1
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forked from 0ad/0ad
0ad/source/main.cpp

1557 lines
36 KiB
C++
Executable File

#include "precompiled.h"
#ifdef SCED
# include "ui/StdAfx.h"
# undef ERROR
#endif // SCED
#include <cstdio>
#include <cstring>
#include <cstdlib>
#include <cmath>
#include <stdarg.h>
#include "lib.h"
#include "lib/sdl.h"
#include "lib/ogl.h"
#include "lib/detect.h"
#include "lib/timer.h"
#include "lib/input.h"
#include "lib/res/res.h"
#include "lib/res/tex.h"
#include "lib/res/snd.h"
#include "lib/res/hotload.h"
#include "lib/res/cursor.h"
#include "ps/Profile.h"
#include "ps/ProfileViewer.h"
#include "ps/Loader.h"
#include "ps/Font.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/Interact.h"
#include "ps/Hotkey.h"
#include "ps/ConfigDB.h"
#include "ps/CLogger.h"
#include "ps/i18n.h"
#include "ps/Overlay.h"
#include "ps/StringConvert.h"
#include "graphics/MapReader.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "graphics/ObjectManager.h"
#include "graphics/SkeletonAnimManager.h"
#include "graphics/LightEnv.h"
#include "graphics/Model.h"
#include "graphics/UnitManager.h"
#include "graphics/MaterialManager.h"
#include "graphics/MeshManager.h"
#include "renderer/Renderer.h"
#include "simulation/BaseEntityCollection.h"
#include "simulation/Entity.h"
#include "simulation/EntityHandles.h"
#include "simulation/EntityManager.h"
#include "simulation/PathfindEngine.h"
#include "simulation/Scheduler.h"
#include "simulation/Projectile.h"
#include "scripting/ScriptingHost.h"
#include "scripting/GameEvents.h"
#include "scripting/JSInterface_Entity.h"
#include "scripting/JSInterface_BaseEntity.h"
#include "scripting/JSInterface_Vector3D.h"
#include "scripting/JSInterface_Camera.h"
#include "scripting/JSInterface_Selection.h"
#include "scripting/JSInterface_Console.h"
#include "scripting/JSCollection.h"
#include "scripting/DOMEvent.h"
#ifndef NO_GUI
# include "gui/scripting/JSInterface_IGUIObject.h"
# include "gui/scripting/JSInterface_GUITypes.h"
# include "gui/GUI.h"
#endif
#include "sound/CMusicPlayer.h"
#include "sound/JSI_Sound.h"
#include "Network/SessionManager.h"
#include "Network/Server.h"
#include "Network/Client.h"
#define LOG_CATEGORY "main"
CConsole* g_Console = 0;
extern int conInputHandler(const SDL_Event* ev);
// Globals
bool keys[SDLK_LAST];
bool mouseButtons[5];
int g_mouse_x=50, g_mouse_y=50;
int g_xres, g_yres;
int g_bpp;
int g_freq;
bool g_active = true;
// flag to disable extended GL extensions until fix found - specifically, crashes
// using VBOs on laptop Radeon cards
static bool g_NoGLVBO=false;
// flag to switch on shadows
static bool g_Shadows=false;
// flag to switch off pbuffers
static bool g_NoPBuffer=true;
// flag to switch on fixed frame timing (RC: I'm using this for profiling purposes)
static bool g_FixedFrameTiming=false;
static bool g_VSync = false;
static float g_LodBias = 0.0f;
static bool g_Quickstart=false;
extern CLightEnv g_LightEnv;
static bool g_EntGraph = false;
static float g_Gamma = 1.0f;
extern int game_view_handler(const SDL_Event* ev);
static CMusicPlayer MusicPlayer;
CStr g_CursorName = "test";
CStr g_ActiveProfile = "default";
extern size_t frameCount;
static bool quit = false; // break out of main loop
#ifdef ATLAS
static bool g_Atlas = true; // allows optional startup in Atlas vs non-Atlas (game) modes
#endif
const wchar_t* HardcodedErrorString(int err)
{
#define E(sym) case sym: return L ## #sym;
switch(err)
