void GAMECLIENT::on_init() { // init all components for(int i = 0; i < all.num; i++) all.components[i]->on_init(); // setup item sizes for(int i = 0; i < NUM_NETOBJTYPES; i++) snap_set_staticsize(i, netobj_get_size(i)); // load default font static FONT_SET default_font; int64 start = time_get(); int before = gfx_memory_usage(); font_set_load(&default_font, "fonts/default_font%d.tfnt", "fonts/default_font%d.png", "fonts/default_font%d_b.png", 14, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 36); dbg_msg("font", "gfx memory used for font textures: %d", gfx_memory_usage()-before); gfx_text_set_default_font(&default_font); config.cl_threadsoundloading = 0; // setup load amount load_total = data->num_images; load_current = 0; if(!config.cl_threadsoundloading) load_total += data->num_sounds; // load textures for(int i = 0; i < data->num_images; i++) { gameclient.menus->render_loading(load_current/load_total); data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO, 0); load_current++; } ::skins.init(); if ( config.cl_threadsoundloading ) thread_create( load_sounds_thread, 0 ); else load_sounds_thread( (void*)1 ); for(int i = 0; i < all.num; i++) all.components[i]->on_reset(); int64 end = time_get(); dbg_msg("", "%f.2ms", ((end-start)*1000)/(float)time_freq()); servermode = SERVERMODE_PURE; }
void mods_init() { //if(!data) /* only load once */ //data = load_data_from_memory(internal_data); for(int i = 0; i < NUM_NETOBJTYPES; i++) snap_set_staticsize(i, netobj_get_size(i)); layers_init(); col_init(); game.controller = new GAMECONTROLLER_BALL; MAPITEM_LAYER_TILEMAP *tmap = layers_game_layer(); TILE *tiles = (TILE *)map_get_data(tmap->data); for(int y = 0; y < tmap->height; y++) { for(int x = 0; x < tmap->width; x++) { int index = tiles[y*tmap->width+x].index; if(index >= ENTITY_OFFSET) { vec2 pos(x*32.0f+16.0f, y*32.0f+16.0f); game.controller->on_entity(index-ENTITY_OFFSET, pos); } } } //game.world.insert_entity(game.controller); #ifdef CONF_DEBUG if(config.dbg_dummies) { for(int i = 0; i < config.dbg_dummies ; i++) { mods_connected(MAX_CLIENTS-i-1); mods_client_enter(MAX_CLIENTS-i-1); if(game.controller->is_teamplay()) game.players[MAX_CLIENTS-i-1]->team = i&1; } } #endif }
void mods_init() { //if(!data) /* only load once */ //data = load_data_from_memory(internal_data); for(int i = 0; i < NUM_NETOBJTYPES; i++) snap_set_staticsize(i, netobj_get_size(i)); layers_init(); col_init(); // reset everything here //world = new GAMEWORLD; //players = new PLAYER[MAX_CLIENTS]; // select gametype if(strcmp(config.sv_gametype, "mod") == 0) game.controller = new GAMECONTROLLER_MOD; else if(strcmp(config.sv_gametype, "ctf") == 0) game.controller = new GAMECONTROLLER_CTF; else if(strcmp(config.sv_gametype, "tdm") == 0) game.controller = new GAMECONTROLLER_TDM; else if(strcmp(config.sv_gametype, "race") == 0) game.controller = new GAMECONTROLLER_RACE; else game.controller = new GAMECONTROLLER_DM; // setup core world //for(int i = 0; i < MAX_CLIENTS; i++) // game.players[i].core.world = &game.world.core; // create all entities from the game layer MAPITEM_LAYER_TILEMAP *tmap = layers_game_layer(); TILE *tiles = (TILE *)map_get_data(tmap->data); /* num_spawn_points[0] = 0; num_spawn_points[1] = 0; num_spawn_points[2] = 0; */ for(int y = 0; y < tmap->height; y++) { for(int x = 0; x < tmap->width; x++) { int index = tiles[y*tmap->width+x].index; if(index >= ENTITY_OFFSET) { game.controller->on_entity(index-ENTITY_OFFSET, x, y); } } } //game.world.insert_entity(game.controller); #ifdef CONF_DEBUG if(config.dbg_dummies) { for(int i = 0; i < config.dbg_dummies ; i++) { mods_connected(MAX_CLIENTS-i-1); mods_client_enter(MAX_CLIENTS-i-1); if(game.controller->is_teamplay()) game.players[MAX_CLIENTS-i-1]->team = i&1; } } #endif }
