janwas
d4f31c09da
add g_Quickstart that skips writing system_info (speeds up startup by 700ms) This was SVN commit r1364.
1255 lines
29 KiB
C++
Executable File
1255 lines
29 KiB
C++
Executable File
#include "precompiled.h"
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#include <cstdio>
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#include <cstring>
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#include <cstdlib>
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#include <cmath>
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#include <stdarg.h>
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#include "sdl.h"
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#include "ogl.h"
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#include "detect.h"
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#include "timer.h"
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#include "input.h"
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#include "lib.h"
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#include "lib/res/res.h"
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#include "lib/res/tex.h"
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#include "lib/res/hotload.h"
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#ifdef _M_IX86
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#include "sysdep/ia32.h" // _control87
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#endif
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#include "lib/res/cursor.h"
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#include "ps/Font.h"
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#include "ps/CConsole.h"
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#include "ps/Game.h"
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#include "MapReader.h"
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#include "Terrain.h"
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#include "TextureManager.h"
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#include "ObjectManager.h"
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#include "SkeletonAnimManager.h"
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#include "Renderer.h"
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#include "LightEnv.h"
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#include "Model.h"
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#include "UnitManager.h"
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#include "MaterialManager.h"
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#include "MeshManager.h"
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#include "Interact.h"
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#include "Hotkey.h"
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#include "BaseEntityCollection.h"
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#include "Entity.h"
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#include "EntityHandles.h"
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#include "EntityManager.h"
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#include "PathfindEngine.h"
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#include "Scheduler.h"
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#include "scripting/ScriptingHost.h"
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#include "scripting/JSInterface_Entity.h"
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#include "scripting/JSInterface_BaseEntity.h"
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#include "scripting/JSInterface_Vector3D.h"
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#include "scripting/JSInterface_Camera.h"
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#include "scripting/JSInterface_Selection.h"
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#include "scripting/JSInterface_Console.h"
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#include "scripting/JSCollection.h"
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#include "scripting/DOMEvent.h"
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#include "gui/scripting/JSInterface_IGUIObject.h"
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#include "gui/scripting/JSInterface_GUITypes.h"
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#include "ConfigDB.h"
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#include "CLogger.h"
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#include "ps/i18n.h"
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#define LOG_CATEGORY "main"
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#ifndef NO_GUI
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#include "gui/GUI.h"
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#endif
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#include "sound/CMusicPlayer.h"
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#include "sound/JSI_Sound.h"
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#include "lib/res/snd.h"
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#include "Network/SessionManager.h"
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#include "Network/Server.h"
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CConsole* g_Console = 0;
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extern int conInputHandler(const SDL_Event* ev);
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// Globals
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u32 game_ticks;
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bool keys[SDLK_LAST];
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bool mouseButtons[5];
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int mouse_x=50, mouse_y=50;
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int g_xres, g_yres;
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int g_bpp;
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int g_freq;
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bool g_active = true;
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// flag to disable extended GL extensions until fix found - specifically, crashes
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// using VBOs on laptop Radeon cards
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static bool g_NoGLVBO=false;
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// flag to switch on shadows
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static bool g_Shadows=false;
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// flag to switch off pbuffers
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static bool g_NoPBuffer=true;
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// flag to switch on fixed frame timing (RC: I'm using this for profiling purposes)
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static bool g_FixedFrameTiming=false;
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static bool g_VSync = false;
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static float g_LodBias = 0.0f;
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static bool g_Quickstart=false;
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extern CLightEnv g_LightEnv;
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static bool g_EntGraph = false;
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static float g_Gamma = 1.0f;
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CGameAttributes g_GameAttributes;
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extern int game_view_handler(const SDL_Event* ev);
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static CMusicPlayer MusicPlayer;
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CStr g_CursorName = "test";
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CStr g_ActiveProfile = "default";
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extern int allow_reload();
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extern int dir_add_watch(const char* const dir, bool watch_subdirs);
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extern void sle(int);
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extern size_t frameCount;
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static bool quit = false; // break out of main loop
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const wchar_t* HardcodedErrorString(int err)
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{
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#define E(sym) case sym: return L ## #sym;
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switch(err)
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{
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E(ERR_NO_MEM)
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E(ERR_FILE_NOT_FOUND)
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E(ERR_INVALID_HANDLE)
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E(ERR_INVALID_PARAM)
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E(ERR_EOF)
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E(ERR_PATH_NOT_FOUND)
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E(ERR_VFS_PATH_LENGTH)
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default:
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return 0;
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}
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}
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const wchar_t* ErrorString(int err)
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{
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// language file not available (yet)
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if(1)
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return HardcodedErrorString(err);
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// TODO: load from language file
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}
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ERROR_GROUP(System);
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ERROR_TYPE(System, SDLInitFailed);
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ERROR_TYPE(System, VmodeFailed);
