// 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;
};