// *************************** Capture image dimensions out of BMP********** int main(void){ TExaS_Init(SSI0_Real_Nokia5110_Scope); // set system clock to 80 MHz Random_Init(69); Output_Init(); ADC0_Init(); ST7735_InvertDisplay(0); ST7735_SetRotation(0); AI_Init(0x07); Player_Init(); player.potato=1; Timer0_Init(Master_Funk, 30); ST7735_DrawBitmap(53, 151, Bunker0, 18,5); // Delay100ms(1); // delay 5 sec at 80 MHz /* ST7735_FillScreen(0x0000); // set screen to black ST7735_SetCursor(1, 1); ST7735_OutString("GAME OVER"); ST7735_SetCursor(1, 2); ST7735_OutString("Nice try,"); ST7735_SetCursor(1, 3); ST7735_OutString("Earthling!"); ST7735_SetCursor(2, 4); LCD_OutDec(1234); */ while(1){ } }
/** * @brief This will be called when the game library is first loaded * @note only happens when a new game/map is started */ static void G_Init (void) { gi.DPrintf("==== InitGame ====\n"); /* noset vars */ sv_dedicated = gi.Cvar_Get("sv_dedicated", "0", CVAR_SERVERINFO | CVAR_NOSET, "Is this a dedicated server?"); /* latched vars */ sv_cheats = gi.Cvar_Get("sv_cheats", "0", CVAR_SERVERINFO | CVAR_LATCH, "Activate cheats"); gi.Cvar_Get("gamename", GAMEVERSION, CVAR_SERVERINFO | CVAR_LATCH, nullptr); gi.Cvar_Get("gamedate", __DATE__, CVAR_SERVERINFO | CVAR_LATCH, nullptr); developer = gi.Cvar_Get("developer", "0", 0, "Print out a lot of developer debug messages - useful to track down bugs"); logstats = gi.Cvar_Get("logstats", "1", CVAR_ARCHIVE, "Server logfile output for kills"); /* max. players per team (original quake) */ sv_maxplayersperteam = gi.Cvar_Get("sv_maxplayersperteam", "8", CVAR_SERVERINFO | CVAR_LATCH, "How many players (humans) may a team have"); /* max. soldiers per team */ sv_maxsoldiersperteam = gi.Cvar_Get("sv_maxsoldiersperteam", "4", CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers may one team have"); /* max soldiers per player */ sv_maxsoldiersperplayer = gi.Cvar_Get("sv_maxsoldiersperplayer", DOUBLEQUOTE(MAX_ACTIVETEAM), CVAR_ARCHIVE | CVAR_SERVERINFO, "How many soldiers one player is able to control in a given team"); /* enable moralestates in multiplayer */ sv_enablemorale = gi.Cvar_Get("sv_enablemorale", "1", CVAR_ARCHIVE | CVAR_SERVERINFO | CVAR_LATCH, "Enable morale behaviour for actors"); sv_roundtimelimit = gi.Cvar_Get("sv_roundtimelimit", "90", CVAR_ARCHIVE | CVAR_SERVERINFO, "Timelimit in seconds for multiplayer rounds"); sv_roundtimelimit->modified = false; sv_maxentities = gi.Cvar_Get("sv_maxentities", "1024", CVAR_LATCH, nullptr); sv_maxteams = gi.Cvar_Get("sv_maxteams", "2", CVAR_SERVERINFO, "How many teams for current running map"); sv_maxteams->modified = false; /* change anytime vars */ password = gi.Cvar_Get("password", "", CVAR_USERINFO, nullptr); sv_needpass = gi.Cvar_Get("sv_needpass", "0", CVAR_SERVERINFO, nullptr); sv_filterban = gi.Cvar_Get("sv_filterban", "1", 0, nullptr); sv_ai = gi.Cvar_Get("sv_ai", "1", 0, "Activate or deativate the ai"); sv_teamplay = gi.Cvar_Get("sv_teamplay", "0", CVAR_ARCHIVE | CVAR_LATCH | CVAR_SERVERINFO, "Is teamplay activated? see sv_maxclients, sv_maxplayersperteam, sv_maxsoldiersperteam and sv_maxsoldiersperplayer"); /* how many connected clients */ sv_maxclients = gi.Cvar_Get("sv_maxclients", "1", CVAR_SERVERINFO, "If sv_maxclients is 1 we are in singleplayer - otherwise we are mutliplayer mode (see sv_teamplay)"); sv_shot_origin = gi.Cvar_Get("sv_shot_origin", "8", 0, "Assumed distance of muzzle from model"); sv_send_edicts = gi.Cvar_Get("sv_send_edicts", "0", CVAR_ARCHIVE | CVAR_CHEAT, "Send server side edicts for client display like triggers"); sv_hurtaliens = gi.Cvar_Get("sv_hurtaliens", "0", CVAR_SERVERINFO, "Spawn hurt aliens"); ai_alienteam = gi.Cvar_Get("ai_alienteam", "ortnok", 0, "Alien team"); ai_civilianteam = gi.Cvar_Get("ai_civilianteam", "europe", 0, "Civilian team"); /* this cvar is set in singleplayer via campaign definition */ ai_equipment = gi.Cvar_Get("ai_equipment", "multiplayer_alien", 0, "Initial equipment definition for aliens"); /* aliens in singleplayer (can differ each mission) */ ai_singleplayeraliens = gi.Cvar_Get("ai_singleplayeraliens", "30", 0, "How