Esempio n. 1
0
void init_stuff()
{
	int i;
	int seed;

	chdir(DATA_DIR);
	
#ifndef WINDOWS
	setlocale(LC_NUMERIC,"en_US");
#endif
	init_translatables();

	//create_error_mutex();
	init_globals();
	init_crc_tables();
	init_zip_archives();
	cache_system_init(MAX_CACHE_SYSTEM);
	init_texture_cache();

	init_vars();
	
	read_config();

	file_check_datadir();

#ifdef LOAD_XML
	//Well, the current version of the map editor doesn't support having a datadir - will add that later ;-)
	load_translatables();
#endif

#ifdef LINUX
#ifdef GTK2
	init_filters();
#else
	file_selector = create_fileselection();
#endif
#endif	//LINUX

	init_gl();

	window_resize();
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);
//	glDepthFunc(GL_LEQUAL);
    glEnable(GL_TEXTURE_2D);
	glShadeModel(GL_SMOOTH);
	glFrontFace(GL_CCW);
	glCullFace(GL_BACK);
	glEnable(GL_NORMALIZE);
	glClearColor( 0.0, 0.0, 0.0, 0.0 );
	glClearStencil(0);

	seed = time (NULL);
  	srand (seed);

	init_texture_cache();
	init_particles ();
	init_e3d_cache();
	init_2d_obj_cache();

	for(i=0; i<256; i++)
        tile_list[i]=0;

	for (i = 0; i < MAX_LIGHTS; i++)
		lights_list[i] = NULL;

	new_map(256,256);
	load_all_tiles();

	//lights setup
	build_global_light_table();
	build_sun_pos_table();
	reset_material();
	init_lights();
	//disable_local_lights();
	//clear_error_log();

	// Setup the new eye candy system
#ifdef	EYE_CANDY
	ec_init();
#endif	//EYE_CANDY

	init_gl_extensions();

	if(have_multitexture)
#ifdef	NEW_TEXTURES
		ground_detail_text = load_texture_cached("./textures/ground_detail.bmp", tt_mesh);
#else	/* NEW_TEXTURES */
		ground_detail_text = load_texture_cache ("./textures/ground_detail.bmp",255);
#endif	/* NEW_TEXTURES */

	//load the fonts texture
	init_fonts();
#ifdef	NEW_TEXTURES
	icons_text=load_texture_cached("./textures/gamebuttons.bmp", tt_gui);
	buttons_text=load_texture_cached("./textures/buttons.bmp", tt_gui);
#else	/* NEW_TEXTURES */
	icons_text=load_texture_cache("./textures/gamebuttons.bmp",0);
	buttons_text=load_texture_cache("./textures/buttons.bmp",0);
#endif	/* NEW_TEXTURES */
	//get the application home dir

	have_multitexture=0;//debug only

#ifndef LINUX
	GetCurrentDirectory(sizeof(exec_path),exec_path);
#else
	exec_path[0]='.';exec_path[1]='/';exec_path[2]=0;
#endif
	init_browser();

    if(SDL_InitSubSystem(SDL_INIT_TIMER)<0)
    { 
        char str[120];
        snprintf(str, sizeof(str), "Couldn't initialize the timer: %s\n", SDL_GetError());
        log_error(__FILE__, __LINE__, str);
        SDL_Quit();
	    exit(1);
    }

	SDL_SetTimer (1000/(18*4), my_timer);

	SDL_EnableUNICODE(1);

    //we might want to do this later.

	// creating windows
	display_browser();
	toggle_window(browser_win);

	display_o3dow();
	toggle_window(o3dow_win);

	display_replace_window();
	toggle_window(replace_window_win);

	display_edit_window();
	toggle_window(edit_window_win);

	create_particles_window ();
}
Esempio n. 2
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();
}