Now in the Data loading phase.
Converted many '\\' to '/'. Partially implemented win32 file routines. Got texture code to work OK for now (still needs to be reimplemented). Partially implemented the main loop.
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16 changed files with 442 additions and 215 deletions
105
src/main.c
105
src/main.c
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@ -5,8 +5,20 @@
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#include "fixer.h"
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#include "3dc.h"
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#include "platform.h"
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#include "gamedef.h"
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#include "gameplat.h"
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#include "ffstdio.h"
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#include "vision.h"
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#include "comp_shp.h"
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#include "avp_envinfo.h"
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#include "cdtrackselection.h"
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char LevelName[] = {"predbit6\0QuiteALongNameActually"};
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static ELO ELOLevelToLoad = {&LevelName};
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extern int ScanDrawMode; /* to fix image loading */
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PROCESSORTYPES ReadProcessorType()
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{
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return PType_PentiumMMX;
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@ -14,6 +26,8 @@ PROCESSORTYPES ReadProcessorType()
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int InitialiseWindowsSystem()
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{
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ScanDrawMode = ScanDrawD3DHardwareRGB;
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return 0;
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}
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@ -24,7 +38,98 @@ int ExitWindowsSystem()
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int main(int argc, char *argv[])
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{
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int level_to_load = I_Num_Environments;
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LoadCDTrackList();
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SetFastRandom();
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GetPathFromRegistry();
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#if MARINE_DEMO
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ffInit("fastfile/mffinfo.txt","fastfile/");
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#elif ALIEN_DEMO
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ffInit("alienfastfile/ffinfo.txt","alienfastfile/");
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#else
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ffInit("fastfile/ffinfo.txt","fastfile/");
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#endif
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InitGame();
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InitialVideoMode();
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Env_List[0] = &(ELOLevelToLoad);
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level_to_load = 0;
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InitialiseSystem();
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InitialiseRenderer();
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/* InitOptionsMenu(); NOT YET */
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LoadKeyConfiguration();
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SoundSys_Start();
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CDDA_Start();
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InitTextStrings();
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BuildMultiplayerLevelNameArray();
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ChangeDirectDrawObject();
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AvP.LevelCompleted = 0;
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LoadSounds("PLAYER");
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AvP.CurrentEnv = AvP.StartingEnv = 0; /* ??? */
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SetLevelToLoad(AVP_ENVIRONMENT_INVASION); /* because the menus aren't implemented */
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// while(AvP_MainMenus()) {
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d3d_light_ctrl.ctrl = LCCM_NORMAL;
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d3d_overlay_ctrl.ctrl = OCCM_NORMAL;
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// GetCorrectDirectDrawObject();
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start_of_loaded_shapes = load_precompiled_shapes();
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InitCharacter();
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LoadRifFile(); /* sets up a map */
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AssignAllSBNames();
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StartGame();
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ffcloseall();
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AvP.MainLoopRunning = 1;
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/* ScanImagesForFMVs(); NOT YET */
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ResetFrameCounter();
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/* Game_Has_Loaded(); NOT YET */
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ResetFrameCounter();
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/* IngameKeyboardInput_ClearBuffer(); NOT YET */
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while(AvP.MainLoopRunning) {
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CheckForWindowsMessages();
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switch(AvP.GameMode) {
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case I_GM_Playing:
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break;
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case I_GM_Menus:
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AvP.GameMode = I_GM_Playing;
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break;
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case I_GM_Paused:
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break;
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default:
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fprintf(stderr, "AvP.MainLoopRunning: gamemode = %d\n", AvP.GameMode);
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exit(EXIT_FAILURE);
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}
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break; /* TODO -- remove when loop works */
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}
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// }
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return 0;
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}
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