{
E(ERR_NO_MEM)
E(ERR_FILE_NOT_FOUND)
E(ERR_INVALID_HANDLE)
E(ERR_INVALID_PARAM)
E(ERR_EOF)
E(ERR_PATH_NOT_FOUND)
E(ERR_PATH_LENGTH)
default:
return 0;
}
}
const wchar_t* ErrorString(int err)
{
// language file not available (yet)
if(1)
return HardcodedErrorString(err);
// TODO: load from language file
}
ERROR_GROUP(System);
ERROR_TYPE(System, SDLInitFailed);
ERROR_TYPE(System, VmodeFailed);
ERROR_TYPE(System, RequiredExtensionsMissing);
void Testing (void)
{
g_Console->InsertMessage(L"Testing Function Registration");
}
static std::string SplitExts(const char *exts)
{
std::string str = exts;
std::string ret = "";
size_t idx = str.find_first_of(" ");
while(idx != std::string::npos)
{
if(idx >= str.length() - 1)
{
ret += str;
break;
}
ret += str.substr(0, idx);
ret += "\n";
str = str.substr(idx + 1);
idx = str.find_first_of(" ");
}
return ret;
}
static void WriteSystemInfo()
{
TIMER(write_sys_info);
get_gfx_info();
// get_cpu_info already called during init - see call site
get_snd_info();
get_mem_status();
struct utsname un;
uname(&un);
FILE* f = fopen("../logs/system_info.txt", "w");
if(!f)
return;
// .. OS
fprintf(f, "OS : %s %s (%s)\n", un.sysname, un.release, un.version);
// .. CPU
fprintf(f, "CPU : %s, %s", un.machine, cpu_type);
if(cpus > 1)
fprintf(f, " (x%d)", cpus);
if(cpu_freq != 0.0f)
{
if(cpu_freq < 1e9)
fprintf(f, ", %.2f MHz\n", cpu_freq*1e-6);
else
fprintf(f, ", %.2f GHz\n", cpu_freq*1e-9);
}
else
fprintf(f, "\n");
// .. memory
fprintf(f, "Memory : %lu MiB; %lu MiB free\n", tot_mem/MiB, avl_mem/MiB);
// .. graphics
fprintf(f, "Graphics Card : %s\n", gfx_card);
fprintf(f, "OpenGL Drivers : %s; %s\n", glGetString(GL_VERSION), gfx_drv_ver);
fprintf(f, "Video Mode : %dx%d:%d@%d\n", g_xres, g_yres, g_bpp, g_freq);
// .. sound
fprintf(f, "Sound Card : %s\n", snd_card);
fprintf(f, "Sound Drivers : %s\n", snd_drv_ver);
//
// .. network name / ips
//
// note: can't use un.nodename because it is for an
// "implementation-defined communications network".
char hostname[128] = "(unknown)";
(void)gethostname(hostname, sizeof(hostname)-1);
// -1 makes sure it's 0-terminated. if the function fails,
// we display "(unknown)" and will skip IP output below.
fprintf(f, "Network Name : %s", hostname);
{
hostent* host = gethostbyname(hostname);
if(!host)
goto no_ip;
struct in_addr** ips = (struct in_addr**)host->h_addr_list;
if(!ips)
goto no_ip;
// output all IPs (> 1 if using VMware or dual ethernet)
fprintf(f, " (");
for(uint i = 0; i < 256 && ips[i]; i++) // safety
{
// separate entries but avoid trailing comma
if(i != 0)
fprintf(f, ", ");
fprintf(f, "%s", inet_ntoa(*ips[i]));
}
fprintf(f, ")");
}
no_ip:
fprintf(f, "\n");
// .. OpenGL extensions (write them last, since it's a lot of text)
const char* exts = oglExtList();
if (!exts) exts = "{unknown}";
fprintf(f, "\nOpenGL Extensions: \n%s\n", SplitExts(exts).c_str());
fclose(f);
f = 0;
}
static int SetVideoMode(int w, int h, int bpp, bool fullscreen)
{
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
ulong flags = SDL_OPENGL;
if(fullscreen)
flags |= SDL_FULLSCREEN;
if(!SDL_SetVideoMode(w, h, bpp, flags))
return -1;
glViewport(0, 0, w, h);
#ifndef NO_GUI
g_GUI.UpdateResolution();
#endif
oglInit(); // required after each mode change
if(SDL_SetGamma(g_Gamma, g_Gamma, g_Gamma) < 0)
debug_warn("SDL_SetGamma failed");
return 0;
}
// <extension> identifies the file format that is to be written
// (case-insensitive). examples: "bmp", "png", "jpg".