many aliens in this battle (singleplayer)"); /* civilians for singleplayer */ ai_numcivilians = gi.Cvar_Get("ai_numcivilians", "10", 0, "How many civilians in this battle"); /* aliens in multiplayer */ ai_multiplayeraliens = gi.Cvar_Get("ai_multiplayeraliens", "8", CVAR_ARCHIVE, "How many (ai controlled) actors in this battle (multiplayer)"); mob_death = gi.Cvar_Get("mob_death", "10", CVAR_LATCH|CVAR_NOSET, nullptr); mob_wound = gi.Cvar_Get("mob_wound", "0.1", CVAR_LATCH|CVAR_NOSET, nullptr); mob_shoot = gi.Cvar_Get("mob_shoot", "0.1", CVAR_LATCH|CVAR_NOSET, nullptr); mof_watching = gi.Cvar_Get("mof_watching", "1.7", CVAR_LATCH|CVAR_NOSET, nullptr); mof_teamkill = gi.Cvar_Get("mof_teamkill", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr); mof_civilian = gi.Cvar_Get("mof_civilian", "0.3", CVAR_LATCH|CVAR_NOSET, nullptr); mof_enemy = gi.Cvar_Get("mof_ememy", "0.5", CVAR_LATCH|CVAR_NOSET, nullptr); mor_pain = gi.Cvar_Get("mof_pain", "3.6", CVAR_LATCH|CVAR_NOSET, nullptr); /* everyone gets this times morale damage */ mor_default = gi.Cvar_Get("mor_default", "0.3", CVAR_LATCH|CVAR_NOSET, "Everyone gets this times morale damage"); /* at this distance the following two get halved (exponential scale) */ mor_distance = gi.Cvar_Get("mor_distance", "120", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)"); /* at this distance the following two get halved (exponential scale) */ mor_victim = gi.Cvar_Get("mor_victim", "0.7", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)"); /* at this distance the following two get halved (exponential scale) */ mor_attacker = gi.Cvar_Get("mor_attacker", "0.3", CVAR_LATCH|CVAR_NOSET, "At this distance the following two get halved (exponential scale)"); /* how much the morale depends on the size of the damaged team */ mon_teamfactor = gi.Cvar_Get("mon_teamfactor", "0.6", CVAR_LATCH|CVAR_NOSET, "How much the morale depends on the size of the damaged team"); mor_regeneration = gi.Cvar_Get("mor_regeneration", "15", CVAR_LATCH|CVAR_NOSET, nullptr); mor_shaken = gi.Cvar_Get("mor_shaken", "50", CVAR_LATCH|CVAR_NOSET, nullptr); mor_panic = gi.Cvar_Get("mor_panic", "30", CVAR_LATCH|CVAR_NOSET, nullptr); mor_brave = gi.Cvar_Get("mor_brave", "85", CVAR_LATCH|CVAR_NOSET, nullptr); m_sanity = gi.Cvar_Get("m_sanity", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr); m_rage = gi.Cvar_Get("m_rage", "0.6", CVAR_LATCH|CVAR_NOSET, nullptr); m_rage_stop = gi.Cvar_Get("m_rage_stop", "2.0", CVAR_LATCH|CVAR_NOSET, nullptr); m_panic_stop = gi.Cvar_Get("m_panic_stop", "1.0", CVAR_LATCH|CVAR_NOSET, nullptr); g_endlessaliens = gi.Cvar_Get("g_endlessaliens", "0", CVAR_LATCH|CVAR_SERVERINFO, "Spawn endless aliens"); g_ailua = gi.Cvar_Get("g_ailua", "0", 0, "Activate or deactivate the LUA AI"); g_aihumans = gi.Cvar_Get("g_aihumans", "0", CVAR_DEVELOPER, "Activate or deactivate the ai for human actors"); g_aidebug = gi.Cvar_Get("g_aidebug", "0", CVAR_DEVELOPER|CVAR_CHEAT, "All AI actors are visible"); g_drawtraces = gi.Cvar_Get("g_drawtraces", "0", CVAR_DEVELOPER, "All traces will be rendered"); g_nodamage = gi.Cvar_Get("g_nodamage", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No damage in developer mode"); g_notu = gi.Cvar_Get("g_notu", "0", CVAR_DEVELOPER|CVAR_CHEAT, "No TU costs while performing any action"); g_actorspeed = gi.Cvar_Get("g_actorspeed", "1.0", CVAR_ARCHIVE|CVAR_SERVERINFO, "Moving speed of the actor"); g_lastseen = gi.Cvar_Get("g_lastseen", "20", CVAR_ARCHIVE|CVAR_SERVERINFO, "Quit the match if no player was seen in this amount of rounds"); g_nospawn = gi.Cvar_Get("g_nospawn", "0", CVAR_DEVELOPER|CVAR_CHEAT, "Do not spawn a soldier"); /* flood control */ flood_msgs = gi.Cvar_Get("flood_msgs", "4", 0, nullptr); flood_persecond = gi.Cvar_Get("flood_persecond", "4", 0, nullptr); flood_waitdelay = gi.Cvar_Get("flood_waitdelay", "10", 0, "Delay until someone is unlocked from talking again"); g_difficulty = gi.Cvar_Get("g_difficulty", "0", CVAR_NOSET, "Singleplayer difficulty level"); game.sv_maxentities = sv_maxentities->integer; game.sv_maxplayersperteam = sv_maxplayersperteam->integer; /* initialize the entity