void GAMECLIENT::on_init() { ///--- Added by Tigra average_prediction_offset = -1; gameclient.prediction_offset_summ = 0; gameclient.prediction_offset_count = 0; ///--- // init all components for(int i = 0; i < all.num; i++) all.components[i]->on_init(); // setup item sizes for(int i = 0; i < NUM_NETOBJTYPES; i++) snap_set_staticsize(i, netobj_get_size(i)); // load default font static FONT_SET default_font; int64 start = time_get(); int before = gfx_memory_usage(); font_set_load(&default_font, "fonts/default_font%d.tfnt", "fonts/default_font%d.png", "fonts/default_font%d_b.png", 14, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 36); dbg_msg("font", "gfx memory used for font textures: %d", gfx_memory_usage()-before); gfx_text_set_default_font(&default_font); config.cl_threadsoundloading = 0; // setup load amount load_total = data->num_images; load_current = 0; if(!config.cl_threadsoundloading) load_total += data->num_sounds; // load textures for(int i = 0; i < data->num_images; i++) { gameclient.menus->render_loading(load_current/load_total); data->images[i].id = gfx_load_texture(data->images[i].filename, IMG_AUTO, 0); load_current++; } ::skins.init(); if(config.cl_threadsoundloading) thread_create(load_sounds_thread, 0); else load_sounds_thread((void*)1); for(int i = 0; i < all.num; i++) all.components[i]->on_reset(); int64 end = time_get(); dbg_msg("", "%f.2ms", ((end-start)*1000)/(float)time_freq()); servermode = SERVERMODE_PURE; // Teecomp grayscale flags gfx_unload_texture(data->images[IMAGE_GAME_GRAY].id); // Already loaded with full color, unload data->images[IMAGE_GAME_GRAY].id = -1; IMAGE_INFO info; if(!gfx_load_png(&info, data->images[IMAGE_GAME_GRAY].filename)) return; unsigned char *d = (unsigned char *)info.data; int step = info.format == IMG_RGBA ? 4 : 3; for(int i=0; i < info.width*info.height; i++) { int v = (d[i*step]+d[i*step+1]+d[i*step+2])/3; d[i*step] = v; d[i*step+1] = v; d[i*step+2] = v; } int freq[256]; int org_weight; int new_weight; int flag_x = 384; int flag_y = 256; int flag_w = 128; int flag_h = 256; int pitch = info.width*4; for(int f=0; f<2; f++) { org_weight = 0; new_weight = 192; for(int i=0; i<256; i++) freq[i] = 0; // find most common frequence for(int y=flag_y; y<flag_y+flag_h; y++) for(int x=flag_x+flag_w*f; x<flag_x+flag_w*(1+f); x++) { if(d[y*pitch+x*4+3] > 128) freq[d[y*pitch+x*4]]++; } for(int i = 1; i < 256; i++) { if(freq[org_weight] < freq[i]) org_weight = i; } // reorder int inv_org_weight = 255-org_weight; int inv_new_weight = 255-new_weight; for(int y=flag_y; y<flag_y+flag_h; y++) for(int x=flag_x+flag_w*f; x<flag_x+flag_w*(1+f); x++) { int v = d[y*pitch+x*4]; if(v <= org_weight*1.25f) // modified for contrast v = (int)(((v/(float)org_weight) * new_weight)); else v = (int)(((v-org_weight)/(float)inv_org_weight)*inv_new_weight + new_weight); d[y*pitch+x*4] = v; d[y*pitch+x*4+1] = v; d[y*pitch+x*4+2] = v; } } data->images[IMAGE_GAME_GRAY].id = gfx_load_texture_raw(info.width, info.height, info.format, info.data, info.format, 0); mem_free(info.data); }