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-rw-r--r--src/avp/win95/progress_bar.cpp47
-rw-r--r--src/main.c22
-rw-r--r--src/opengl.c64
-rw-r--r--src/stubs.c22
4 files changed, 99 insertions, 56 deletions
diff --git a/src/avp/win95/progress_bar.cpp b/src/avp/win95/progress_bar.cpp
index f714121..752cdc4 100644
--- a/src/avp/win95/progress_bar.cpp
+++ b/src/avp/win95/progress_bar.cpp
@@ -13,7 +13,7 @@ extern "C"
{
#include "language.h"
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
-extern LPDIRECTDRAWSURFACE lpDDSBack; // DirectDraw back surface
+//extern LPDIRECTDRAWSURFACE lpDDSBack; // DirectDraw back surface
extern int DebouncedGotAnyKey;
extern void MinimalNetCollectMessages(void);
@@ -50,7 +50,8 @@ RECT LoadingBarFull_SrcRect;
void Start_Progress_Bar()
{
AAFontImageNumber = CL_LoadImageOnce("Common\\aa_font.RIM",LIO_D3DTEXTURE|LIO_RELATIVEPATH|LIO_RESTORABLE);
-
+
+#if 0 /* TODO: disabled for port */
/* load other graphics */
{
char buffer[100];
@@ -113,7 +114,7 @@ void Start_Progress_Bar()
}
}
DDSurface* image=0;
-
+
//set progress bar dimensions
BarLeft=ScreenDescriptorBlock.SDB_Width/6;
BarRight=(ScreenDescriptorBlock.SDB_Width*5)/6;
@@ -150,19 +151,8 @@ void Start_Progress_Bar()
0
);
}
- #if 0
- if(image)
- {
- //draw background image
- lpDDSBack->Blt(0,image,0,DDBLT_WAIT,0);
- }
- else
- {
- //failed to load background graphic , make do with black background
- ColourFillBackBuffer(0);
- }
- #endif
- // RenderGrabbedScreen();
+#endif
+
//draw initial progress bar
LoadingBarEmpty_SrcRect.left=0;
@@ -178,13 +168,10 @@ void Start_Progress_Bar()
for (int i=0; i<2; i++)
{
ColourFillBackBuffer(0);
+#if 0 /* TODO: disabled for port */
if (LoadingBarEmpty) lpDDSBack->Blt(&LoadingBarEmpty_DestRect,LoadingBarEmpty,&LoadingBarEmpty_SrcRect,DDBLT_WAIT,0);
-
- #if SOFTWARE_RENDERER
- FlushSoftwareZBuffer();
- #else
+#endif
FlushD3DZBuffer();
- #endif
ThisFramesRenderingHasBegun();
@@ -195,6 +182,7 @@ void Start_Progress_Bar()
FlipBuffers();
}
+#if 0 /* TODO: disabled for port */
if(image)
{
ReleaseDDSurface(image);
@@ -203,6 +191,7 @@ void Start_Progress_Bar()
{
ReleaseDDSurface(LoadingBarEmpty);
}
+#endif
CurrentPosition=0;
@@ -225,7 +214,9 @@ void Set_Progress_Bar_Position(int pos)
LoadingBarFull_DestRect.top=(ScreenDescriptorBlock.SDB_Height *11)/12;
LoadingBarFull_DestRect.bottom=ScreenDescriptorBlock.SDB_Height-1;
+#if 0 /* TODO: disabled for port */
if (LoadingBarFull) lpDDSBack->Blt(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect,DDBLT_WAIT,0);
+#endif
FlipBuffers();
/*
@@ -243,7 +234,9 @@ void Set_Progress_Bar_Position(int pos)
{
//time to check our messages
LastSendTime=time;
+#if 0 /* TODO: disabled for port */
MinimalNetCollectMessages();
+#endif
//send messages , mainly needed so that the host will send the game description