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ERROR_TYPE(System, RequiredExtensionsMissing);
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void Testing (void)
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{
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g_Console->InsertMessage(L"Testing Function Registration");
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}
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void TestingUnicode (void)
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{
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// This looks really broken in my IDE's font
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g_Console->InsertMessage(L" Ai! lauri� lantar lassi s�rinen,");
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g_Console->InsertMessage(L" y�ni �n�tim� ve r�mar aldaron!");
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g_Console->InsertMessage(L" Y�ni ve lint� yuldar av�nier");
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g_Console->InsertMessage(L" mi oromardi liss�-miruv�reva");
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g_Console->InsertMessage(L" And�n� pella, Vardo tellumar");
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g_Console->InsertMessage(L" nu luini yassen tintilar i eleni");
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g_Console->InsertMessage(L" �maryo airet�ri-l�rinen.");
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}
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static std::string SplitExts(const char *exts)
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{
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std::string str = exts;
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std::string ret = "";
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size_t idx = str.find_first_of(" ");
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while(idx != std::string::npos)
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{
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if(idx >= str.length() - 1)
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{
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ret += str;
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break;
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}
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ret += str.substr(0, idx);
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ret += "\n";
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str = str.substr(idx + 1);
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idx = str.find_first_of(" ");
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}
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return ret;
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}
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static int WriteSysInfo()
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{
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double t1 = get_time();
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get_gfx_info();
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get_cpu_info();
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get_snd_info();
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get_mem_status();
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double t2 = get_time();
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debug_out("INT TIME %g\n\n", t2-t1);
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struct utsname un;
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uname(&un);
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FILE* const f = fopen("../logs/system_info.txt", "w");
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if(!f)
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return -1;
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// .. OS
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fprintf(f, "%s %s (%s)\n", un.sysname, un.release, un.version);
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// .. CPU
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fprintf(f, "%s, %s", un.machine, cpu_type);
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if(cpus > 1)
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fprintf(f, " (x%d)", cpus);
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if(cpu_freq != 0.0f)
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{
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if(cpu_freq < 1e9)
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fprintf(f, ", %.2f MHz\n", cpu_freq*1e-6);
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else
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fprintf(f, ", %.2f GHz\n", cpu_freq*1e-9);
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}
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else
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fprintf(f, "\n");
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// .. memory
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fprintf(f, "%lu MB RAM; %lu MB free\n", tot_mem/MB, avl_mem/MB);
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// .. graphics card
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fprintf(f, "%s\n", gfx_card);
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fprintf(f, "%s\n", gfx_drv_ver);
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fprintf(f, "%dx%d:%d@%d\n", g_xres, g_yres, g_bpp, g_freq);
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fprintf(f, "OpenGL: %s\n", glGetString(GL_VERSION));
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// .. sound card
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fprintf(f, "%s\n", snd_card);
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fprintf(f, "%s\n", snd_drv_ver);
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// .. network name / ips
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// note: can't use un.nodename because it is for an
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// "implementation-defined communications network".
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char hostname[128];
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if (gethostname(hostname, sizeof(hostname)) == 0) // make sure it succeeded
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{
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fprintf(f, "%s\n", hostname);
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hostent* host = gethostbyname(hostname);
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if(host)
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{
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struct in_addr** ips = (struct in_addr**)host->h_addr_list;
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for(int i = 0; ips && ips[i]; i++)
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fprintf(f, "%s ", inet_ntoa(*ips[i]));
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fprintf(f, "\n");
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}
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}
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// Write extensions last, because there are lots of them
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const char* exts = oglExtList();
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if (!exts) exts = "{unknown}";
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fprintf(f, "\nSupported extensions: \n%s\n", SplitExts(exts).c_str());
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fclose(f);
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return 0;
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}
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static int set_vmode(int w, int h, int bpp, bool fullscreen)
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{
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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if(!SDL_SetVideoMode(w, h, bpp, SDL_OPENGL|(fullscreen?SDL_FULLSCREEN:0)))
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return -1;
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glViewport(0, 0, w, h);
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#ifndef NO_GUI
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g_GUI.UpdateResolution();
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#endif
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oglInit(); // required after each mode change
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if(SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
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debug_warn("SDL_SetGamma failed");
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return 0;
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}
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// use_bmp is for when you want high-speed output at the expense of huge files
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static void WriteScreenshot(bool use_bmp = false)
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{
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// determine next screenshot number.
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//
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// current approach: increment number until that file doesn't yet exist.
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// this is fairly slow, but it's typically only done once, since the last
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// number is cached. binary search shouldn't be necessary.
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//
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// known bug: after program restart, holes in the number series are
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// filled first. example: add 1st and 2nd; [exit] delete 1st; [restart]
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// add 3rd -> it gets number 1, not 3.
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// could fix via enumerating all files, but it's not worth it ATM.