// BMP is good for quick output at the expense of large files.
static void WriteScreenshot(const char* extension = "png")
{
// determine next screenshot number.
//
// current approach: increment number until that file doesn't yet exist.
// this is fairly slow, but it's typically only done once, since the last
// number is cached. binary search shouldn't be necessary.
//
// known bug: after program restart, holes in the number series are
// filled first. example: add 1st and 2nd; [exit] delete 1st; [restart]
// add 3rd -> it gets number 1, not 3.
// could fix via enumerating all files, but it's not worth it ATM.
char fn[VFS_MAX_PATH];
const char* file_format_string = "screenshots/screenshot%04d.%s";
// %04d -> always 4 digits, so sorting by filename works correctly.
static int next_num = 1;
do
sprintf(fn, file_format_string, next_num++, extension);
while(vfs_exists(fn));
const int w = g_xres, h = g_yres;
const int bpp = 24;
GLenum fmt = GL_RGB;
int flags = TEX_BOTTOM_UP;
// we want writing BMP to be as fast as possible,
// so read data from OpenGL in BMP format to obviate conversion.
if(!stricmp(extension, "bmp"))
{
fmt = GL_BGR;
flags |= TEX_BGR;
}
const size_t size = w * h * bpp;
void* img = mem_alloc(size);
glReadPixels(0, 0, w, h, fmt, GL_UNSIGNED_BYTE, img);
if(tex_write(fn, w, h, bpp, flags, img) < 0)
debug_warn("WriteScreenshot: tex_write failed");
mem_free(img);
}
// HACK: Let code from other files (i.e. the scripting system) quit
void kill_mainloop()
{
quit = true;
}
static int handler(const SDL_Event* ev)
{
int c;
switch(ev->type)
{
case SDL_ACTIVEEVENT:
g_active = ev->active.gain != 0;
break;
case SDL_MOUSEMOTION:
g_mouse_x = ev->motion.x;
g_mouse_y = ev->motion.y;
break;
case SDL_KEYDOWN:
c = ev->key.keysym.sym;
keys[c] = true;
break;
case SDL_HOTKEYDOWN:
switch( ev->user.code )
{
case HOTKEY_EXIT:
quit = true;
break;
case HOTKEY_SCREENSHOT:
WriteScreenshot();
break;
case HOTKEY_PLAYMUSIC:
{
// MusicPlayer.open("audio/music/germanic peace 3.ogg");
// MusicPlayer.play();
Handle hs = snd_open(
//"audio/music/germanic peace 3.ogg"
"audio/voice/hellenes/soldier/Attack-ZeusSaviourandVictory.ogg"
);
snd_set_pos(hs, 0,0,0, true);
snd_play(hs);
}
break;
default:
return( EV_PASS );
}
return( EV_HANDLED );
case SDL_KEYUP:
c = ev->key.keysym.sym;
keys[c] = false;
break;
case SDL_MOUSEBUTTONDOWN:
c = ev->button.button;
if( c < 5 )
mouseButtons[c] = true;
else
debug_warn("SDL mouse button defs changed; fix mouseButton array def");
break;
case SDL_MOUSEBUTTONUP:
c = ev->button.button;
if( c < 5 )
mouseButtons[c] = false;
else
debug_warn("SDL mouse button defs changed; fix mouseButton array def");
break;
}
return EV_PASS;
}
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;
}
/////////////////////////////////////////////////////////////////////////////////////////////
// RenderNoCull: render absolutely everything to a blank frame to force renderer
// to load required assets
void RenderNoCull()
{
g_Renderer.BeginFrame();
if (g_Game)
g_Game->GetView()->RenderNoCull();
g_Renderer.FlushFrame();
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
g_Renderer.EndFrame();
}
static void Render()
{
MICROLOG(L"begin frame");
oglCheck();
#ifndef NO_GUI // HACK: because colour-parsing requires the GUI
CStr skystring = "61 193 255";
CConfigValue* val;
if ((val=g_ConfigDB.GetValue(CFG_USER, "skycolor")))
val->GetString(skystring);
CColor skycol;
GUI<CColor>::ParseString(skystring, skycol);
g_Renderer.SetClearColor(skycol.Int());
#endif
