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refactor player
[carveJwlIkooP6JGAAIwe30JlM.git]
/
main.c
diff --git
a/main.c
b/main.c
index 266e080803cc4b50190e795b33eb39854151d0cd..0732057dab95eb68745b26280e5e15670240c13f 100644
(file)
--- a/
main.c
+++ b/
main.c
@@
-1,5
+1,9
@@
/*
/*
- * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ *
+ * module.h structure definitions
+ * module_submodule.h implementation
+ * module_submodule_2.h
*/
#include "common.h"
*/
#include "common.h"
@@
-21,7
+25,7
@@
static int sv_scene = 0;
static int cl_ui = 1;
/* Components */
static int cl_ui = 1;
/* Components */
-
//
#define SR_NETWORKED
+#define SR_NETWORKED
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
/* uncomment this to run the game without any graphics being drawn */
//#define SR_NETWORK_TEST
@@
-59,8
+63,8
@@
void vg_register(void)
shader_vblend_register();
shader_unlit_register();
shader_vblend_register();
shader_unlit_register();
+ player_register();
world_register();
world_register();
- character_register();
water_register();
gate_register();
}
water_register();
gate_register();
}
@@
-71,7
+75,6
@@
static void init_other(void)
render_init();
gate_init();
world_init();
render_init();
gate_init();
world_init();
- character_init();
audio_init();
}
audio_init();
}
@@
-88,6
+91,7
@@
vg_tex2d *texture_list[] =
int main( int argc, char *argv[] )
{
int main( int argc, char *argv[] )
{
+ highscores_init( 2000, 50 );
vg_init( argc, argv, "Voyager Game Engine" );
}
vg_init( argc, argv, "Voyager Game Engine" );
}
@@
-97,7
+101,7
@@
static int playermodel( int argc, char const *argv[] )
glmesh old_mesh = player.mdl.mesh;
glmesh old_mesh = player.mdl.mesh;
- if(
character_load( &player.mdl,
argv[0] ) )
+ if(
player_load_model(
argv[0] ) )
mesh_free( &old_mesh );
return 1;
mesh_free( &old_mesh );
return 1;
@@
-228,8
+232,7
@@
void vg_start(void)
if( sv_scene == 0 )
{
if( sv_scene == 0 )
{
- character_load( &player.mdl, "ch_new" );
- character_init_ragdoll( &player.mdl );
+ player_load_model( "ch_new" );
world_load();
world_load();
@@
-254,6
+257,9
@@
void vg_free(void)
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
vg_tex2d_free( texture_list, vg_list_size(texture_list) );
/* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
steam_end();
+
+ highscores_serialize_all();
+ highscores_free();
}
void vg_update(void)
}
void vg_update(void)
@@
-330,7
+336,7
@@
static void render_main_game(void)
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.camera );
+ render_world_gates( vg_pv, player.
rb.co, player.
camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
@@
-502,6
+508,7
@@
void vg_ui(void)
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
audio_debug_soundscapes();
+ world_audio_debug();
#if 0
static double last_b_press = 0.0;
#if 0
static double last_b_press = 0.0;