//allowing people to join while the host is loading
NetSendMessages();
@@ -274,6 +267,7 @@ void Game_Has_Loaded(void)
// FlipBuffers();
+#if 0 /* TODO: disabled for port */
ColourFillBackBufferQuad
(
0,
@@ -282,7 +276,7 @@ void Game_Has_Loaded(void)
ScreenDescriptorBlock.SDB_Width-1,
ScreenDescriptorBlock.SDB_Height-1
);
-
+#endif
if (f)
{
LoadingBarFull_SrcRect.left=0;
@@ -295,8 +289,10 @@ void Game_Has_Loaded(void)
int h = MUL_FIXED((ScreenDescriptorBlock.SDB_Height)/24,ONE_FIXED-f);
LoadingBarFull_DestRect.top=(ScreenDescriptorBlock.SDB_Height *11)/12+h;
LoadingBarFull_DestRect.bottom=ScreenDescriptorBlock.SDB_Height-1-h;
-
+
+#if 0 /* TODO: disabled for port */
if (LoadingBarFull) lpDDSBack->Blt(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect,DDBLT_WAIT,0);
+#endif
f-=NormalFrameTime;
if (f<0) f=0;
}
@@ -318,7 +314,9 @@ void Game_Has_Loaded(void)
/* If in a network game then we may as well check the network messages while waiting*/
if(AvP.Network != I_No_Network)
{
+#if 0 /* TODO: disabled for port */
MinimalNetCollectMessages();
+#endif
//send messages , mainly needed so that the host will send the game description
//allowing people to join while the host is loading
NetSendMessages();
@@ -330,11 +328,12 @@ void Game_Has_Loaded(void)
FadingGameInAfterLoading=ONE_FIXED;
-
+#if 0 /* TODO: disabled for port */
if (LoadingBarFull)
{
ReleaseDDSurface(LoadingBarFull);
}
+#endif
}
diff --git a/src/main.c b/src/main.c
index c63e04e..414f75f 100644
--- a/src/main.c
+++ b/src/main.c
@@ -357,9 +357,12 @@ void CheckForWindowsMessages()
void InGameFlipBuffers()
{
-#if 1
SDL_GL_SwapBuffers();
-#endif
+}
+
+void FlipBuffers()
+{
+ SDL_GL_SwapBuffers();
}
void ThisFramesRenderingHasBegun()
@@ -383,9 +386,8 @@ void ThisFramesRenderingHasFinished()
int ExitWindowsSystem()
{
-#if 1
SDL_Quit();
-#endif
+
return 0;
}
@@ -446,16 +448,16 @@ int main(int argc, char *argv[])
AvP.CurrentEnv = AvP.StartingEnv = 0; /* are these even used? */
- AvP.PlayerType = I_Alien;
- SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
+// AvP.PlayerType = I_Alien;
+// SetLevelToLoad(AVP_ENVIRONMENT_FERARCO); /* starting alien level */
-// AvP.PlayerType = I_Marine;
+ AvP.PlayerType = I_Marine;
// SetLevelToLoad(AVP_ENVIRONMENT_DERELICT); /* starting marine level */
// AvP.PlayerType = I_Predator;
// SetLevelToLoad(AVP_ENVIRONMENT_WATERFALL); /* starting predator level */
-// SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
+ SetLevelToLoad(AVP_ENVIRONMENT_LEADWORKS_MP); /* multiplayer */
// SetLevelToLoad(AVP_ENVIRONMENT_E3DEMOSP); /* demo level */
@@ -497,8 +499,8 @@ int main(int argc, char *argv[])
/* ScanImagesForFMVs(); NOT YET */
ResetFrameCounter();
-
-/* Game_Has_Loaded(); NOT YET */
+
+ Game_Has_Loaded();
ResetFrameCounter();
diff --git a/src/opengl.c b/src/opengl.c
