janwas
8ba42d5a3c
memcpy no longer requires SSE yet is still efficient (clever trick, hehe) This was SVN commit r2757.
880 lines
22 KiB
C++
880 lines
22 KiB
C++
#include "precompiled.h"
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#include "lib.h"
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#include "lib/sdl.h"
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#include "lib/ogl.h"
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#include "lib/detect.h"
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#include "lib/timer.h"
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#include "lib/input.h"
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#if CPU_IA32
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# include "lib/sysdep/ia32.h"
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#endif
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#include "lib/res/res.h"
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#include "lib/res/sound/snd.h"
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#include "lib/res/graphics/tex.h"
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#include "lib/res/graphics/cursor.h"
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#include "ps/Profile.h"
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#include "ps/ProfileViewer.h"
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#include "ps/Loader.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 "ps/Interact.h"
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#include "ps/Hotkey.h"
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#include "ps/ConfigDB.h"
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#include "ps/CLogger.h"
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#include "ps/i18n.h"
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#include "ps/Overlay.h"
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#include "ps/StringConvert.h"
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#include "graphics/MapReader.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/SkeletonAnimManager.h"
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#include "graphics/LightEnv.h"
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#include "graphics/Model.h"
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#include "graphics/UnitManager.h"
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#include "graphics/MaterialManager.h"
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#include "graphics/MeshManager.h"
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#include "renderer/Renderer.h"
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#include "simulation/BaseEntityCollection.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityHandles.h"
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#include "simulation/EntityManager.h"
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#include "simulation/PathfindEngine.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Projectile.h"
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#include "scripting/ScriptingHost.h"
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#include "scripting/GameEvents.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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#ifndef NO_GUI
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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 "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 "Network/SessionManager.h"
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#include "Network/Server.h"
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#include "Network/Client.h"
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#include "Atlas.h"
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#include "Config.h"
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#include "ps/Util.h"
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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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#define LOG_CATEGORY "gamesetup"
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static int SetVideoMode(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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ulong flags = SDL_OPENGL;
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if(fullscreen)
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flags |= SDL_FULLSCREEN;
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if(!SDL_SetVideoMode(w, h, bpp, flags))
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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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//----------------------------------------------------------------------------
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// GUI integration
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//----------------------------------------------------------------------------
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void GUI_Init()
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{
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#ifndef NO_GUI
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{TIMER(ps_gui_init);
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g_GUI.Initialize();}
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{TIMER(ps_gui_setup_xml);
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g_GUI.LoadXMLFile("gui/test/setup.xml");}
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{TIMER(ps_gui_styles_xml);
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g_GUI.LoadXMLFile("gui/test/styles.xml");}
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{TIMER(ps_gui_sprite1_xml);
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g_GUI.LoadXMLFile("gui/test/sprite1.xml");}
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// Atlas is running, we won't need these GUI pages (for now!
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// what if Atlas switches to in-game mode?!)
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// TODO: temporary hack until revised GUI structure is completed.
