Files
assaultcube-/source/src/main.cpp
T
Lee Salzman 07454747e0 no message
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@499 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2006-11-06 16:41:49 +00:00

441 lines
12 KiB
C++

// main.cpp: initialisation & main loop
#include "cube.h"
void cleanup(char *msg) // single program exit point;
{
stop();
disconnect(true);
cleangl();
cleansound();
cleanupserver();
SDL_ShowCursor(1);
if(msg)
{
#ifdef WIN32
MessageBox(NULL, msg, "cube fatal error", MB_OK|MB_SYSTEMMODAL);
#else
printf(msg);
#endif
};
SDL_Quit();
};
void quit() // normal exit
{
writeservercfg();
cleanup(NULL);
exit(EXIT_SUCCESS);
};
void fatal(char *s, char *o) // failure exit
{
s_sprintfd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
cleanup(msg);
exit(EXIT_FAILURE);
};
int scr_w = 640;
int scr_h = 480;
void screenshot()
{
SDL_Surface *image;
SDL_Surface *temp;
int idx;
if(image = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
{
if(temp = SDL_CreateRGBSurface(SDL_SWSURFACE, scr_w, scr_h, 24, 0x0000FF, 0x00FF00, 0xFF0000, 0))
{
glReadPixels(0, 0, scr_w, scr_h, GL_RGB, GL_UNSIGNED_BYTE, image->pixels);
for (idx = 0; idx<scr_h; idx++)
{
char *dest = (char *)temp->pixels+3*scr_w*idx;
memcpy(dest, (char *)image->pixels+3*scr_w*(scr_h-1-idx), 3*scr_w);
endianswap(dest, 3, scr_w);
};
s_sprintfd(buf)("screenshots/screenshot_%d.bmp", lastmillis);
SDL_SaveBMP(temp, path(buf));
SDL_FreeSurface(temp);
};
SDL_FreeSurface(image);
};
};
COMMAND(screenshot, ARG_NONE);
COMMAND(quit, ARG_NONE);
static void bar(float bar, int w, int o, float r, float g, float b)
{
int side = 50;
glColor3f(r, g, b);
glVertex2f(side, o*FONTH);
glVertex2f(bar*(w*3-2*side)+side, o*FONTH);
glVertex2f(bar*(w*3-2*side)+side, (o+2)*FONTH);
glVertex2f(side, (o+2)*FONTH);
};
void show_out_of_renderloop_progress(float bar1, const char *text1, float bar2, const char *text2) // also used during loading
{
int w = scr_w, h = scr_h;
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, w*3, h*3, 0, -1, 1);
glBegin(GL_QUADS);
if(text1)
{
bar(1, w, 4, 0, 0, 0.8f);
bar(bar1, w, 4, 0, 0.5f, 1);
};
if(bar2>0)
{
bar(1, w, 6, 0.5f, 0, 0);
bar(bar2, w, 6, 0.75f, 0, 0);
};
glEnd();
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
if(text1) draw_text(text1, 70, 4*FONTH + FONTH/2);
if(bar2>0) draw_text(text2, 70, 6*FONTH + FONTH/2);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glEnable(GL_DEPTH_TEST);
SDL_GL_SwapBuffers();
};
SDL_Surface *screen = NULL;
extern void setfullscreen(bool enable);
VARF(fullscreen, 0, 0, 1, setfullscreen(fullscreen!=0));
void setfullscreen(bool enable)
{
if(enable == !(screen->flags&SDL_FULLSCREEN))
{
#ifdef WIN32
conoutf("\"fullscreen\" variable not supported on this platform. Use the -t command-line option.");
fullscreen = !enable;
#else
SDL_WM_ToggleFullScreen(screen);
SDL_WM_GrabInput((screen->flags&SDL_FULLSCREEN) ? SDL_GRAB_ON : SDL_GRAB_OFF);
#endif
};
};
void screenres(int *w, int *h, int *bpp = 0)
{
#ifdef WIN32
conoutf("\"screenres\" command not supported on this platform. Use the -w and -h command-line options.");
#else
SDL_Surface *surf = SDL_SetVideoMode(*w, *h, bpp ? *bpp : 0, SDL_OPENGL|SDL_RESIZABLE|(screen->flags&SDL_FULLSCREEN));
if(!surf) return;
scr_w = *w;
scr_h = *h;
screen = surf;
glViewport(0, 0, *w, *h);
#endif
};
COMMAND(screenres, ARG_3INT);
VAR(maxfps, 5, 200, 500);
