Lephisto/src/lephisto.c

540 lines
13 KiB
C

#include <SDL.h>
#include <string.h>
#include "lephisto.h"
#include "conf.h"
#include "log.h"
#include "physics.h"
#include "opengl.h"
#include "font.h"
#include "ship.h"
#include "pilot.h"
#include "player.h"
#include "input.h"
#include "joystick.h"
#include "space.h"
#include "rng.h"
#include "ai.h"
#include "outfit.h"
#include "pack.h"
#include "weapon.h"
#include "faction.h"
#include "xml.h"
#include "pause.h"
#include "toolkit.h"
#include "pilot.h"
#include "sound.h"
#include "music.h"
#include "spfx.h"
#include "economy.h"
#include "menu.h"
#include "mission.h"
#include "misn_lua.h"
#include "lfile.h"
#include "nebulae.h"
#define XML_START_ID "Start"
#define START_DATA "../dat/start.xml"
#define CONF_FILE "conf"
#define VERSION_FILE "VERSION"
#define VERSION_LEN 10
#define MINIMUM_FPS 0.5
#define FONT_SIZE 12
#define FONT_SIZE_SMALL 10
#define LEPHISTO_INIT_DELAY 3000 /* Minimum amount of time to wait with loading screen. */
static int quit = 0; /* Primary loop. */
unsigned int gtime = 0; /* Calculate FPS and movement. */
static char version[VERSION_LEN];
/* Just some default crap. */
char* data = NULL;
char dataname[DATA_NAME_LEN] = "";
int nosound = 0;
int show_fps = 1; /* Default - True. */
int max_fps = 0;
int indjoystick = -1;
char* namjoystick = NULL;
/* Prototypes. */
static void print_SDLversion(void);
static void load_screen(void);
static void load_all(void);
static void unload_all(void);
void main_loop(void);
static void display_fps(const double dt);
static void window_caption(void);
static void data_name(void);
/* Update. */
static void fps_control(void);
static void update_all(void);
static void update_routine(double dt);
static void render_all(void);
/**
* @brief The entry point of Lephisto.
* @param[in] argc Number of arguments.
* @param[in] argv Array of argc arguments.
* @return EXIT_SUCCESS on success.
*/
#ifdef WIN32
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine,
int nCmdShow) {
int argc = 0;
char *argv[] = { NULL };
#else
int main(int argc, char** argv) {
#endif
char buf[PATH_MAX];
/* Print the version. */
snprintf(version, VERSION_LEN, "%d.%d.%d", VMAJOR, VMINOR, VREV);
LOG(" "APPNAME" v%s", version);
/* Initialize SDL for possible warnings. */
SDL_Init(0);
/* Create the home directory if needed. */
if(lfile_dirMakeExist("."))
WARN("Unable to create lephisto directory '%s'", lfile_basePath());
/* Input must be initialized for config to work. */
input_init();
/* Set the configuration. */
snprintf(buf, PATH_MAX, "%s"CONF_FILE, lfile_basePath());
conf_setDefaults(); /* Default config values. */
conf_loadConfig(buf); /* Have Lua parse config. */
conf_parseCLI(argc, argv); /* Parse CLI arguments. */
/* Load the data basics. */
data_name();
LOG(" %s", dataname);
DEBUG();
/* Display the SDL Version. */
print_SDLversion();
DEBUG();
/* Random numbers. */
rng_init();
/* OpenGL */
if(gl_init()) { /* Init video output. */
ERR("Initializing video output failed, exiting...");
SDL_Quit();
exit(EXIT_FAILURE);
}
window_caption();
load_screen();
gtime = SDL_GetTicks();
/* OpenAL sound. */
if(nosound) {
LOG("Sound is disabled!");
sound_disabled = 1;
music_disabled = 1;
}
if(sound_init()) WARN("Problem setting up sound!");
music_choose("load");
/* Input. */
if((indjoystick >= 0) || (namjoystick != NULL)) {
if(joystick_init())
WARN("Error initializing joystick input");
if(namjoystick != NULL) {
/* Use a joystick name to find joystick. */
if(joystick_use(joystick_get(namjoystick))) {
WARN("Failure to open any joystick, falling back to default keybinds");
input_setDefault();
}
free(namjoystick);
}
else if(indjoystick >= 0)
/* Must be using an id instead. */
if(joystick_use(indjoystick)) {
WARN("Failure to open any joystick, falling back to default keybinds");
input_setDefault();
}
}
/* Misc. */
if(ai_init())
WARN("Error initializing AI");
/* Misc graphics init stuff. */
if(nebu_init() != 0) { /* Init the nebulae. */
/* An error happened. */
ERR("Unable to init the Nebulae subsystem!");
/* Weirdness will accur. */
}
gl_fontInit(NULL, NULL, FONT_SIZE); /* Init default font size. */
gl_fontInit(&gl_smallFont, NULL, FONT_SIZE_SMALL); /* Small font. */