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char fn[VFS_MAX_PATH];
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const char* file_format =
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use_bmp ? "screenshots/screenshot%04d.bmp"
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: "screenshots/screenshot%04d.png";
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static int next_num = 1;
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do
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sprintf(fn, file_format, next_num++);
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while(vfs_exists(fn));
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const int w = g_xres, h = g_yres;
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const int bpp = 24;
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const size_t size = w * h * bpp;
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void* img = mem_alloc(size);
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glReadPixels(0, 0, w, h, use_bmp?GL_BGR:GL_RGB, GL_UNSIGNED_BYTE, img);
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if(tex_write(fn, w, h, bpp, use_bmp?TEX_BGR:0, img) < 0)
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debug_warn("WriteScreenshot: tex_write failed");
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mem_free(img);
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}
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// HACK: Let code from other files (i.e. the scripting system) quit
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void kill_mainloop()
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{
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quit = true;
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}
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static int handler(const SDL_Event* ev)
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{
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int c;
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switch(ev->type)
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{
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case SDL_ACTIVEEVENT:
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g_active = ev->active.gain != 0;
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break;
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case SDL_MOUSEMOTION:
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mouse_x = ev->motion.x;
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mouse_y = ev->motion.y;
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break;
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case SDL_KEYDOWN:
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c = ev->key.keysym.sym;
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keys[c] = true;
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break;
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case SDL_HOTKEYDOWN:
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switch( ev->user.code )
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{
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case HOTKEY_EXIT:
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quit = true;
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break;
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case HOTKEY_SCREENSHOT:
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WriteScreenshot();
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break;
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case HOTKEY_PLAYMUSIC:
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{
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// MusicPlayer.open("audio/music/germanic peace 3.ogg");
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// MusicPlayer.play();
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Handle hs = snd_open(
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//"audio/music/germanic peace 3.ogg"
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"audio/voice/hellenes/soldier/Attack-ZeusSaviourandVictory.ogg"
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);
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snd_set_pos(hs, 0,0,0, true);
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snd_play(hs);
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}
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break;
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default:
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return( EV_PASS );
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}
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return( EV_HANDLED );
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case SDL_KEYUP:
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c = ev->key.keysym.sym;
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keys[c] = false;
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break;
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case SDL_MOUSEBUTTONDOWN:
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c = ev->button.button;
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if( c < 5 )
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mouseButtons[c] = true;
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else
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debug_warn("SDL mouse button defs changed; fix mouseButton array def");
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break;
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case SDL_MOUSEBUTTONUP:
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c = ev->button.button;
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if( c < 5 )
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mouseButtons[c] = false;
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else
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debug_warn("SDL mouse button defs changed; fix mouseButton array def");
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break;
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}
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return EV_PASS;
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}
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void EndGame()
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{
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delete g_Game;
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g_Game=NULL;
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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// RenderNoCull: render absolutely everything to a blank frame to force renderer
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// to load required assets
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void RenderNoCull()
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{
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g_Renderer.BeginFrame();
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if (g_Game)
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g_Game->GetView()->RenderNoCull();
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g_Renderer.FlushFrame();
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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g_Renderer.EndFrame();
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}
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static void Render()
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{
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MICROLOG(L"begin frame");
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oglCheck();
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// start new frame
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g_Renderer.BeginFrame();
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// switch on wireframe for terrain if we want it
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//g_Renderer.SetTerrainRenderMode( SOLID ); // (PT: If this is done here, the W key doesn't work)
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oglCheck();
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if (g_Game)
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{
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g_Game->GetView()->Render();
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oglCheck();
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MICROLOG(L"flush frame");
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g_Renderer.FlushFrame();
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glPushAttrib( GL_ENABLE_BIT );
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glDisable( GL_LIGHTING );
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glDisable( GL_TEXTURE_2D );
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glDisable( GL_DEPTH_TEST );
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if( g_EntGraph )
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{
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glColor3f( 1.0f, 0.0f, 1.0f );
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MICROLOG(L"render entities");
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g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
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}
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g_Mouseover.renderSelectionOutlines();
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g_Selection.renderSelectionOutlines();
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glPopAttrib();
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}
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else
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g_Renderer.FlushFrame();
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oglCheck();
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MICROLOG(L"render fonts");
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// overlay mode
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glPushAttrib(GL_ENABLE_BIT);
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_CULL_FACE);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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oglCheck();
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#ifndef NO_GUI
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// Temp GUI message GeeTODO
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glLoadIdentity();
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MICROLOG(L"render GUI");
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g_GUI.Draw();
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#endif
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oglCheck();
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// Text:
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// Use the GL_ALPHA texture as the alpha channel with a flat colouring
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glDisable(GL_ALPHA_TEST);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// Added --
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glEnable(GL_TEXTURE_2D);
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// -- GL
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oglCheck();
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{
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glLoadIdentity();
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MICROLOG(L"render console");
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CFont font("console");
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font.Bind();
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g_Console->Render();
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}
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oglCheck();
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if (g_Game)
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{
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g_Mouseover.renderOverlays();
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g_Selection.renderOverlays();
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}
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oglCheck();
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// Draw the cursor (or set the Windows cursor, on Windows)
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cursor_draw(g_CursorName);
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// restore
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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glPopAttrib();
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MICROLOG(L"end frame");
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g_Renderer.EndFrame();
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oglCheck();
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}
|
|
|
|
static void InitDefaultGameAttributes()
|
|
{
|
|
g_GameAttributes.SetValue( "mapFile", L"combattest.pmp" );
|
|
}
|
|
|
|
|
|
static void LoadProfile( CStr profile )
|
|
{
|
|
CStr filename = CStr( "profiles/" ) + profile + CStr( ".cfg" );
|
|
g_ConfigDB.SetConfigFile( CFG_USER, true, filename );
|
|
g_ConfigDB.Reload( CFG_USER );
|
|
}
|
|
|
|
// Fill in the globals from the config files.
|
|
static void LoadGlobals()
|
|
{
|
|
CConfigValue *val;
|
|
|
|
if ((val=g_ConfigDB.GetValue(CFG_SYSTEM, "profile")))
|
|
val->GetString( g_ActiveProfile );
|
|
|
|
// Now load the profile before trying to retrieve the values of the rest of these.