void limitfps(int &millis, int curmillis)
{
static int fpserror = 0;
int delay = 1000/maxfps - (millis-curmillis);
if(delay < 0) fpserror = 0;
else
{
fpserror += 1000%maxfps;
if(fpserror >= maxfps)
{
++delay;
fpserror -= maxfps;
};
if(delay > 0)
{
SDL_Delay(delay);
millis += delay;
};
};
};
int lowfps, highfps;
void fpsrange(int low, int high)
{
if(low>high || low<1) return;
lowfps = low;
highfps = high;
};
COMMAND(fpsrange, ARG_2INT);
void keyrepeat(bool on)
{
SDL_EnableKeyRepeat(on ? SDL_DEFAULT_REPEAT_DELAY : 0,
SDL_DEFAULT_REPEAT_INTERVAL);
};
VARF(gamespeed, 10, 100, 1000, if(multiplayer()) gamespeed = 100);
int islittleendian = 1;
int framesinmap = 0;
int main(int argc, char **argv)
{
bool dedicated = false;
int fs = SDL_FULLSCREEN, depth = 0, bpp = 0, fsaa = 0, par = 0, uprate = 0, maxcl = 4;
char *sdesc = "", *ip = "", *master = NULL, *passwd = "", *maprot = NULL, *masterpwd = NULL;
islittleendian = *((char *)&islittleendian);
#define log(s) puts("init: " s)
log("sdl");
for(int i = 1; i<argc; i++)
{
char *a = &argv[i][2];
if(argv[i][0]=='-') switch(argv[i][1])
{
case 'd': dedicated = true; break;
case 't': fs = 0; break;
case 'w': scr_w = atoi(a); break;
case 'h': scr_h = atoi(a); break;
case 'z': depth = atoi(a); break;
case 'b': bpp = atoi(a); break;
case 'a': fsaa = atoi(a); break;
case 'u': uprate = atoi(a); break;
case 'n': sdesc = a; break;
case 'i': ip = a; break;
case 'm': master = a; break;
case 'p': passwd = a; break;
case 'r': maprot = a; break;
case 'x' : masterpwd = a; break; // EDIT: AH
case 'c': maxcl = atoi(a); break; //EDIT: AH
default: conoutf("unknown commandline option");
}
else conoutf("unknown commandline argument");
};
#ifdef _DEBUG
par = SDL_INIT_NOPARACHUTE;
fs = 0;
#endif
if(SDL_Init(SDL_INIT_TIMER|SDL_INIT_VIDEO|par)<0) fatal("Unable to initialize SDL");
log("net");
if(enet_initialize()<0) fatal("Unable to initialise network module");
initclient();
initserver(dedicated, uprate, sdesc, ip, master, passwd, maxcl, maprot, masterpwd); // never returns if dedicated
log("world");
empty_world(7, true);
log("video: sdl");
if(SDL_InitSubSystem(SDL_INIT_VIDEO)<0) fatal("Unable to initialize SDL Video");
log("video: mode");
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
if(depth) SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, depth);
if(fsaa)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, fsaa);
};
#ifdef WIN32
#ifdef SDL_RESIZABLE
#undef SDL_RESIZABLE
#endif
#define SDL_RESIZABLE 0
#endif
screen = SDL_SetVideoMode(scr_w, scr_h, bpp, SDL_OPENGL|SDL_RESIZABLE|fs);
if(screen==NULL) fatal("Unable to create OpenGL screen");
fullscreen = fs!=0;
log("video: misc");
SDL_WM_SetCaption("ActionCube", NULL);
#ifndef WIN32
if(fs)
#endif
SDL_WM_GrabInput(SDL_GRAB_ON);
keyrepeat(false);
SDL_ShowCursor(0);
log("gl");
gl_init(scr_w, scr_h, bpp, depth, fsaa);
log("basetex");
int xs, ys;
if(!installtex(2, path(newstring("packages/misc/newchars.png")), xs, ys) ||
!installtex(3, path(newstring("packages/misc/base.png")), xs, ys) ||
!installtex(7, path(newstring("packages/misc/smoke.png")), xs, ys) ||
!installtex(8, path(newstring("packages/misc/full_logo.png")), xs, ys, false, true) ||
!installtex(6, path(newstring("packages/textures/makke/menu.jpg")), xs, ys, false, true) ||
!installtex(4, path(newstring("packages/misc/explosion.jpg")), xs, ys) ||
!installtex(5, path(newstring("packages/misc/items.png")), xs, ys) ||
