示例#1
0
void Vehicle::Init()
{
  // Cache
  CacheEntities();
  CacheEffects();

  // Init
  InitPhysics();
  InitHUD();
  InitSounds();
}
示例#2
0
int main(int argc, char** argv)
{
#ifdef _DEBUG
	cout << "***DEBUG BUILD***" << endl;
#endif
	ncc::whoami();

	InitRun(argc,argv);
	InitGlut(argc,argv);
	InitHUD();
	InitDevIL();
	InitPhysX();
	InitCUDA();
	InitExperiment();
	glutMainLoop(); // enter event processing

	return 0; // never actually reached.
}
示例#3
0
文件: system.c 项目: dderby/avp_GLES
void InitCharacter()
{
	/*** RWH cleans up the character initialisation 
			 it would be nice if this can be called when
			 we load up a game of a different character
	***/
	
	// load charcater specific rif and sounds


	if(player_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
			avp_undo_rif_load(player_rif);
	}
	if(alien_weapon_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
		avp_undo_rif_load(alien_weapon_rif);
	}
	if(marine_weapon_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
		avp_undo_rif_load(marine_weapon_rif);
	}
	if(predator_weapon_rif != INVALID_RIFFHANDLE)
	{
			// we already have a player loaded - delete the bastard
		avp_undo_rif_load(predator_weapon_rif);
	}
	
	#if MaxImageGroups==1
	InitialiseTextures();
	#else
	SetCurrentImageGroup(0);
	DeallocateCurrentImages();
	#endif
	
	//Start_Progress_Bar();

	
	//Set_Progress_Bar_Position(PBAR_HUD_START);

	switch(AvP.Network)
	{
		case I_No_Network:
		{
			

			// set up the standard single player game
			switch(AvP.PlayerType)
				{
					case I_Marine:
						{
							marine_weapon_rif = avp_load_rif("avp_huds/marwep.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("avp_huds/marine.rif");
							break;
						}
					case I_Predator:
						{
							predator_weapon_rif = avp_load_rif("avp_huds/pred_hud.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("avp_huds/predator.rif");
							break;
						}

					case I_Alien:
						{
							#if ALIEN_DEMO
							alien_weapon_rif = avp_load_rif("alienavp_huds/alien_hud.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("alienavp_huds/alien.rif");
							#else
							alien_weapon_rif = avp_load_rif("avp_huds/alien_hud.rif");
							//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
							player_rif = avp_load_rif("avp_huds/alien.rif");
							#endif
							break;
						}
					default:
						{
							GLOBALASSERT(2<1);
						}
				}
				break;
			}
			default:
			{
				

				
				// set up a multiplayer game - here becuse we might end
				// up with a cooperative game
				//load all weapon rifs
				marine_weapon_rif = avp_load_rif("avp_huds/marwep.rif");
				predator_weapon_rif = avp_load_rif("avp_huds/pred_hud.rif");
				alien_weapon_rif = avp_load_rif("avp_huds/alien_hud.rif");
				
				//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.25);
				player_rif = avp_load_rif("avp_huds/multip.rif");
			}
	}
	//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.5);

	#if MaxImageGroups>1
	SetCurrentImageGroup(0);
	#endif
	
	copy_rif_data(player_rif,CCF_IMAGEGROUPSET,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);
	
	//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL*.75);
	
	
	if(alien_weapon_rif!=INVALID_RIFFHANDLE)
		copy_rif_data(alien_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);

	if(marine_weapon_rif!=INVALID_RIFFHANDLE)
		copy_rif_data(marine_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);

	if(predator_weapon_rif!=INVALID_RIFFHANDLE)
		copy_rif_data(predator_weapon_rif,CCF_LOAD_AS_HIERARCHY_IF_EXISTS|CCF_IMAGEGROUPSET|CCF_DONT_INITIALISE_TEXTURES,PBAR_HUD_START+PBAR_HUD_INTERVAL*.5,PBAR_HUD_INTERVAL*.25);

	//Set_Progress_Bar_Position(PBAR_HUD_START+PBAR_HUD_INTERVAL);
	copy_chunks_from_environment(0);

	/*KJL*************************************
	*   Setup generic data for weapons etc   *
	*************************************KJL*/

 	InitialiseEquipment();
	InitHUD();
	
}
示例#4
0
void LevelManager_SetupLevel()
{
	InitHUD();
    SetupSection(&level001Section001Definition);
}