|
|
|
|
LoadProfile( g_ActiveProfile );
|
|
|
|
if ((val=g_ConfigDB.GetValue(CFG_USER, "xres")))
|
|
val->GetInt(g_xres);
|
|
if ((val=g_ConfigDB.GetValue(CFG_USER, "yres")))
|
|
val->GetInt(g_yres);
|
|
|
|
if ((val=g_ConfigDB.GetValue(CFG_USER, "vsync")))
|
|
val->GetBool(g_VSync);
|
|
if ((val=g_ConfigDB.GetValue(CFG_USER, "novbo")))
|
|
val->GetBool(g_NoGLVBO);
|
|
if ((val=g_ConfigDB.GetValue(CFG_USER, "shadows")))
|
|
val->GetBool(g_Shadows);
|
|
|
|
LOG(NORMAL, LOG_CATEGORY, "g_x/yres is %dx%d", g_xres, g_yres);
|
|
LOG(NORMAL, LOG_CATEGORY, "Active profile is %s", g_ActiveProfile.c_str());
|
|
}
|
|
|
|
static void ParseArgs(int argc, char* argv[])
|
|
{
|
|
for(int i = 1; i < argc; i++)
|
|
{
|
|
// this arg isn't an option; skip
|
|
if(argv[i][0] != '-')
|
|
continue;
|
|
|
|
char* name = argv[i]+1; // no leading '-'
|
|
|
|
// switch first letter of option name
|
|
switch(argv[i][1])
|
|
{
|
|
case 'c':
|
|
if(strcmp(name, "conf") == 0)
|
|
{
|
|
if(argc-i >= 1) // at least one arg left
|
|
{
|
|
i++;
|
|
char* arg = argv[i];
|
|
char* equ = strchr(arg, '=');
|
|
if(equ)
|
|
{
|
|
*equ = 0;
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, arg)
|
|
->m_String = (equ+1);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 'e':
|
|
g_EntGraph = true;
|
|
break;
|
|
case 'f':
|
|
if(strncmp(name, "fixedframe", 10) == 0)
|
|
g_FixedFrameTiming=true;
|
|
break;
|
|
case 'g':
|
|
if(strncmp(name, "g=", 2) == 0)
|
|
{
|
|
g_Gamma = (float)atof(argv[i] + 3);
|
|
if(g_Gamma == 0.0f)
|
|
g_Gamma = 1.0f;
|
|
}
|
|
break;
|
|
case 'l':
|
|
if(strncmp(name, "listfiles", 9) == 0)
|
|
vfs_enable_file_listing(true);
|
|
break;
|
|
case 'm':
|
|
if(strncmp(name, "m=", 2) == 0)
|
|
g_GameAttributes.SetValue( "mapFile", CStr( argv[i] + 3 ) );
|
|
break;
|
|
case 'n':
|
|
if(strncmp(name, "novbo", 5) == 0)
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, "novbo")->m_String="true";
|
|
else if(strncmp(name, "nopbuffer", 9) == 0)
|
|
g_NoPBuffer = true;
|
|
break;
|
|
case 'q':
|
|
if(strncmp(name, "quickstart", 10) == 0)
|
|
g_Quickstart = true;
|
|
break;
|
|
case 's':
|
|
if(strncmp(name, "shadows", 7) == 0)
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, "shadows")->m_String="true";
|
|
break;
|
|
case 'v':
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, "vsync")->m_String="true";
|
|
break;
|
|
case 'x':
|
|
if(strncmp(name, "xres=", 6) == 0)
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, "xres")->m_String=argv[i]+6;
|
|
break;
|
|
case 'y':
|
|
if(strncmp(name, "yres=", 6) == 0)
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, "yres")->m_String=argv[i]+6;
|
|
break;
|
|
case 'p':
|
|
if(strncmp(name, "profile=", 8) == 0 )
|
|
g_ConfigDB.CreateValue(CFG_COMMAND, "profile")->m_String = argv[i]+9;
|
|
break;
|
|
} // switch
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static void InitScripting()
|
|
{
|
|
// Create the scripting host. This needs to be done before the GUI is created.
|
|
new ScriptingHost;
|
|
|
|
// It would be nice for onLoad code to be able to access the setTimeout() calls.
|
|
new CScheduler;
|
|
|
|
// Register the JavaScript interfaces with the runtime
|
|
CEntity::ScriptingInit();
|
|
CBaseEntity::ScriptingInit();
|
|
JSI_Sound::ScriptingInit();
|
|
|
|
JSI_IGUIObject::init();
|
|
JSI_GUITypes::init();
|
|
JSI_Vector3D::init();
|
|
EntityCollection::Init( "EntityCollection" );
|
|
// PlayerCollection::Init( "PlayerCollection" );
|
|
CDamageType::ScriptingInit();
|
|
CJSPropertyAccessor<CEntity>::ScriptingInit(); // <-- Doesn't really matter which we use, but we know CJSPropertyAccessor<T> is already being compiled for T = CEntity.