gui_init(); /* Init the GUI crap. */
toolkit_init(); /* Init the toolkit. */
/* Data loading. */
load_all();
/* Start menu. */
menu_main();
/* Force a minimum delay with loading screen. */
if((SDL_GetTicks() - gtime) < LEPHISTO_INIT_DELAY)
SDL_Delay(LEPHISTO_INIT_DELAY - (SDL_GetTicks() - gtime));
gtime = SDL_GetTicks(); /* Init the time. */
/* Main loop. */
SDL_Event event;
/* flushes the event loop, since I notices that when the joystick is loaded, it */
/* creates button events that results in the player starting out accelerating. */
while(SDL_PollEvent(&event));
while(!quit) {
/* Event loop. */
while(SDL_PollEvent(&event)) {
if(event.type == SDL_QUIT) quit = 1; /* Handle quit. */
input_handle(&event); /* handles all the events the player keybinds. */
}
main_loop();
}
/* Clean up some stuff. */
player_cleanup(); /* Cleans up the player stuff. */
gui_free(); /* Free up the gui. */
weapon_exit(); /* Destroy all active weapons. */
space_exit(); /* Clean up the universe!!! */
pilots_free(); /* Free the pilots, they where locked up D: */
space_exit(); /* Cleans up the universe itself. */
/* Unload data. */
unload_all();
/* Cleanup opengl fonts. */
gl_freeFont(NULL);
gl_freeFont(&gl_smallFont);
/* Exit subsystems. */
toolkit_exit(); /* Kill the toolkit. */
ai_exit(); /* Stop the Lua AI magicness. */
joystick_exit(); /* Release joystick. */
input_exit(); /* Clean up keybindings. */
nebu_exit(); /* Destroys the nebulae. */
gl_exit(); /* Kills video output. */
sound_exit(); /* Kills the sound. */
SDL_Quit(); /* Quits SDL. */
/* All is good. */
exit(EXIT_SUCCESS);
}
/**
* @brief Display a loading screen.
*/
void load_screen(void) {
int i;
glTexture* tex;
char file_path[PATH_MAX];
char** files;
uint32_t nfiles;
size_t len;
int nload;
/* Count the loading screens. */
files = pack_listfiles(data, &nfiles);
len = strlen("../gfx/loading");
nload = 0;
for(i = 0; i < (int)nfiles; i++) {
if(strncmp(files[i], "../gfx/loading", len)==0)
nload++;
free(files[i]);
}
/* Must have loading screens. */
if(nload == 0) {
WARN("No loading screens found!");
return;
}
/* Load the texture. */
snprintf(file_path, PATH_MAX, "../gfx/loading%03d.png", RNG(0, nload-1));
tex = gl_newImage(file_path);
/* Draw once, won't be redrawn. */
glClear(GL_COLOR_BUFFER_BIT);
gl_blitScale(tex, 0., 0., SCREEN_W, SCREEN_H, NULL);
SDL_GL_SwapBuffers();
/* Free the textures. */
gl_freeTexture(tex);
}
/**
* @brief Load all the data, makes main() simpler.
*/
void load_all(void) {
/* Ordering of these is very important as they are interdependent. */
commodity_load();
factions_load(); /* Dep for fleet, space, missions. */
missions_load(); /* No dep. */
spfx_load();
outfit_load();
ships_load();
fleet_load();
space_load();
}
/**
* @brief Unloads all data, simplifies main().
*/
void unload_all(void) {
/* Data unloading - order should not matter, but inverse load_all is good. */
fleet_free();
ships_free();
outfit_free();
spfx_free(); /* Remove the special effects. */
missions_free();
factions_free();
commodity_free();
var_cleanup(); /* Clean up mission variables. */
}
/**
* @brief Split main loop from main() for secondary loop hack in toolkit.c.
*/
void main_loop(void) {
glClear(GL_COLOR_BUFFER_BIT);
fps_control(); /* Everyone loves fps control.. */
if(toolkit) toolkit_update(); /* To simulate key repetition. */
if(!menu_isOpen(MENU_MAIN)) {
if(!paused) update_all(); /* Update game. */
render_all();
}
if(toolkit) toolkit_render();
gl_checkErr(); /* Check error every loop. */
SDL_GL_SwapBuffers();
}
static double fps_dt = 1.;
static double cur_dt = 0.;
/**
* @brief Controls the FPS.
*/
static void fps_control(void) {
unsigned int t;
double delay;
/* dt in ms/1000. */
t = SDL_GetTicks();
cur_dt = (double)(t-gtime)/1000.;
gtime = t;
if(paused) SDL_Delay(10); /* Drop paused FPS to be nice to the CPU. */
/* If the fps is limited.. */
if((max_fps != 0) && (cur_dt < 1./max_fps)) {
delay = 1./max_fps - cur_dt;
SDL_Delay((unsigned int)(delay*1000));
fps_dt += delay; /* Make sure it displays the propper FPS. */
}
}
static const double fps_min = 1./50.0;
/**
* @brief Updates the game itself (player flying around etc).