index 4da2b6c..0a2e563 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -27,6 +27,7 @@ extern VIEWDESCRIPTORBLOCK *Global_VDB_Ptr;
extern unsigned char GammaValues[256];
extern SCREENDESCRIPTORBLOCK ScreenDescriptorBlock;
extern int SpecialFXImageNumber;
+extern int StaticImageNumber;
static D3DTexture *CurrTextureHandle;
@@ -603,6 +604,69 @@ void D3D_PredatorThermalVisionPolygon_Output(POLYHEADER *inputPolyPtr, RENDERVER
glEnd();
}
+void DrawNoiseOverlay(int tr)
+{
+ GLfloat x[4], y[4], s[4], t[4], u, v;
+ int r, g, b;
+ D3DTexture *tex;
+ int size;
+
+ r = 255;
+ g = 255;
+ b = 255;
+
+ size = 256;
+
+ tex = ImageHeaderArray[StaticImageNumber].D3DTexture;
+
+ CheckTranslucencyModeIsCorrect(TRANSLUCENCY_GLOWING);
+ // CheckFilteringModeIsCorrect(FILTERING_BILINEAR_ON);
+ CheckBoundTextureIsCorrect(tex->id);
+ // CheckDepthFuncIsCorrect(GL_ALWAYS);
+ glDepthFunc(GL_ALWAYS);
+
+ u = FastRandom()&255;
+ v = FastRandom()&255;
+
+ x[0] = -1.0f;
+ y[0] = -1.0f;
+ s[0] = u / 256.0f;
+ t[0] = v / 256.0f;
+ x[1] = 1.0f;
+ y[1] = -1.0f;
+ s[1] = (u + size) / 256.0f;
+ t[1] = v / 256.0f;
+ x[2] = 1.0f;
+ y[2] = 1.0f;
+ s[2] = (u + size) / 256.0f;
+ t[2] = (v + size) / 256.0f;
+ x[3] = -1.0f;
+ y[3] = 1.0f;
+ s[3] = u / 256.0f;
+ t[3] = (v + size) / 256.0f;
+
+ SelectPolygonBeginType(3); /* triangles */
+ glColor4ub(r, g, b, tr);
+
+ glTexCoord2f(s[0], t[0]);
+ glVertex3f(x[0], y[0], 1.0f);
+ glTexCoord2f(s[1], t[1]);
+ glVertex3f(x[1], y[1], 1.0f);
+ glTexCoord2f(s[3], t[3]);
+ glVertex3f(x[3], y[3], 1.0f);
+
+ glTexCoord2f(s[1], t[1]);
+ glVertex3f(x[1], y[1], 1.0f);
+ glTexCoord2f(s[2], t[2]);
+ glVertex3f(x[2], y[2], 1.0f);
+ glTexCoord2f(s[3], t[3]);
+ glVertex3f(x[3], y[3], 1.0f);
+
+ glEnd();
+
+ glDepthFunc(GL_LEQUAL);
+}
+
void D3D_PredatorScreenInversionOverlay()
{
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_DARKENINGCOLOUR);
diff --git a/src/stubs.c b/src/stubs.c
index 4933646..438c58a 100644
--- a/src/stubs.c
+++ b/src/stubs.c
@@ -85,18 +85,6 @@ void CheckCDVolume()
}
-/* progress_bar.cpp */
-void Start_Progress_Bar()
-{
- fprintf(stderr, "Start_Progress_Bar()\n");
-}
-
-void Set_Progress_Bar_Position(int pos)
-{
- fprintf(stderr, "Set_Progress_Bar_Position(%d)\n", pos);
-}
-
-
/* smacker.c */
int FmvColourRed;
int FmvColourGreen;
@@ -409,11 +397,6 @@ void InitForceField()
fprintf(stderr, "InitForceField()\n");
}
-void DrawNoiseOverlay(int t)
-{
- fprintf(stderr, "DrawNoiseOverlay(%d)\n", t);
-}
-
void DrawScanlinesOverlay(float level)
{
fprintf(stderr, "DrawScanlinesOverlay(%f)\n", level);
@@ -562,11 +545,6 @@ void D3D_BackdropPolygon_Output(POLYHEADER *inputPolyPtr,RENDERVERTEX *renderVer
long BackBufferPitch;
int VideoModeColourDepth;
-void FlipBuffers()
-{
- fprintf(stderr, "FlipBuffers()\n");
-}
-
int ChangePalette (unsigned char* NewPalette)
{
fprintf(stderr, "ChangePalette(%p)\n", NewPalette);