|
|
CScriptEvent::ScriptingInit();
|
|
|
|
g_ScriptingHost.DefineConstant( "ORDER_NONE", -1 );
|
|
g_ScriptingHost.DefineConstant( "ORDER_GOTO", CEntityOrder::ORDER_GOTO );
|
|
g_ScriptingHost.DefineConstant( "ORDER_PATROL", CEntityOrder::ORDER_PATROL );
|
|
g_ScriptingHost.DefineConstant( "ORDER_ATTACK", CEntityOrder::ORDER_ATTACK_MELEE );
|
|
|
|
JSI_Camera::init();
|
|
JSI_Console::init();
|
|
}
|
|
|
|
|
|
static void InitVfs(char* argv0)
|
|
{
|
|
// set current directory to "$game_dir/data".
|
|
// this is necessary because it is otherwise unknown,
|
|
// especially if run from a shortcut / symlink.
|
|
//
|
|
// "../data" is relative to the executable (in "$game_dir/system").
|
|
//
|
|
// rationale for data/ being root: untrusted scripts must not be
|
|
// allowed to overwrite critical game (or worse, OS) files.
|
|
// the VFS prevents any accesses to files above this directory.
|
|
int err = file_rel_chdir(argv0, "../data");
|
|
if(err < 0)
|
|
throw err;
|
|
// display_startup_error(L"error setting current directory.\n"\
|
|
// L"argv[0] is probably incorrect. please start the game via command-line.");
|
|
|
|
vfs_mount("", "mods/official", 0);
|
|
vfs_mount("screenshots", "screenshots", 0);
|
|
vfs_mount("profiles", "profiles", 0 );
|
|
}
|
|
|
|
static void psInit()
|
|
{
|
|
// console
|
|
{
|
|
float ConsoleHeight = g_yres * 0.6f;
|
|
g_Console->SetSize(0, g_yres-ConsoleHeight, (float)g_xres, ConsoleHeight);
|
|
|
|
// Calculate and store the line spacing
|
|
CFont font("console");
|
|
g_Console->m_iFontHeight = font.GetLineSpacing();
|
|
// Offset by an arbitrary amount, to make it fit more nicely
|
|
g_Console->m_iFontOffset = 9;
|
|
}
|
|
|
|
CConfigValue* val = g_ConfigDB.GetValue(CFG_SYSTEM, "language");
|
|
std::string lang = "english";
|
|
if (val)
|
|
val->GetString(lang);
|
|
I18n::LoadLanguage(lang.c_str());
|
|
|
|
loadHotkeys();
|
|
|
|
#ifndef NO_GUI
|
|
// GUI uses VFS, so this must come after VFS init.
|
|
g_GUI.Initialize();
|
|
|
|
g_GUI.LoadXMLFile("gui/test/setup.xml");
|
|
g_GUI.LoadXMLFile("gui/test/styles.xml");
|
|
g_GUI.LoadXMLFile("gui/test/sprite1.xml");
|
|
|
|
// Temporary hack until revised GUI structure is completed.
|
|
g_GUI.LoadXMLFile("gui/test/1_init.xml");
|
|
g_GUI.LoadXMLFile("gui/test/2_mainmenu.xml");
|
|
g_GUI.LoadXMLFile("gui/test/3_session.xml");
|
|
g_GUI.LoadXMLFile("gui/test/4_manual.xml");
|
|
g_GUI.LoadXMLFile("gui/test/5_atlas.xml");
|
|
g_GUI.LoadXMLFile("gui/test/6_global.xml");
|
|
|
|
g_GUI.LoadXMLFile("gui/test/hello.xml");
|
|
#endif
|
|
}
|
|
|
|
static void psShutdown()
|
|
{
|
|
#ifndef NO_GUI
|
|
g_GUI.Destroy();
|
|
delete &g_GUI;
|
|
#endif
|
|
|
|
delete g_Console;
|
|
|
|
// disable the special Windows cursor, or free textures for OGL cursors
|
|
cursor_draw(NULL);
|
|
|
|
// close down Xerces if it was loaded
|
|
CXeromyces::Terminate();
|
|
|
|
MusicPlayer.release();
|
|
|
|
// Unload the real language (since it depends on the scripting engine,
|
|
// which is going to be killed later) and use the English fallback messages
|
|
I18n::LoadLanguage(NULL);
|
|
}
|
|
|
|
|
|
extern u64 PREVTSC;
|
|
|
|
static void Shutdown()
|
|
{
|
|
psShutdown(); // Must delete g_GUI before g_ScriptingHost
|
|
|
|
// Release script references to the globals before ScriptingHost shuts down
|
|
// g_GameAttributes.ReleaseScriptObject();
|
|
|
|
if (g_Game)
|
|
delete g_Game;
|
|
|
|
delete &g_Scheduler;
|
|
|
|
delete &g_SessionManager;
|
|
|
|
delete &g_Mouseover;
|
|
delete &g_Selection;
|
|
|
|
delete &g_Pathfinder;
|
|
// Managed by CWorld
|
|
// delete &g_EntityManager;
|
|
|
|
delete &g_EntityTemplateCollection;
|
|
|
|
delete &g_ScriptingHost;
|
|
|
|
// destroy actor related stuff
|
|
delete &g_UnitMan;
|
|
delete &g_ObjMan;
|
|
delete &g_SkelAnimMan;
|
|
|
|
delete &g_MaterialManager;
|
|
delete &g_MeshManager;
|
|
|
|
// destroy terrain related stuff
|
|
delete &g_TexMan;
|
|
|
|
// destroy renderer
|
|
delete &g_Renderer;
|
|
|
|
delete &g_ConfigDB;
|
|
|
|
// Really shut down the i18n system. Any future calls
|
|
// to translate() will crash.