*/
static void update_all(void) {
double tmpdt;
if(cur_dt > 0.25) { /* Slow timers down and rerun calculations */
pause_delay((unsigned int)cur_dt*1000.);
return;
}
/* We'll force a minimum of 50 FPS. */
else if(cur_dt > fps_min) {
tmpdt = cur_dt - fps_min;
pause_delay((unsigned int)(tmpdt*1000));
update_routine(fps_min);
/* Run as many cycles of dt=fps_min as needed. */
while(tmpdt > fps_min) {
pause_delay((unsigned int)(-fps_min*1000)); /* Increment counters */
update_routine(fps_min);
tmpdt -= fps_min;
}
/* Note we don't touch cur_dt so that fps_delay works well. */
update_routine(tmpdt); /* Leftovers. */
} else /* Standard, just update with the last dt. */
update_routine(cur_dt);
}
/**
* @brief Actually runs the update.
*/
static void update_routine(double dt) {
space_update(dt);
weapons_update(dt);
spfx_update(dt);
pilots_update(dt);
}
/**
* @brief Renders the game itself (player flying around etc).
*
* Blitting order. (layers)
*
* BG | Stars and planets.
* | Background player stuff (planet targetting)
* | Background particles.
* | Back layer weapons.
* X
* N | NPC ships.
* | Front layer weapons.
* | Normal layer particles (above ships).
* X
* FG | Player.
* | Foreground particles.
* | Text and GUI.
*/
static void render_all(void) {
/* Setup. */
spfx_start(cur_dt);
/* BG. */
space_render(cur_dt);
planets_render();
player_renderBG();
weapons_render(WEAPON_LAYER_BG);
/* N. */
pilots_render();
weapons_render(WEAPON_LAYER_FG);
spfx_render(SPFX_LAYER_BACK);
/* FG. */
player_render();
spfx_render(SPFX_LAYER_FRONT);
space_renderOverlay(cur_dt);
player_renderGUI();
display_fps(cur_dt);
}
static double fps = 0.;
static double fps_cur = 0.;
/**
* @brief Displays FPS on the screen.
*/
static void display_fps(const double dt) {
double x, y;
fps_dt += dt;
fps_cur += 1.;
if(fps_dt > 1.) {
/* Recalculate every second. */
fps = fps_cur / fps_dt;
fps_dt = fps_cur = 0.;
}
x = 10.;
y = (double)(gl_screen.h - 20);
if(show_fps)
gl_print(NULL, x, y, NULL, "%3.2f", fps);
}
/**
* @brief Set the data module's name.
*/
static void data_name(void) {
uint32_t bufsize;
char* buf;
/* Check if data file is valid. */
if(pack_check(DATA)) {
ERR("Data file '%s' not found", data);
WARN("You should specify which data file to use with '-d'");
WARN("See -h or --help for more information");
SDL_Quit();
exit(EXIT_FAILURE);
}
/* Check the version. */
buf = pack_readfile(DATA, VERSION_FILE, &bufsize);
if(strncmp(buf, version, bufsize) != 0) {
WARN("Lephisto version and data module version differ!");
WARN("Lephisto is v%s, data is for v%s", version, buf);
}
free(buf);
/* Load the datafiles name. */
buf = pack_readfile(DATA, START_DATA, &bufsize);
xmlNodePtr node;
xmlDocPtr doc = xmlParseMemory(buf, bufsize);
node = doc->xmlChildrenNode;
if(!xml_isNode(node, XML_START_ID)) {
ERR("Maformed '"START_DATA"' file: missing root element '"XML_START_ID"'");
return;
}
node = node->xmlChildrenNode; /* First node. */
if(node == NULL) {
ERR("Malformed '"START_DATA"' file: does not contain elements");
return;
}
do {
if(xml_isNode(node, "name")) {
strncpy(dataname, xml_get(node), DATA_NAME_LEN);
dataname[DATA_NAME_LEN-1] = '\0';
}
} while((node = node->next));
xmlFreeDoc(doc);
free(buf);
xmlCleanupParser();
}
/**
* @brief Set the window caption.
*/
static void window_caption(void) {
char tmp[DATA_NAME_LEN+10];
snprintf(tmp, DATA_NAME_LEN+10, APPNAME" - %s", dataname);
SDL_WM_SetCaption(tmp, NULL);
}
static char human_version[50];
/**
* @brief Return the version in a human readable string.
*/
char* lephisto_version(void) {
if(human_version[0] == '\0')
snprintf(human_version, 50, " "APPNAME" v%s - %s", version, dataname);
return human_version;
}
/**
* @bief Print the SDL version.
*/
static void print_SDLversion(void) {
const SDL_version* linked;
SDL_version compiled;
SDL_VERSION(&compiled);
linked = SDL_Linked_Version();
DEBUG("SDL: %d.%d.%d [compiled: %d.%d.%d]",
linked->major, linked->minor, linked->patch,
compiled.major, compiled.minor, compiled.patch);
}