// start new frame
g_Renderer.BeginFrame();
oglCheck();
if (g_Game && g_Game->IsGameStarted())
{
g_Game->GetView()->Render();
oglCheck();
MICROLOG(L"flush frame");
PROFILE_START( "flush frame" );
g_Renderer.FlushFrame();
PROFILE_END( "flush frame" );
glPushAttrib( GL_ENABLE_BIT );
glDisable( GL_LIGHTING );
glDisable( GL_TEXTURE_2D );
glDisable( GL_DEPTH_TEST );
if( g_EntGraph )
{
PROFILE( "render entity overlays" );
glColor3f( 1.0f, 0.0f, 1.0f );
MICROLOG(L"render entities");
g_EntityManager.renderAll(); // <-- collision outlines, pathing routes
}
PROFILE_START( "render selection" );
g_Mouseover.renderSelectionOutlines();
g_Selection.renderSelectionOutlines();
PROFILE_END( "render selection" );
glPopAttrib();
}
else
{
PROFILE_START( "flush frame" );
g_Renderer.FlushFrame();
PROFILE_END( "flush frame" );
}
oglCheck();
PROFILE_START( "render fonts" );
MICROLOG(L"render fonts");
// overlay mode
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.f, (float)g_xres, 0.f, (float)g_yres, -1.f, 1000.f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
PROFILE_END( "render fonts" );
oglCheck();
#ifndef NO_GUI
// Temp GUI message GeeTODO
glLoadIdentity();
MICROLOG(L"render GUI");
PROFILE_START( "render gui" );
g_GUI.Draw();
PROFILE_END( "render gui" );
#endif
oglCheck();
// Text:
// Use the GL_ALPHA texture as the alpha channel with a flat colouring
glDisable(GL_ALPHA_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// Added --
glEnable(GL_TEXTURE_2D);
// -- GL
oglCheck();
{
PROFILE( "render console" );
glLoadIdentity();
MICROLOG(L"render console");
CFont font("console");
font.Bind();
g_Console->Render();
}
oglCheck();
// Profile information
PROFILE_START( "render profiling" );
RenderProfile();
PROFILE_END( "render profiling" );
oglCheck();
if (g_Game && g_Game->IsGameStarted())
{
PROFILE( "render selection overlays" );
g_Mouseover.renderOverlays();
g_Selection.renderOverlays();
}
oglCheck();
// Draw the cursor (or set the Windows cursor, on Windows)
cursor_draw(g_CursorName);
// restore
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
MICROLOG(L"end frame");
g_Renderer.EndFrame();
oglCheck();
}
//----------------------------------------------------------------------------
// config and profile
//----------------------------------------------------------------------------
static void LoadProfile( CStr profile )
{
CStr base = CStr( "profiles/" ) + profile;
g_ConfigDB.SetConfigFile( CFG_USER, true, base + "/settings/user.cfg" );
g_ConfigDB.Reload( CFG_USER );
int history_size = 50;
CConfigValue* config_value = g_ConfigDB.GetValue( CFG_USER, "console.history.size" );
if( config_value )
config_value->GetInt( history_size );
g_Console->UseHistoryFile( base + "/settings/history", ( history_size >= 0 ) ? history_size : 50 );
}
// 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);
if ((val=g_ConfigDB.GetValue(CFG_USER, "lodbias")))
val->GetFloat(g_LodBias);
if ((val=g_ConfigDB.GetValue(CFG_USER, "sound.mastergain")))
{
float gain;
val->GetFloat(gain);
int ret = snd_set_master_gain(gain);
debug_assert(ret == 0);
}
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 '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 InitConfig(int argc, char* argv[])
{
debug_printf("INITCONFIG &argc=%p &argv=%p\n", &argc, &argv);
TIMER(InitConfig);
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
ParseArgs(argc, argv);
LoadGlobals(); // Collects information from system.cfg, the profile file, and any command-line overrides
// to fill in the globals.