storage */ globals.edicts = G_EdictsConstruct(); globals.max_edicts = game.sv_maxentities; globals.num_edicts = game.sv_maxplayersperteam; /* initialize all players for this game */ /* game.sv_maxplayersperteam for human controlled players * + game.sv_maxplayer for ai */ game.players = static_cast<player_t*>(G_TagMalloc(game.sv_maxplayersperteam * 2 * sizeof(game.players[0]), TAG_GAME)); globals.players = game.players; globals.maxplayersperteam = game.sv_maxplayersperteam; /* init csi and inventory */ INVSH_InitCSI(gi.csi); game.invi.initInventory("game", gi.csi, &inventoryImport); if (logstats->integer) logstatsfile = gi.Sys_Fopen(va("%s/stats.log", gi.FS_Gamedir()), "a"); else logstatsfile = nullptr; AI_Init(); AIL_Init(); }
//-------------------------------------------------------------------------- // Module: // BurnInInitAnalogs // /// This function is responsible for initializing the analog /// outputs and the analog inputs for Burn In testing. The analog /// outputs are fed back into the analog inputs. /// //-------------------------------------------------------------------------- static void BurnInInitAnalogs (void) { AO_Init(); /* Set the chart recording scaling */ AO_SetScaling (ALOG_OUT0, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT1, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT2, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT3, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT4, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT5, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT6, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); AO_SetScaling (ALOG_OUT7, HI_DAC_VOLTAGE_MV, LO_DAC_VOLTAGE_MV); /* Set the variables for the chart recorder driver software to monitor */ AO_SetVariable (ALOG_OUT0, &burninDAC[0], INT_16_TYPE); AO_SetVariable (ALOG_OUT1, &burninDAC[1], INT_16_TYPE); AO_SetVariable (ALOG_OUT2, &burninDAC[2], INT_16_TYPE); AO_SetVariable (ALOG_OUT3, &burninDAC[3], INT_16_TYPE); AO_SetVariable (ALOG_OUT4, &burninDAC[4], INT_16_TYPE); AO_SetVariable (ALOG_OUT5, &burninDAC[5], INT_16_TYPE); AO_SetVariable (ALOG_OUT6, &burninDAC[6], INT_16_TYPE); AO_SetVariable (ALOG_OUT7, &burninDAC[7], INT_16_TYPE); /* Enable the channels of the chart recorder */ AO_SetEnable (ALOG_OUT0, TRUE); AO_SetEnable (ALOG_OUT1, TRUE); AO_SetEnable (ALOG_OUT2, TRUE); AO_SetEnable (ALOG_OUT3, TRUE); AO_SetEnable (ALOG_OUT4, TRUE); AO_SetEnable (ALOG_OUT5, TRUE); AO_SetEnable (ALOG_OUT6, TRUE); AO_SetEnable (ALOG_OUT7, TRUE); /* Initialize the analog inputs */ AI_Init(); /* Only used to test VDrive, not used in application */ AI_SetScaleFactors (ANALOGIN_10, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 5000, 0); AI_SetEnable (ANALOGIN_10, TRUE); AI_SetScaleFactors (ANALOGIN_00, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_00, TRUE); AI_SetScaleFactors (ANALOGIN_01, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_01, TRUE); AI_SetScaleFactors (ANALOGIN_02, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_02, TRUE); AI_SetScaleFactors (ANALOGIN_03, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_03, TRUE); AI_SetScaleFactors (ANALOGIN_04, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_04, TRUE); AI_SetScaleFactors (ANALOGIN_05, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_05, TRUE); AI_SetScaleFactors (ANALOGIN_06, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_06, TRUE); AI_SetScaleFactors (ANALOGIN_07, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_07, TRUE); AI_SetScaleFactors (ANALOGIN_08, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_08, TRUE); AI_SetScaleFactors (ANALOGIN_09, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_09, TRUE); AI_SetScaleFactors (ANALOGIN_11, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_11, TRUE); AI_SetScaleFactors (ANALOGIN_12, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_12, TRUE); AI_SetScaleFactors (ANALOGIN_13, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (ANALOGIN_13, TRUE); AI_SetScaleFactors (BATTERY_VOLTAGE, MAX_ADC_QUANTA, MIN_ADC_QUANTA, 1, -1); AI_SetEnable (BATTERY_VOLTAGE, TRUE); }