|
|
I18n::Shutdown();
|
|
|
|
snd_shutdown();
|
|
|
|
h_mgr_shutdown();
|
|
}
|
|
|
|
static void Init(int argc, char* argv[])
|
|
{
|
|
MICROLOG(L"In init");
|
|
|
|
// If you ever want to catch a particular allocation:
|
|
//_CrtSetBreakAlloc(32894);
|
|
|
|
#ifdef _MSC_VER
|
|
u64 TSC=rdtsc();
|
|
debug_out(
|
|
"----------------------------------------\n"\
|
|
"MAIN (elapsed = %f ms)\n"\
|
|
"----------------------------------------\n", (TSC-PREVTSC)/2e9*1e3);
|
|
PREVTSC=TSC;
|
|
#endif
|
|
|
|
MICROLOG(L"init lib");
|
|
lib_init();
|
|
|
|
// Call LoadLanguage(NULL) to initialise the I18n system, but
|
|
// without loading an actual language file - translate() will
|
|
// just show the English key text, which is better than crashing
|
|
// from a null pointer when attempting to translate e.g. error messages.
|
|
// Real languages can only be loaded when the scripting system has
|
|
// been initialised.
|
|
MICROLOG(L"init i18n");
|
|
I18n::LoadLanguage(NULL);
|
|
|
|
// set 24 bit (float) FPU precision for faster divides / sqrts
|
|
#ifdef _M_IX86
|
|
_control87(_PC_24, _MCW_PC);
|
|
#endif
|
|
|
|
// Do this as soon as possible, because it chdirs
|
|
// and will mess up the error reporting if anything
|
|
// crashes before the working directory is set.
|
|
MICROLOG(L"init vfs");
|
|
InitVfs(argv[0]);
|
|
|
|
// Set up the console early, so that debugging
|
|
// messages can be logged to it. (The console's size
|
|
// and fonts are set later in psInit())
|
|
g_Console = new CConsole();
|
|
|
|
MICROLOG(L"init sdl");
|
|
// init SDL
|
|
if(SDL_Init(SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) < 0)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "SDL library initialization failed: %s", SDL_GetError());
|
|
throw PSERROR_System_SDLInitFailed();
|
|
}
|
|
atexit(SDL_Quit);
|
|
SDL_EnableUNICODE(1);
|
|
|
|
// preferred video mode = current desktop settings
|
|
// (command line params may override these)
|
|
get_cur_vmode(&g_xres, &g_yres, &g_bpp, &g_freq);
|
|
|
|
MICROLOG(L"init scripting");
|
|
InitScripting(); // before GUI
|
|
|
|
MICROLOG(L"init config");
|
|
new CConfigDB;
|
|
|
|
|
|
g_ConfigDB.SetConfigFile(CFG_SYSTEM, false, "config/system.cfg");
|
|
g_ConfigDB.Reload(CFG_SYSTEM);
|
|
|
|
g_ConfigDB.SetConfigFile(CFG_MOD, true, "config/mod.cfg");
|
|
// No point in reloading mod.cfg here - we haven't mounted mods yet
|
|
|
|
// We init the defaults here; command line options might want to override
|
|
InitDefaultGameAttributes();
|
|
ParseArgs(argc, argv);
|
|
|
|
LoadGlobals(); // Collects information from system.cfg, the profile file, and any command-line overrides
|
|
// to fill in the globals.
|
|
//g_xres = 800;
|
|
//g_yres = 600;
|
|
|
|
// GUI is notified in set_vmode, so this must come before that.
|
|
#ifndef NO_GUI
|
|
new CGUI;
|
|
#endif
|
|
|
|
CConfigValue *val=g_ConfigDB.GetValue(CFG_SYSTEM, "windowed");
|
|
bool windowed=false;
|
|
if (val) val->GetBool(windowed);
|
|
|
|
#ifdef _WIN32
|
|
sle(11340106);
|
|
#endif
|
|
|
|
MICROLOG(L"set vmode");
|
|
|
|
if(set_vmode(g_xres, g_yres, 32, !windowed) < 0)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "Could not set %dx%d graphics mode: %s", g_xres, g_yres, SDL_GetError());
|
|
throw PSERROR_System_VmodeFailed();
|
|
}
|
|
SDL_WM_SetCaption("0 A.D.", "0 A.D.");
|
|
|
|
if(!g_Quickstart)
|
|
WriteSysInfo();
|
|
|
|
if(!oglExtAvail("GL_ARB_multitexture") || !oglExtAvail("GL_ARB_texture_env_combine") ||
|
|
!glActiveTexture) // prevent crashing later if multitexture support is falsely
|
|
// advertised (janwas 2004-08-25, for bug #18)
|
|
{
|
|
LOG(ERROR, LOG_CATEGORY, "Required ARB_multitexture or ARB_texture_env_combine extension not available");
|
|
throw PSERROR_System_RequiredExtensionsMissing();
|
|
}
|
|
|
|
// enable/disable VSync
|
|
// note: "GL_EXT_SWAP_CONTROL" is "historical" according to dox.