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// if(ATLAS_IsRunning())
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// return;
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{TIMER(ps_gui_1);
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g_GUI.LoadXMLFile("gui/test/1_init.xml");}
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{TIMER(ps_gui_2);
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g_GUI.LoadXMLFile("gui/test/2_mainmenu.xml");}
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{TIMER(ps_gui_3);
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g_GUI.LoadXMLFile("gui/test/3_loading.xml");}
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{TIMER(ps_gui_4);
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g_GUI.LoadXMLFile("gui/test/4_session.xml");}
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{TIMER(ps_gui_6);
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g_GUI.LoadXMLFile("gui/test/6_subwindows.xml");}
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{TIMER(ps_gui_6_1);
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g_GUI.LoadXMLFile("gui/test/6_1_manual.xml");}
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{TIMER(ps_gui_6_2);
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g_GUI.LoadXMLFile("gui/test/6_2_jukebox.xml");}
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{TIMER(ps_gui_7);
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g_GUI.LoadXMLFile("gui/test/7_atlas.xml");}
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{TIMER(ps_gui_9);
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g_GUI.LoadXMLFile("gui/test/9_global.xml");}
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#endif
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}
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void GUI_Shutdown()
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{
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#ifndef NO_GUI
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g_GUI.Destroy();
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delete &g_GUI;
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#endif
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}
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void GUI_ShowMainMenu()
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{
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}
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// display progress / description in loading screen
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void GUI_DisplayLoadProgress(int percent, const wchar_t* pending_task)
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{
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#ifndef NO_GUI
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CStrW i18n_description = I18n::translate(pending_task);
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JSString* js_desc = StringConvert::wstring_to_jsstring(g_ScriptingHost.getContext(), i18n_description);
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g_ScriptingHost.SetGlobal("g_Progress", INT_TO_JSVAL(percent));
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g_ScriptingHost.SetGlobal("g_LoadDescription", STRING_TO_JSVAL(js_desc));
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g_GUI.SendEventToAll("progress");
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#endif
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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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static 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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void Render()
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{
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MICROLOG(L"begin frame");
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oglCheck();
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#ifndef NO_GUI // HACK: because colour-parsing requires the GUI
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CStr skystring = "61 193 255";
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CFG_GET_USER_VAL("skycolor", String, skystring);
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CColor skycol;
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GUI<CColor>::ParseString(skystring, skycol);
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g_Renderer.SetClearColor(skycol.Int());
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#endif
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// start new frame
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g_Renderer.BeginFrame();
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oglCheck();
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if (g_Game && g_Game->IsGameStarted())
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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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PROFILE_START( "flush frame" );
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g_Renderer.FlushFrame();
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PROFILE_END( "flush frame" );
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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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PROFILE( "render entity overlays" );
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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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PROFILE_START( "render selection" );
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glEnable( GL_DEPTH_TEST );
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g_Mouseover.renderSelectionOutlines();
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g_Selection.renderSelectionOutlines();
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glDisable( GL_DEPTH_TEST );
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PROFILE_END( "render selection" );
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PROFILE_START( "render building placement cursor" );
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if( g_BuildingPlacer.m_active )
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{
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//glEnable( GL_DEPTH_TEST );
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g_BuildingPlacer.render();
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//glDisable( GL_DEPTH_TEST );
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}
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PROFILE_END( "render building placement cursor" );
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PROFILE_START( "render health bars" );
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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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glLoadIdentity();
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g_Mouseover.renderHealthBars();
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g_Selection.renderHealthBars();
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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PROFILE_END( "render health bars" );
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glPopAttrib();
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}
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else
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{
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PROFILE_START( "flush frame" );
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g_Renderer.FlushFrame();
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PROFILE_END( "flush frame" );
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}
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oglCheck();
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PROFILE_START( "render fonts" );
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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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PROFILE_END( "render fonts" );
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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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PROFILE_START( "render gui" );
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g_GUI.Draw();
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PROFILE_END( "render gui" );
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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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PROFILE( "render console" );
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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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// Profile information
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PROFILE_START( "render profiling" );
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RenderProfile();
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PROFILE_END( "render profiling" );
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oglCheck();
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if (g_Game && g_Game->IsGameStarted())
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{
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PROFILE( "render selection overlays" );
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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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CStr8 cursorName = g_BuildingPlacer.m_active ? "action-build" : g_CursorName;
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cursor_draw(cursorName, g_mouse_x, g_mouse_y);
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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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}
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static void InitScripting()
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{
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TIMER(InitScripting);
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// Create the scripting host. This needs to be done before the GUI is created.
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new ScriptingHost;
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// It would be nice for onLoad code to be able to access the setTimeout() calls.
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new CScheduler;
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// Register the JavaScript interfaces with the runtime
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CEntity::ScriptingInit();
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CBaseEntity::ScriptingInit();
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JSI_Sound::ScriptingInit();
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CProfileNode::ScriptingInit();
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#ifndef NO_GUI
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JSI_IGUIObject::init();
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JSI_GUITypes::init();
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#endif
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JSI_Vector3D::init();
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EntityCollection::Init( "EntityCollection" );
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SColour::ScriptingInit();
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CPlayer::ScriptingInit();
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PlayerCollection::Init( "PlayerCollection" );
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CDamageType::ScriptingInit();
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CJSComplexPropertyAccessor<CEntity>::ScriptingInit(); // <-- Doesn't really matter which we use, but we know CJSPropertyAccessor<T> is already being compiled for T = CEntity.