!installtex(9, path(newstring("packages/misc/teammate.png")), xs, ys) ||
!installtex(10, path(newstring("packages/misc/scope.png")), xs, ys) ||
!installtex(11, path(newstring("packages/misc/flag_icons.png")), xs, ys) ||
!installtex(1, path(newstring("packages/misc/crosshairs/default.png")), xs, ys)) fatal("could not find core textures (hint: run cube from the parent of the bin directory)");
loadingscreen();
log("sound");
initsound();
log("cfg");
newmenu("frags\tpj\tping\tteam\tname");
newmenu("ping\tplr\tserver");
newmenu("flags\tfrags\tpj\tping\tteam\tname");
newmenu("kick player");
newmenu("ban player");
exec("config/keymap.cfg");
exec("config/menus.cfg");
exec("config/prefabs.cfg");
exec("config/sounds.cfg");
exec("config/servers.cfg");
exec("config/autoexec.cfg");
log("base models");
loadweapons();
log("localconnect");
extern string clientmap;
s_strcpy(clientmap, "maps/ac_complex");
localconnect();
log("mainloop");
int ignore = 5, grabmouse = 0;
#ifdef _DEBUG
int lastflush = 0;
#endif
for(;;)
{
static int curmillis = 0, frames = 0;
static float fps = 10.0f;
int millis = SDL_GetTicks();
limitfps(millis, curmillis);
int elapsed = millis-curmillis;
curtime = elapsed*gamespeed/100;
if(curtime>200) curtime = 200;
else if(curtime<1) curtime = 1;
cleardlights();
if(lastmillis) updateworld(curtime, lastmillis);
lastmillis += curtime;
curmillis = millis;
if(!demoplayback) serverslice((int)time(NULL), 0);
frames++;
fps = (1000.0f/elapsed+fps*10)/11;
computeraytable(player1->o.x, player1->o.y);
readdepth(scr_w, scr_h);
SDL_GL_SwapBuffers();
extern void updatevol(); updatevol();
if(framesinmap++<5) // cheap hack to get rid of initial sparklies, even when triple buffering etc.
{
player1->yaw += 5;
gl_drawframe(scr_w, scr_h, 1.0f, fps);
player1->yaw -= 5;
};
gl_drawframe(scr_w, scr_h, fps<lowfps ? fps/lowfps : (fps>highfps ? fps/highfps : 1.0f), fps);
//SDL_Delay(100);
SDL_Event event;
int lasttype = 0, lastbut = 0;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
break;
#ifndef WIN32
case SDL_VIDEORESIZE:
screenres(&event.resize.w, &event.resize.h);
break;
#endif
case SDL_KEYDOWN:
case SDL_KEYUP:
keypress(event.key.keysym.sym, event.key.state==SDL_PRESSED, event.key.keysym.unicode);
break;
case SDL_ACTIVEEVENT:
if(event.active.state & SDL_APPINPUTFOCUS)
grabmouse = event.active.gain;
else
if(event.active.gain)
grabmouse = 1;
break;
case SDL_MOUSEMOTION:
if(ignore) { ignore--; break; };
if(!(screen->flags&SDL_FULLSCREEN) && grabmouse)
{
#ifdef __APPLE__
if(event.motion.y == 0) break; //let mac users drag windows via the title bar
#endif
if(event.motion.x == scr_w / 2 && event.motion.y == scr_h / 2) break;
SDL_WarpMouse(scr_w / 2, scr_h / 2);
};
#ifndef WIN32
if((screen->flags&SDL_FULLSCREEN) || grabmouse)
#endif
mousemove(event.motion.xrel, event.motion.yrel);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
if(lasttype==event.type && lastbut==event.button.button) break; // why?? get event twice without it
keypress(-event.button.button, event.button.state!=0, 0);
lasttype = event.type;
lastbut = event.button.button;
break;
};
};
#ifdef _DEBUG
if(millis>lastflush+60000) {
fflush(stdout); lastflush = millis;
}
#endif
};
quit();
return EXIT_SUCCESS;
};
void loadcrosshair(char *c)
{
s_sprintfd(p)("packages/misc/crosshairs/%s", c);
path(p);
int xs, ys;
installtex(1, p, xs, ys);
};
COMMAND(loadcrosshair, ARG_1STR);