|
|
/*if(oglExtAvail("WGL_EXT_swap_control"))
|
|
wglSwapIntervalEXT(g_VSync? 1 : 0);*/
|
|
|
|
#ifdef _MSC_VER
|
|
u64 CURTSC=rdtsc();
|
|
debug_out(
|
|
"----------------------------------------\n"\
|
|
"low-level ready (elapsed = %f ms)\n"\
|
|
"----------------------------------------\n", (CURTSC-PREVTSC)/2e9*1e3);
|
|
PREVTSC=CURTSC;
|
|
#endif
|
|
|
|
MICROLOG(L"init ps");
|
|
psInit();
|
|
|
|
// create renderer
|
|
new CRenderer;
|
|
|
|
// set renderer options from command line options - NOVBO must be set before opening the renderer
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOVBO,g_NoGLVBO);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_SHADOWS,g_Shadows);
|
|
g_Renderer.SetOptionBool(CRenderer::OPT_NOPBUFFER,g_NoPBuffer);
|
|
g_Renderer.SetOptionFloat(CRenderer::OPT_LODBIAS, g_LodBias);
|
|
|
|
// create terrain related stuff
|
|
new CTextureManager;
|
|
|
|
// create the material manager
|
|
new CMaterialManager;
|
|
new CMeshManager;
|
|
|
|
// create actor related stuff
|
|
new CSkeletonAnimManager;
|
|
new CObjectManager;
|
|
new CUnitManager;
|
|
|
|
MICROLOG(L"init renderer");
|
|
g_Renderer.Open(g_xres,g_yres,g_bpp);
|
|
|
|
// Setup default lighting environment. Since the Renderer accesses the
|
|
// lighting environment through a pointer, this has to be done before
|
|
// the first Frame.
|
|
g_LightEnv.m_SunColor=RGBColor(1,1,1);
|
|
g_LightEnv.SetRotation(DEGTORAD(270));
|
|
g_LightEnv.SetElevation(DEGTORAD(45));
|
|
g_LightEnv.m_TerrainAmbientColor=RGBColor(0,0,0);
|
|
g_LightEnv.m_UnitsAmbientColor=RGBColor(0.4f,0.4f,0.4f);
|
|
g_Renderer.SetLightEnv(&g_LightEnv);
|
|
|
|
// I haven't seen the camera affecting GUI rendering and such, but the
|
|
// viewport has to be updated according to the video mode
|
|
SViewPort vp;
|
|
vp.m_X=0;
|
|
vp.m_Y=0;
|
|
vp.m_Width=g_xres;
|
|
vp.m_Height=g_yres;
|
|
g_Renderer.SetViewport(vp);
|
|
|
|
// This needs to be done after the renderer has loaded all its actors...
|
|
new CBaseEntityCollection;
|
|
// CEntityManager is managed by CWorld
|
|
//new CEntityManager;
|
|
new CPathfindEngine;
|
|
new CSelectedEntities;
|
|
new CMouseoverEntities;
|
|
|
|
new CSessionManager;
|
|
|
|
// Register a few Game/Network JS globals
|
|
g_ScriptingHost.SetGlobal("g_NetServerAttributes", OBJECT_TO_JSVAL(g_NetServerAttributes.GetJSObject()));
|
|
g_ScriptingHost.SetGlobal("g_GameAttributes", OBJECT_TO_JSVAL(g_GameAttributes.GetJSObject()));
|
|
|
|
// Check for heap corruption after every allocation. Very, very slowly.
|
|
// (And it highlights the allocation just after the one you care about,
|
|
// so you need to run it again and tell it to break on the one before.)
|
|
/*
|
|
extern void memory_debug_extreme_turbo_plus();
|
|
memory_debug_extreme_turbo_plus();
|
|
_CrtSetBreakAlloc(36367);
|
|
//*/
|
|
|
|
in_add_handler(handler);
|
|
in_add_handler(game_view_handler);
|
|
|
|
in_add_handler(interactInputHandler);
|
|
|
|
#ifndef NO_GUI
|
|
in_add_handler(gui_handler);
|
|
#endif
|
|
|
|
in_add_handler(conInputHandler);
|
|
|
|
in_add_handler(hotkeyInputHandler); // <- Leave this one until after all the others.