}
//----------------------------------------------------------------------------
static void InitScripting()
{
TIMER(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();
CProfileNode::ScriptingInit();
#ifndef NO_GUI
JSI_IGUIObject::init();
JSI_GUITypes::init();
#endif
JSI_Vector3D::init();
EntityCollection::Init( "EntityCollection" );
SColour::ScriptingInit();
CPlayer::ScriptingInit();
PlayerCollection::Init( "PlayerCollection" );
CDamageType::ScriptingInit();
CJSComplexPropertyAccessor<CEntity>::ScriptingInit(); // <-- Doesn't really matter which we use, but we know CJSPropertyAccessor<T> is already being compiled for T = CEntity.
CScriptEvent::ScriptingInit();
CJSProgressTimer::ScriptingInit();
CProjectile::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 );
g_ScriptingHost.DefineConstant( "ORDER_GATHER", CEntityOrder::ORDER_GATHER );
#define REG_JS_CONSTANT(_name) g_ScriptingHost.DefineConstant(#_name, _name)
REG_JS_CONSTANT(SDL_BUTTON_LEFT);
REG_JS_CONSTANT(SDL_BUTTON_MIDDLE);
REG_JS_CONSTANT(SDL_BUTTON_RIGHT);
REG_JS_CONSTANT(SDL_BUTTON_WHEELUP);
REG_JS_CONSTANT(SDL_BUTTON_WHEELDOWN);
#undef REG_JS_CONSTANT
CNetMessage::ScriptingInit();
JSI_Camera::init();
JSI_Console::init();
new CGameEvents;
}
static void InitVfs(const char* argv0)
{
TIMER(InitVfs);
// 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;
{
TIMER(VFS_INIT);
vfs_init();
vfs_mount("", "mods/official", VFS_MOUNT_RECURSIVE|VFS_MOUNT_ARCHIVES|VFS_MOUNT_WATCH);
vfs_mount("screenshots/", "screenshots");
vfs_mount("profiles/", "profiles", VFS_MOUNT_RECURSIVE);
}
// don't try vfs_display yet: SDL_Init hasn't yet redirected stdout
}
static void InitPs()
{
// console
{
TIMER(ps_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;
}
// language and hotkeys
{
TIMER(ps_lang_hotkeys);
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.
{TIMER(ps_gui_init);
g_GUI.Initialize();}
{TIMER(ps_gui_setup_xml);
g_GUI.LoadXMLFile("gui/test/setup.xml");}
{TIMER(ps_gui_styles_xml);
g_GUI.LoadXMLFile("gui/test/styles.xml");}
{TIMER(ps_gui_sprite1_xml);
g_GUI.LoadXMLFile("gui/test/sprite1.xml");}
}
// Temporary hack until revised GUI structure is completed.
