", failed_sdl_timer_init,SDL_GetError());
			log_error(str);
			SDL_Quit();
		 	exit(1);
		}
	SDL_SetTimer (1000/(18*4), my_timer_pointer);

	ReadXML("languages/en/Encyclopedia/index.xml");
	read_key_config();
	load_questlog();
	init_buddy();

	//initiate function pointers
	init_attribf();

	//we might want to do this later.
	connect_to_server();
}
Example #2
0
void set_new_video_mode(int fs,int mode)
{
	int i;
#ifndef	NEW_TEXTURES
	int alpha;
#endif	/* NEW_TEXTURES */
	
	full_screen=fs;
	video_mode=mode;

	//now, clear all the textures...
#ifdef	NEW_TEXTURES
	unload_texture_cache();
#else	/* NEW_TEXTURES */
	for(i = 0; i < TEXTURE_CACHE_MAX; i++)
	{
		if(texture_cache[i].file_name[0])
		{
			glDeleteTextures(1,(GLuint*)&texture_cache[i].texture_id);
			texture_cache[i].texture_id=0;//force a reload
			CHECK_GL_ERRORS();
		}
	}

#ifndef MAP_EDITOR2
	//do the same for the actors textures...
	for(i=0;i<max_actors;i++)
		{
			if(actors_list[i])
				{
					if(actors_list[i]->remapped_colors || actors_list[i]->is_enhanced_model)//if it is not remapable, then it is already in the cache
						{
							glDeleteTextures(1,&actors_list[i]->texture_id);
							actors_list[i]->texture_id=0;
							CHECK_GL_ERRORS();
						}
				}
		}
#endif
#endif	/* NEW_TEXTURES */

	if (use_vertex_buffers)
	{
		e3d_object * obj;

#ifdef FASTER_MAP_LOAD
		for (i = 0; i < cache_e3d->num_items; i++)
#else
		for (i = 0; i < cache_e3d->max_item; i++)
#endif
		{
			if (!cache_e3d->cached_items[i]) continue;
			obj= cache_e3d->cached_items[i]->cache_item;
			free_e3d_va(obj);
		}
		CHECK_GL_ERRORS();
	}

#ifndef	NEW_TEXTURES
	ec_clear_textures();
#endif	/* NEW_TEXTURES */

	//destroy the current context

	init_video();
#ifndef WINDOWS
	// Re-enable window manager events, since the killing of the video 
	// subsystem turns them off.
	SDL_EventState (SDL_SYSWMEVENT, SDL_ENABLE);
#endif	
	resize_root_window();
	init_lights();
	disable_local_lights();
	reset_material();

	//reload the cursors
	load_cursors();
	build_cursors();
	change_cursor(current_cursor);

	ec_load_textures();

	//now, reload the textures
#ifndef	NEW_TEXTURES
	for(i = 0; i < TEXTURE_CACHE_MAX; i++)
	{
		if (texture_cache[i].file_name[0] && !texture_cache[i].load_err)
		{
			alpha=texture_cache[i].alpha;
			//our texture was freed, we have to reload it
			if(alpha<=0)
				texture_cache[i].texture_id = load_bmp8_color_key (&(texture_cache[i]), alpha);
	            	else
				texture_cache[i].texture_id = load_bmp8_fixed_alpha (&(texture_cache[i]), alpha);
		}
	}
	reload_fonts();

#ifndef MAP_EDITOR2
	//do the same for the actors textures...
	for(i=0;i<max_actors;i++)
		{
			if(actors_list[i])
				{
					if(actors_list[i]->remapped_colors)//if it is not remapable, then it is already in the cache
						{
							//reload the skin
							//actors_list[i]->texture_id=load_bmp8_remapped_skin(actors_list[i]->skin_name,
							//												   150,actors_list[i]->skin,actors_list[i]->hair,actors_list[i]->shirt,
							//												   actors_list[i]->pants,actors_list[i]->boots);
						}
					if(actors_list[i]->is_enhanced_model)
						{
							actors_list[i]->texture_id=load_bmp8_enhanced_actor(actors_list[i]->body_parts, 255);
						}
				}
		}
#endif
#endif	/* NEW_TEXTURES */
	
	//it is dependent on the window height...
	init_hud_interface (HUD_INTERFACE_LAST);
	new_minute();

	set_all_intersect_update_needed(main_bbox_tree);
	skybox_init_gl();

	// resize the EL root windows
	resize_all_root_windows (window_width, window_height);
	check_options();
	reload_tab_map = 1;
#ifdef NEW_CURSOR
	if (!sdl_cursors)
	{
		SDL_ShowCursor(0);
		SDL_WM_GrabInput(SDL_GRAB_OFF);
	}
#endif // NEW_CURSOR
}