starfighter/src/engine.cpp

307 lines
7.8 KiB
C++
Raw Normal View History

/*
Copyright (C) 2003 Parallel Realities
Copyright (C) 2011, 2012, 2013 Guus Sliepen
2016-01-02 22:59:48 +01:00
Copyright (C) 2015, 2016 onpon4 <onpon4@riseup.net>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
2015-02-26 17:20:36 +01:00
as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
2015-02-26 17:20:36 +01:00
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
2015-02-26 17:20:36 +01:00
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Starfighter.h"
2016-01-02 22:59:48 +01:00
#include <sys/types.h>
#include <pwd.h>
#include <unistd.h>
#include <errno.h>
2015-05-21 01:49:37 +02:00
Engine engine;
2015-05-21 01:49:37 +02:00
void engine_init()
{
engine.musicVolume = 100;
engine.useAudio = true;
2012-03-11 15:21:38 +01:00
engine.maxAliens = 9;
2012-03-11 15:21:38 +01:00
engine.ssx = 0;
engine.ssy = 0;
engine.smx = 0;
engine.smy = 0;
2012-03-11 15:21:38 +01:00
engine.bulletHead = new object;
engine.bulletHead->next = NULL;
engine.bulletTail = engine.bulletHead;
engine.explosionHead = new object;
engine.explosionHead->next = NULL;
engine.explosionTail = engine.explosionHead;
engine.collectableHead = new collectables;
engine.collectableHead->next = NULL;
engine.collectableTail = engine.collectableHead;
engine.debrisHead = new object;
engine.debrisHead->next = NULL;
engine.debrisTail = engine.debrisHead;
engine.commsSection = 0;
2013-09-30 16:52:43 +02:00
for (int i = 0; i < KEY_LAST; i++)
2012-03-11 15:21:38 +01:00
engine.keyState[i] = 0;
2012-03-11 15:21:38 +01:00
engine.eventTimer = 0;
engine.counter2 = 0;
engine.timeTaken = 0;
engine.timeMission = 0;
engine.counter = 0;
engine.seconds = 0;
engine.minutes = 0;
engine.paused = false;
engine.gameSection = SECTION_TITLE;
engine.cheat = false;
engine.cheatShield = false;
engine.cheatAmmo = false;
engine.cheatCash = false;
}
2016-01-02 22:59:48 +01:00
/*
Something went wrong. This stops the game, present the error message and
prompts the user to press space or ctrl to exit the game. This is unlikely to
be seen by people unless something really stoopid happens!
*/
void engine_showError(int errorId, const char *name)
{
screen_clear(black);
if (errorId != 2)
{
screen_renderString("A file error has occurred", -1, 200, FONT_RED);
}
else
{
printf("Couldn't create or write to directory '%s'\n", name);
exit(1);
}
char string[255];
switch(errorId)
{
case 0:
sprintf(string, "%s was not found in the Starfighter data package", name);
screen_renderString(string, -1, 250, FONT_WHITE);
screen_renderString("Please try again. If this error persists, contact the authors", -1, 275, FONT_WHITE);
screen_renderString("or reinstall the game", -1, 300, FONT_WHITE);
break;
case 1:
screen_renderString("Project: Starfighter encountered an error whilst", -1, 250, FONT_WHITE);
screen_renderString("attempting to load game data. Please try running", -1, 275, FONT_WHITE);
screen_renderString("the game again. If the errors persist, reinstall the game", -1, 300, FONT_WHITE);
break;
case 2:
screen_renderString("Project: Starfighter encountered a critical error", -1, 250, FONT_WHITE);
screen_renderString("while attempting to perform a required program function.", -1, 275, FONT_WHITE);
screen_renderString("Please contact the authors with details.", -1, 300, FONT_WHITE);
break;
}
screen_renderString("Project: Starfighter will now exit", -1, 450, FONT_WHITE);
screen_renderString("Press Space to continue", -1, 475, FONT_WHITE);
renderer_update();
engine.keyState[KEY_ALTFIRE] = 0;
while (!engine.keyState[KEY_ALTFIRE])
{
getPlayerInput();
game_delayFrame();
}
exit(1);
}
/*
This gets the user's home directory, then creates the .parallelrealities
and .parallelrealities/starfighter directories so that saves and
temporary data files can be written there.