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CScriptEvent::ScriptingInit();
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CJSProgressTimer::ScriptingInit();
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CProjectile::ScriptingInit();
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g_ScriptingHost.DefineConstant( "ORDER_NONE", -1 );
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g_ScriptingHost.DefineConstant( "ORDER_GOTO", CEntityOrder::ORDER_GOTO );
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g_ScriptingHost.DefineConstant( "ORDER_PATROL", CEntityOrder::ORDER_PATROL );
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g_ScriptingHost.DefineConstant( "ORDER_ATTACK", CEntityOrder::ORDER_ATTACK_MELEE );
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g_ScriptingHost.DefineConstant( "ORDER_GATHER", CEntityOrder::ORDER_GATHER );
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#define REG_JS_CONSTANT(_name) g_ScriptingHost.DefineConstant(#_name, _name)
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REG_JS_CONSTANT(SDL_BUTTON_LEFT);
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REG_JS_CONSTANT(SDL_BUTTON_MIDDLE);
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REG_JS_CONSTANT(SDL_BUTTON_RIGHT);
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REG_JS_CONSTANT(SDL_BUTTON_WHEELUP);
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REG_JS_CONSTANT(SDL_BUTTON_WHEELDOWN);
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#undef REG_JS_CONSTANT
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CNetMessage::ScriptingInit();
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JSI_Camera::init();
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JSI_Console::init();
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new CGameEvents;
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}
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static void InitVfs(const char* argv0)
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{
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TIMER(InitVfs);
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// set current directory to "$game_dir/data".
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// this is necessary because it is otherwise unknown,
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// especially if run from a shortcut / symlink.
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//
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// "../data" is relative to the executable (in "$game_dir/system").
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//
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// rationale for data/ being root: untrusted scripts must not be
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// allowed to overwrite critical game (or worse, OS) files.
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// the VFS prevents any accesses to files above this directory.
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int err = file_rel_chdir(argv0, "../data");
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WARN_ERR(err);
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vfs_init();
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vfs_mount("", "mods/official", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH);
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vfs_mount("screenshots/", "screenshots");
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vfs_mount("profiles/", "profiles", VFS_MOUNT_RECURSIVE);
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extern void vfs_dump_stats();
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vfs_dump_stats();
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// don't try vfs_display yet: SDL_Init hasn't yet redirected stdout
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}
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static void InitPs(bool setup_gui)
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{
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// console
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{
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TIMER(ps_console);
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g_Console->UpdateScreenSize(g_xres, g_yres);
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// Calculate and store the line spacing
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CFont font("console");
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g_Console->m_iFontHeight = font.GetLineSpacing();
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// Offset by an arbitrary amount, to make it fit more nicely
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g_Console->m_iFontOffset = 9;
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}
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// language and hotkeys
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{
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TIMER(ps_lang_hotkeys);
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std::string lang = "english";
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CFG_GET_SYS_VAL("language", String, lang);
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I18n::LoadLanguage(lang.c_str());
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loadHotkeys();
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}
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// GUI uses VFS, so this must come after VFS init.
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if (setup_gui)
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GUI_Init();
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}
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static void InitInput()
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{
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// register input handlers
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// This stack is constructed so the first added, will be the last
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// one called. This is important, because each of the handlers
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// has the potential to block events to go further down
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// in the chain. I.e. the last one in the list added, is the
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// only handler that can block all messages before they are
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// processed.