#ifdef ATLAS
if (! g_Atlas)
#endif
{
// TIMER(ps_gui_hack)
{TIMER(ps_gui_1);
g_GUI.LoadXMLFile("gui/test/1_init.xml");}
{TIMER(ps_gui_2);
g_GUI.LoadXMLFile("gui/test/2_mainmenu.xml");}
{TIMER(ps_gui_3);
g_GUI.LoadXMLFile("gui/test/3_loading.xml");}
{TIMER(ps_gui_4);
g_GUI.LoadXMLFile("gui/test/4_session.xml");}
{TIMER(ps_gui_6);
g_GUI.LoadXMLFile("gui/test/6_subwindows.xml");}
{TIMER(ps_gui_6_1);
g_GUI.LoadXMLFile("gui/test/6_1_manual.xml");}
{TIMER(ps_gui_6_2);
g_GUI.LoadXMLFile("gui/test/6_2_jukebox.xml");}
{TIMER(ps_gui_7);
g_GUI.LoadXMLFile("gui/test/7_atlas.xml");}
{TIMER(ps_gui_9);
g_GUI.LoadXMLFile("gui/test/9_global.xml");}
}
// {
// TIMER(ps_gui_hello_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);
}
static void InitRenderer()
{
TIMER(InitRenderer);
// 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);
}
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);
}
static int ProgressiveLoad()
{
wchar_t description[100];
int progress_percent;
int ret = LDR_ProgressiveLoad(10e-3, description, ARRAY_SIZE(description), &progress_percent);
switch(ret)
{
// no load active => no-op (skip code below)
case 0:
return 0;
// current task didn't complete. we only care about this insofar as the
// load process is therefore not yet finished.
case ERR_TIMED_OUT:
break;
// just finished loading
case LDR_ALL_FINISHED:
g_Game->ReallyStartGame();
wcscpy_s(description, ARRAY_SIZE(description), L"Game is starting..");
// LDR_ProgressiveLoad returns L""; set to valid text to
// avoid problems in converting to JSString
break;
// error!
default:
CHECK_ERR(ret);
// can't do this above due to legit ERR_TIMED_OUT
break;
}
#ifndef NO_GUI
// display progress / description in loading screen
CStrW i18n_description = I18n::translate(description);
JSString* js_desc = StringConvert::wstring_to_jsstring(g_ScriptingHost.getContext(), i18n_description);
g_ScriptingHost.SetGlobal("g_Progress", INT_TO_JSVAL(progress_percent));
g_ScriptingHost.SetGlobal("g_LoadDescription", STRING_TO_JSVAL(js_desc));
g_GUI.SendEventToAll("progress");
#endif
return 0;
}
u64 PREVTSC;
static void Shutdown()
{
psShutdown(); // 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_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();
delete &g_Logger;
delete &g_Profiler;
}
// workaround for VC7 EBP-trashing bug, which confuses the stack trace code.
#ifdef _MSC_VER
#pragma optimize("", off)
#endif
static void Init(int argc, char* argv[], bool setup_gfx = true)
{
debug_printf("INIT &argc=%p &argv=%p\n", &argc, &argv);
MICROLOG(L"In init");
// If you ever want to catch a particular allocation:
//_CrtSetBreakAlloc(187);
new CLogger;
// 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();
// 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);
// 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);
// 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
InitConfig(argc, argv);
// GUI is notified in SetVideoMode, 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);
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.");
}
if(!g_Quickstart)
{
WriteSystemInfo();
vfs_display();
}
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.
#ifdef OS_WIN
if(oglHaveExtension("WGL_EXT_swap_control"))
wglSwapIntervalEXT(g_VSync? 1 : 0);
#endif
MICROLOG(L"init ps");
InitPs();
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 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.)
/*
extern void memory_debug_extreme_turbo_plus();
memory_debug_extreme_turbo_plus();
_CrtSetBreakAlloc(36367);
//*/
// register input handlers
{
// This stack is constructed so the first added, will be the last
// one called. This is important, because each of the handlers
// has the potential to block events to go further down
// in the chain. I.e. the last one in the list added, is the
// only handler that can block all messages before they are
// processed.
in_add_handler(game_view_handler);
in_add_handler(interactInputHandler);
in_add_handler(conInputHandler);
in_add_handler(profilehandler);
in_add_handler(hotkeyInputHandler);
// I don't know how much this screws up, but the gui_handler needs
// to be after the hotkey, so that input boxes can be typed in
// without setting off hotkeys.