|
|
|
|
MICROLOG(L"render blank");
|
|
// render everything to a blank frame to force renderer to load everything
|
|
RenderNoCull();
|
|
|
|
if (g_FixedFrameTiming) {
|
|
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
|
|
#if 0 // TOPDOWN
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(90));
|
|
g_Camera.m_Orientation.SetIdentity();
|
|
g_Camera.m_Orientation.RotateX(DEGTORAD(90));
|
|
g_Camera.m_Orientation.Translate(CELL_SIZE*250*0.5, 250, CELL_SIZE*250*0.5);
|
|
#else // std view
|
|
g_Camera.SetProjection(1.0f,10000.0f,DEGTORAD(20));
|
|
g_Camera.m_Orientation.SetXRotation(DEGTORAD(30));
|
|
g_Camera.m_Orientation.RotateY(DEGTORAD(-45));
|
|
g_Camera.m_Orientation.Translate(350, 350, -275);
|
|
#endif
|
|
g_Camera.UpdateFrustum();
|
|
}
|
|
|
|
g_Console->RegisterFunc(Testing, L"Testing");
|
|
|
|
{
|
|
wchar_t t[] = { 'T',0xE9,'s','t','i','n','g' , 0 };
|
|
g_Console->RegisterFunc(TestingUnicode, t);
|
|
}
|
|
|
|
#ifdef _MSC_VER
|
|
{
|
|
u64 CURTSC=rdtsc();
|
|
debug_out(
|
|
"----------------------------------------\n"\
|
|
"READY (elapsed = %f ms)\n"\
|
|
"----------------------------------------\n", (CURTSC-PREVTSC)/2e9*1e3);
|
|
PREVTSC=CURTSC;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
static void Frame()
|
|
{
|
|
MICROLOG(L"In frame");
|
|
|
|
MusicPlayer.update();
|
|
|
|
static double last_time;
|
|
const double time = get_time();
|
|
const float TimeSinceLastFrame = (float)(time-last_time);
|
|
last_time = time;
|
|
ONCE(return);
|
|
// first call: set last_time and return
|
|
assert(TimeSinceLastFrame >= 0.0f);
|
|
|
|
MICROLOG(L"reload files");
|
|
|
|
res_reload_changed_files();
|
|
|
|
MICROLOG(L"input");
|
|
|
|
in_get_events();
|
|
g_SessionManager.Poll();
|
|
|
|
if (g_Game && g_Game->IsGameStarted())
|
|
{
|
|
g_Game->Update(TimeSinceLastFrame);
|
|
|
|
if (!g_FixedFrameTiming)
|
|
g_Game->GetView()->Update(float(TimeSinceLastFrame));
|
|
|
|
// TODO Where does GameView end and other things begin?
|
|
g_Mouseover.update( TimeSinceLastFrame );
|
|
g_Selection.update();
|
|
|
|
|
|
CCamera* camera = g_Game->GetView()->GetCamera();
|
|
CMatrix3D& orientation = camera->m_Orientation;
|
|
|
|
float* pos = &orientation._data[12];
|
|
float* dir = &orientation._data[8];
|
|
float* up = &orientation._data[4];
|
|
if(snd_update(pos, dir, up) < 0)
|
|
debug_out("snd_update failed\n");
|
|
}
|
|
else
|
|
{
|
|
if(snd_update(0, 0, 0) < 0)
|
|
debug_out("snd_update (pos=0 version) failed\n");
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
g_Console->Update(TimeSinceLastFrame);
|
|
|
|
// ugly, but necessary. these are one-shot events, have to be reset.
|
|
|
|
// Spoof mousebuttonup events for the hotkey system
|
|
SDL_Event spoof;
|
|
spoof.type = SDL_MOUSEBUTTONUP;
|
|
spoof.button.button = SDL_BUTTON_WHEELUP;
|
|
if( mouseButtons[SDL_BUTTON_WHEELUP] )
|
|
hotkeyInputHandler( &spoof );
|
|
spoof.button.button = SDL_BUTTON_WHEELDOWN;
|
|
if( mouseButtons[SDL_BUTTON_WHEELDOWN] )
|
|
hotkeyInputHandler( &spoof );
|
|
|
|
mouseButtons[SDL_BUTTON_WHEELUP] = false;
|
|
mouseButtons[SDL_BUTTON_WHEELDOWN] = false;
|
|
|
|
if(g_active)
|
|
{
|
|
MICROLOG(L"render");
|
|
Render();
|
|
MICROLOG(L"swap buffers");
|
|
SDL_GL_SwapBuffers();
|
|
MICROLOG(L"finished render");
|
|
}
|
|
// inactive; relinquish CPU for a little while
|
|
// don't use SDL_WaitEvent: don't want the main loop to freeze until app focus is restored
|
|
else
|
|
SDL_Delay(10);
|
|
|
|
calc_fps();
|
|
if (g_FixedFrameTiming && frameCount==100) quit=true;
|
|
}
|
|
|
|
|
|
// Choose when to override the standard exception handling behaviour
|
|
// (opening the debugger when available, or crashing when not) with
|
|
// code that generates a crash log/dump.
|
|
//#if defined(_WIN32) && ( defined(NDEBUG) || defined(TESTING) )
|
|
// # define CUSTOM_EXCEPTION_HANDLER
|
|
// #endif
|
|
|
|
#ifdef CUSTOM_EXCEPTION_HANDLER
|
|
#include <excpt.h>
|
|
#endif
|
|
|
|
int main(int argc, char* argv[])
|
|
{
|
|
MICROLOG(L"In main");
|
|
|
|
#ifdef CUSTOM_EXCEPTION_HANDLER
|
|
__try
|
|
{
|
|
#endif
|
|
MICROLOG(L"Init");
|
|
Init(argc, argv);
|
|
|
|
extern void PerformTests();
|
|
PerformTests();
|
|
|
|
while(!quit)
|
|
{
|
|
MICROLOG(L"(Simulation) Frame");
|
|
Frame();
|
|
}
|
|
|
|
//_CrtMemDumpAllObjectsSince(NULL);
|
|
|
|
MICROLOG(L"Shutdown");
|
|
Shutdown();
|
|
#ifdef CUSTOM_EXCEPTION_HANDLER
|
|
}
|
|
__except(debug_main_exception_filter(GetExceptionCode(), GetExceptionInformation()))
|
|
{
|
|
}
|
|
#endif
|
|
|
|
exit(0);
|
|
}
|