*/
void engine_setupConfigDirectory()
{
const char *userHome;
if ((userHome = getenv("HOME")) == NULL)
userHome = getpwuid(getuid())->pw_dir;
char dir[PATH_MAX];
strcpy(dir, "");
sprintf(dir, "%s/.parallelrealities", userHome);
if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST))
engine_showError(2, dir);
sprintf(dir, "%s/.parallelrealities/starfighter", userHome);
if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST))
engine_showError(2, dir);
sprintf(engine.configDirectory, "%s/.parallelrealities/starfighter/", userHome);
}
/*
This sets up the video and sound system, and creates Starfighter's window.
*/
void engine_setMode()
{
strcpy(engine.configDirectory, "");
engine_setupConfigDirectory();
/* Initialize the SDL library */
if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK) < 0)
{
printf("Couldn't initialize SDL: %s\n", SDL_GetError());
exit(1);
}
char filename[PATH_MAX];
int fullScreen = 0;
int useSound = 1;
int useMusic = 1;
int autoPause = 0;
FILE *fp;
sprintf(filename, "%sconf", engine.configDirectory);
fp = fopen(filename, "rb");
if (fp != NULL)
{
if (fscanf(fp, "%d %d %d %d", &fullScreen, &useSound, &useMusic, &autoPause) < 4)
printf("Warning: Config file \"%s\" is not correctly formatted\n", filename);
fclose(fp);
}
engine.fullScreen = fullScreen;
engine.useSound = useSound;
engine.useMusic = useMusic;
engine.autoPause = autoPause;
screen = SDL_CreateRGBSurface(0, screenWidth, screenHeight, 32, 0xff0000, 0xff00, 0xff, 0xff000000);
if (!screen)
{
printf("Couldn't create %ix%ix32 surface: %s\n", screenWidth, screenHeight, SDL_GetError());
exit(1);
}
window = SDL_CreateWindow("Project: Starfighter", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen->w, screen->h, 0);
if (window == NULL)
{
printf("Could not create window: %s\n", SDL_GetError());
exit(1);
}
SDL_SetWindowIcon(window, gfx_loadImage("gfx/alienDevice.png"));
SDL_SetWindowFullscreen(window, engine.fullScreen ? SDL_WINDOW_FULLSCREEN_DESKTOP : 0);
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer)
{
printf("Could not create renderer: %s\n", SDL_GetError());
exit(1);
}
SDL_RenderSetLogicalSize(renderer, screen->w, screen->h);
renderer_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, screen->w, screen->h);
if (!renderer_texture)
{
printf("Couldn't create %ix%ix32 texture: %s\n", screen->w, screen->h, SDL_GetError());
exit(1);
}
if (engine.useAudio)
{
if (Mix_OpenAudio(44100, AUDIO_S16, engine.useAudio * 2, 1024) < 0)
{
printf("Warning: Couldn't set 44100 Hz 16-bit stereo audio - Reason:\n%s\n", Mix_GetError());
printf("Sound and Music will be disabled\n");
engine.useAudio = false;
}
}
SDL_ShowCursor(SDL_DISABLE);
SDL_EventState(SDL_MOUSEMOTION, SDL_DISABLE);
SDL_JoystickEventState(SDL_ENABLE);
SDL_JoystickOpen(0);
}
/*
Removes [hopefully] all the resources that has been
loaded and created during the game. This is called by
atexit();
*/
void engine_cleanup()
{
gfx_free();
SDL_FreeSurface(gfx_background);
audio_free();
resetLists();
delete(engine.bulletHead);
delete(engine.explosionHead);
delete(engine.collectableHead);
delete(screen_bufferHead);
for (int i = 0 ; i < MAX_FONTSHAPES ; i++)
{
if (fontShape[i] != NULL)
SDL_FreeSurface(fontShape[i]);
}
char filename[PATH_MAX];
strcpy(filename, "");
sprintf(filename, "%smusic.mod", engine.configDirectory);
remove(filename);
sprintf(filename, "%smusic.s3m", engine.configDirectory);
remove(filename);
if (engine.useAudio)
{
Mix_CloseAudio();
}
// Save the config using current settings
FILE *fp;
sprintf(filename, "%sconf", engine.configDirectory);
fp = fopen(filename, "wb");
if (fp != NULL)
{
fprintf(fp, "%d %d %d %d\n", engine.fullScreen, engine.useSound,
engine.useMusic, engine.autoPause);
fclose(fp);
}
else
{
printf("Error saving config\n");
}
SDL_Quit();
printf("Thank You for playing Starfighter\n");
}