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in_add_handler(game_view_handler);
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in_add_handler(interactInputHandler);
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in_add_handler(conInputHandler);
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in_add_handler(profilehandler);
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in_add_handler(hotkeyInputHandler);
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}
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static void ShutdownPs()
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{
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GUI_Shutdown();
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delete g_Console;
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// disable the special Windows cursor, or free textures for OGL cursors
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cursor_draw(0, g_mouse_x, g_mouse_y);
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// close down Xerces if it was loaded
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CXeromyces::Terminate();
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// Unload the real language (since it depends on the scripting engine,
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// which is going to be killed later) and use the English fallback messages
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I18n::LoadLanguage(NULL);
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}
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static void InitRenderer()
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{
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TIMER(InitRenderer);
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// create renderer
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new CRenderer;
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// set renderer options from command line options - NOVBO must be set before opening the renderer
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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);
|
|
}
|
|
|
|
static void InitSDL()
|
|
{
|
|
MICROLOG(L"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);
|
|
}
|
|
|
|
|
|
|
|
void EndGame()
|
|
{
|
|
if (g_NetServer)
|
|
{
|
|
delete g_NetServer;
|
|
g_NetServer=NULL;
|
|
}
|
|
else if (g_NetClient)
|
|
{
|
|
delete g_NetClient;
|
|
g_NetClient=NULL;
|
|
}
|
|
|
|
delete g_Game;
|
|
g_Game=NULL;
|
|
}
|
|
|
|
|
|
void Shutdown()
|
|
{
|
|
MICROLOG(L"Shutdown");
|
|
|
|
ShutdownPs(); // Must delete g_GUI before g_ScriptingHost
|
|
|
|
if (g_Game)
|
|
EndGame();
|
|
|
|
delete &g_Scheduler;
|
|
|
|
delete &g_SessionManager;
|
|
|
|
delete &g_Mouseover;
|
|
delete &g_Selection;
|
|
delete &g_BuildingPlacer;
|
|
|
|
delete &g_Pathfinder;
|
|
|
|
// Managed by CWorld
|
|
// delete &g_EntityManager;
|
|
|
|
delete &g_GameAttributes;
|
|
delete &g_JSGameEvents;
|
|
|
|
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;
|
|
|
|
// Shut down the network loop
|
|
CSocketBase::Shutdown();
|
|
|
|
// Really shut down the i18n system. Any future calls
|
|
// to translate() will crash.
|
|
I18n::Shutdown();
|
|
|
|
snd_shutdown();
|
|
|
|
vfs_shutdown();
|
|
|
|
h_mgr_shutdown();
|
|
mem_shutdown();
|
|
|
|
debug_shutdown();
|
|
|
|
delete &g_Logger;
|
|
|
|
delete &g_Profiler;
|
|
}
|
|
|
|
|
|
// workaround for VC7 EBP-trashing bug, which confuses the stack trace code.
|
|
#if MSC_VERSION
|
|
# pragma optimize("", off)
|
|
#endif
|
|
|
|
void Init(int argc, char* argv[], bool setup_gfx, bool setup_gui)
|
|
{
|
|
debug_printf("INIT &argc=%p &argv=%p\n", &argc, &argv);
|
|
|
|
MICROLOG(L"Init");
|
|
|
|
debug_set_thread_name("main");
|
|
|
|
#if CPU_IA32
|
|
ia32_init();
|
|
#endif
|
|
|
|
// If you ever want to catch a particular allocation:
|
|
//_CrtSetBreakAlloc(187);
|
|
|
|
// no longer set 24 bit (float) precision by default: for
|
|
// very long game uptimes (> 1 day; e.g. dedicated server),
|
|
// we need full precision when calculating the time.
|
|
// if there's a spot where we want to speed up divides|sqrts,
|
|
// we can temporarily change precision there.
|
|
// _control87(_PC_24, _MCW_PC);
|
|
|
|
// detects CPU clock frequency and capabilities, which are prerequisites
|
|
// for using the TSC as a timer (desirable due to its high resolution).
|
|
// do this before lengthy init so we can time those accurately.
|
|
get_cpu_info();
|
|
|
|
// 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");
|
|
const char* argv0 = argc? argv[0] : NULL;
|
|
// ScEd doesn't have a main(argc, argv), and so it has no argv. In that
|
|
// case, just pass NULL to InitVfs, which will work out the current
|
|
// directory for itself.
|
|
InitVfs(argv0);
|
|
|
|
// This must come after VFS init, which sets the current directory
|
|
// (required for finding our output log files).
