// main.cpp: initialisation & main loop
#include "cube.h"
void cleanup(char *msg) // single program exit point;
{
stop();
disconnect(true);
writecfg();
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();
exit(1);
};
void quit() // normal exit
{
writeservercfg();
cleanup(NULL);
};
void fatal(char *s, char *o) // failure exit
{
sprintf_sd(msg)("%s%s (%s)\n", s, o, SDL_GetError());
cleanup(msg);
};
void *alloc(int s) // for some big chunks... most other allocs use the memory pool
{
void *b = calloc(1,s);
if(!b) fatal("out of memory!");
return b;
};
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);
};
sprintf_sd(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);
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);
VARP(minmillis, 0, 5, 1000);
int islittleendian = 1;
int framesinmap = 0;
int main(int argc, char **argv)
{
bool dedicated = false;
int fs = SDL_FULLSCREEN, par = 0, uprate = 0, maxcl = 4;
char *sdesc = "", *ip = "", *master = NULL, *passwd = "";
islittleendian = *((char *)&islittleendian);
#define log(s) conoutf("init: %s", 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 '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 'c': maxcl = atoi(a); break;
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); // 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(SDL_SetVideoMode(scr_w, scr_h, 0, SDL_OPENGL|fs)==NULL) fatal("Unable to create OpenGL screen");
log("video: misc");
SDL_WM_SetCaption("cube engine", NULL);
SDL_WM_GrabInput(SDL_GRAB_ON);
keyrepeat(false);
SDL_ShowCursor(0);
log("gl");
gl_init(scr_w, scr_h);
log("basetex");
int xs, ys;
if(!installtex(2, path(newstring("data/newchars.png")), xs, ys) ||
!installtex(3, path(newstring("data/martin/base.png")), xs, ys) ||
!installtex(6, path(newstring("data/martin/ball1.png")), xs, ys) ||
!installtex(7, path(newstring("data/martin/smoke.png")), xs, ys) ||
!installtex(8, path(newstring("data/martin/ball2.png")), xs, ys) ||
!installtex(9, path(newstring("data/martin/ball3.png")), xs, ys) ||
!installtex(4, path(newstring("data/explosion.jpg")), xs, ys) ||
!installtex(5, path(newstring("data/items.png")), xs, ys) ||
!installtex(1, path(newstring("data/crosshair.png")), xs, ys)) fatal("could not find core textures (hint: run cube from the parent of the bin directory)");
log("sound");
initsound();
log("cfg");
newmenu("frags\tpj\tping\tteam\tname");
newmenu("ping\tplr\tserver");
exec("data/keymap.cfg");
exec("data/menus.cfg");
exec("data/prefabs.cfg");
exec("data/sounds.cfg");
exec("servers.cfg");
if(!execfile("config.cfg")) execfile("data/defaults.cfg");
exec("autoexec.cfg");
log("localconnect");
localconnect();
changemap("metl3"); // if this map is changed, also change depthcorrect()
log("mainloop");
int ignore = 5;
for(;;)
{
int millis = SDL_GetTicks()*gamespeed/100;
if(millis-lastmillis>200) lastmillis = millis-200;
else if(millis-lastmillis<1) lastmillis = millis-1;
if(millis-lastmillis<minmillis) SDL_Delay(minmillis-(millis-lastmillis));
cleardlights();
updateworld(millis);
if(!demoplayback) serverslice((int)time(NULL), 0);
static float fps = 30.0f;
fps = (1000.0f/curtime+fps*50)/51;
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, fps);
player1->yaw -= 5;
};
gl_drawframe(scr_w, scr_h, fps);
SDL_Event event;
int lasttype = 0, lastbut = 0;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_QUIT:
quit();
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
keypress(event.key.keysym.sym, event.key.state==SDL_PRESSED, event.key.keysym.unicode);
break;
case SDL_MOUSEMOTION:
if(ignore) { ignore--; break; };
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;
};
};
};
quit();
return 1;
};