#ifndef NO_GUI
in_add_handler(gui_handler);
#endif
in_add_handler(handler); // must be after gui_handler. Should mayhap even be last.
}
#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();
}
g_Console->RegisterFunc(Testing, L"Testing");
}
#ifdef _MSC_VER
#pragma optimize("", off)
#endif
static void Frame()
{
MICROLOG(L"In frame");
PROFILE_START( "update music" );
MusicPlayer.update();
PROFILE_END( "update music" );
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
debug_assert(TimeSinceLastFrame >= 0.0f);
PROFILE_START( "reload changed files" );
MICROLOG(L"reload files");
res_reload_changed_files();
PROFILE_END( "reload changed files" );
PROFILE_START( "progressive load" );
ProgressiveLoad();
PROFILE_END( "progressive load" );
PROFILE_START( "input" );
MICROLOG(L"input");
in_get_events();
g_SessionManager.Poll();
PROFILE_END( "input" );
PROFILE_START( "gui tick" );
#ifndef NO_GUI
g_GUI.TickObjects();
#endif
PROFILE_END( "gui tick" );
PROFILE_START( "game logic" );
if (g_Game && g_Game->IsGameStarted())
{
PROFILE_START( "simulation update" );
g_Game->Update(TimeSinceLastFrame);
PROFILE_END( "simulation update" );
if (!g_FixedFrameTiming)
{
PROFILE( "camera update" );
g_Game->GetView()->Update(float(TimeSinceLastFrame));
}
PROFILE_START( "selection and interaction ui" );
// TODO Where does GameView end and other things begin?
g_Mouseover.update( TimeSinceLastFrame );
g_Selection.update();
PROFILE_END( "selection and interaction ui" );
PROFILE_START( "sound 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_printf("snd_update failed\n");
PROFILE_END( "sound update" );
}
else
{
// CSimulation would do this with the proper turn length if we were in
// a game. This is basically just to keep script timers running.
g_Scheduler.update((uint)(TimeSinceLastFrame*1000));
if(snd_update(0, 0, 0) < 0)
debug_printf("snd_update (pos=0 version) failed\n");
}
PROFILE_END( "game logic" );
PROFILE_START( "update console" );
g_Console->Update(TimeSinceLastFrame);
PROFILE_END( "update console" );
// 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;
PROFILE_START( "render" );
if(g_active)
{
MICROLOG(L"render");
Render();
MICROLOG(L"finished render");
PROFILE_START( "swap buffers" );
SDL_GL_SwapBuffers();
PROFILE_END( "swap buffers" );
}
// 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);
PROFILE_END( "render" );
g_Profiler.Frame();
calc_fps();
if (g_FixedFrameTiming && frameCount==100) quit=true;
}
#ifndef SCED
int main(int argc, char* argv[])
{
debug_printf("MAIN &argc=%p &argv=%p\n", &argc, &argv);
#ifdef ATLAS
if (g_Atlas)
{
extern void BeginAtlas(int, char**);
BeginAtlas(argc, argv);
}
else
#endif
{
// MICROLOG(L"In main");
// MICROLOG(L"Init");
Init(argc, argv, true);
// Optionally, do some simple tests to ensure things aren't broken
// extern void PerformTests();
// PerformTests();
while(!quit)
{
MICROLOG(L"(Simulation) Frame");
Frame();
}
MICROLOG(L"Shutdown");
Shutdown();
}
exit(0);
}
// Public functions for Atlas to use:
// TODO: Make this far less hacky
void Init_(int argc, char** argv, bool setup_gfx)
{
g_Quickstart = true;
Init(argc, argv, setup_gfx);
}
void Shutdown_()
{
Shutdown();
}
void Render_()
{
Render();
}
#else // SCED:
void ScEd_Init()
{
g_Quickstart = true;
Init(0, NULL, false);
}
void ScEd_Shutdown()
{
Shutdown();
delete &g_Profiler;
}
#endif // SCED