|
|
new CLogger;
|
|
|
|
// 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.
|
|
//
|
|
// this uses LOG and must therefore come after CLogger init.
|
|
MICROLOG(L"init i18n");
|
|
I18n::LoadLanguage(NULL);
|
|
|
|
// Set up the console early, so that debugging
|
|
// messages can be logged to it. (The console's size
|
|
// and fonts are set later in InitPs())
|
|
g_Console = new CConsole();
|
|
|
|
if(setup_gfx)
|
|
InitSDL();
|
|
|
|
// preferred video mode = current desktop settings
|
|
// (command line params may override these)
|
|
get_cur_vmode(&g_xres, &g_yres, &g_bpp, &g_freq);
|
|
|
|
new CProfileManager; // before any script code
|
|
|
|
MICROLOG(L"init scripting");
|
|
InitScripting(); // before GUI
|
|
|
|
// g_ConfigDB, command line args, globals
|
|
CONFIG_Init(argc, argv);
|
|
|
|
// GUI is notified in SetVideoMode, so this must come before that.
|
|
#ifndef NO_GUI
|
|
new CGUI;
|
|
#endif
|
|
|
|
bool windowed = false;
|
|
CFG_GET_SYS_VAL("windowed", Bool, windowed);
|
|
|
|
if (setup_gfx)
|
|
{
|
|
MICROLOG(L"set vmode");
|
|
|
|
if(SetVideoMode(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.");
|
|
}
|
|
|
|
oglCheck();
|
|
|
|
if(!g_Quickstart)
|
|
{
|
|
WriteSystemInfo();
|
|
// vfs_display(); // disabled to decrease startup time
|
|
}
|
|
else
|
|
{
|
|
// speed up startup by disabling all sound
|
|
// (OpenAL init will be skipped).
|
|
// must be called before first snd_open.
|
|
snd_disable(true);
|
|
}
|
|
|
|
// (must come after SetVideoMode, since it calls oglInit)
|
|
const char* missing = oglHaveExtensions(0, "GL_ARB_multitexture", "GL_ARB_texture_env_combine", "GL_ARB_texture_env_dot3", 0);
|
|
if(missing)
|
|
{
|
|
wchar_t buf[500];
|
|
const wchar_t* fmt =
|
|
L"The %hs extension doesn't appear to be available on your computer. "
|
|
L"The game may still work, though - you are welcome to try at your own risk. "
|
|
L"If not or it doesn't look right, upgrade your graphics card.";
|
|
swprintf(buf, ARRAY_SIZE(buf), fmt, missing);
|
|
DISPLAY_ERROR(buf);
|
|
// TODO: i18n
|
|
}
|
|
|
|
// enable/disable VSync
|
|
// note: "GL_EXT_SWAP_CONTROL" is "historical" according to dox.
|
|
#if OS_WIN
|
|
if(oglHaveExtension("WGL_EXT_swap_control"))
|
|
wglSwapIntervalEXT(g_VSync? 1 : 0);
|
|
#endif
|
|
|
|
MICROLOG(L"init ps");
|
|
InitPs(setup_gui);
|
|
|
|
oglCheck();
|
|
InitRenderer();
|
|
|
|
TIMER(init_after_InitRenderer);
|
|
|
|
// 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 CBuildingPlacer;
|
|
|
|
new CSessionManager;
|
|
|
|
new CGameAttributes;
|
|
|
|
// Register a few Game/Network JS globals
|
|
g_ScriptingHost.SetGlobal("g_GameAttributes", OBJECT_TO_JSVAL(g_GameAttributes.GetScript()));
|
|
|
|
// 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.)
|
|
// debug_heap_enable(DEBUG_HEAP_ALL);
|
|
|
|
InitInput();
|
|
|
|
oglCheck();
|
|
|
|
#ifndef NO_GUI
|
|
g_GUI.SendEventToAll("load");
|
|
#endif
|
|
|
|
if (setup_gfx)
|
|
{
|
|
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();
|
|
}
|
|
}
|
|
|
|
#if MSC_VERSION
|
|
# pragma optimize("", on) // restore; see above.
|
|
#endif
|
|
|
|
|