/* Copyright (C) 2003 Parallel Realities Copyright (C) 2011, 2012, 2013 Guus Sliepen Copyright (C) 2015-2020 The Diligent Circle This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License 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 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 along with this program. If not, see . */ #include #include #include #include #ifdef __HAIKU__ #include #elif !defined(_WIN32) #include #endif #include "SDL.h" #ifndef NOFONT #include "SDL_ttf.h" #endif #ifndef NOSOUND #include "SDL_mixer.h" #endif #include "colors.h" #include "defs.h" #include "structs.h" #include "audio.h" #include "collectable.h" #include "engine.h" #include "game.h" #include "gfx.h" #include "player.h" #include "renderer.h" #include "screen.h" #include "window.h" Engine engine; void engine_init() { engine.musicVolume = MIX_MAX_VOLUME; engine.useAudio = 1; engine.maxAliens = 9; engine.ssx = 0; engine.ssy = 0; engine.smx = 0; engine.smy = 0; engine.bulletHead = malloc(sizeof(*engine.bulletHead)); if (engine.bulletHead == NULL) { engine_error("Failed to allocate memory for bullet head."); } engine.bulletHead->next = NULL; engine.bulletTail = engine.bulletHead; engine.explosionHead = malloc(sizeof(*engine.explosionHead)); if (engine.explosionHead == NULL) { engine_error("Failed to allocate memory for explosion head."); } engine.explosionHead->next = NULL; engine.explosionTail = engine.explosionHead; engine.collectableHead = malloc(sizeof(*engine.collectableHead)); if (engine.collectableHead == NULL) { engine_error("Failed to allocate memory for collectable head."); } engine.collectableHead->next = NULL; engine.collectableTail = engine.collectableHead; engine.debrisHead = malloc(sizeof(*engine.debrisHead)); if (engine.debrisHead == NULL) { engine_error("Failed to allocate memory for debris head."); } engine.debrisHead->next = NULL; engine.debrisTail = engine.debrisHead; engine.commsSection = 0; for (int i = 0; i < KEY_LAST; i++) engine.keyState[i] = 0; engine.xaxis = 0; engine.yaxis = 0; engine.eventTimer = 0; engine.counter2 = 0; engine.timeTaken = 0; engine.timeMission = 0; engine.counter = 0; engine.seconds = 0; engine.minutes = 0; engine.paused = 0; engine.gameSection = SECTION_TITLE; engine.cheat = 0; engine.cheatShield = 0; engine.cheatAmmo = 0; engine.cheatCash = 0; } /* 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[STRMAX]; switch(errorId) { case 0: snprintf(string, STRMAX, "%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]) { player_getInput(); game_delayFrame(); } exit(1); } /* Show a warning. Used when non-fatal things go wrong. */ void engine_warn(const char *msg) { printf("WARNING: %s\n", msg); } /* Show an error and exit. Used for critical errors that should definitely never happen. */ void engine_error(const char *msg) { printf("ERROR: %s\nAborting\n", msg); exit(1); } /* This gets the user's home directory, then creates the config directory. */ void engine_setupConfigDirectory() { const char *userHome; const char *subdir; char dir[PATH_MAX]; #ifdef _WIN32 subdir = "pr-starfighter-config"; if ((userHome = getenv("APPDATA")) == NULL) userHome = "."; snprintf(dir, PATH_MAX, "%s/%s", userHome, subdir); if ((mkdir(dir) != 0) && (errno != EEXIST)) engine_showError(2, dir); snprintf(engine.configDirectory, PATH_MAX, "%s/", dir); #elif defined(__HAIKU__) subdir = "starfighter"; char path[PATH_MAX]; if (find_directory(B_USER_SETTINGS_DIRECTORY, 0, false, path, PATH_MAX) == B_OK) snprintf(dir, PATH_MAX, "%s/%s", path, subdir); if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST)) engine_showError(2, dir); snprintf(engine.configDirectory, PATH_MAX, "%s/", dir); #else subdir = "starfighter"; if ((userHome = getenv("XDG_CONFIG_HOME")) != NULL) { snprintf(dir, PATH_MAX, "%s/%s", userHome, subdir); } { if ((userHome = getenv("HOME")) == NULL) userHome = getpwuid(getuid())->pw_dir; snprintf(dir, PATH_MAX, "%s/.config", userHome); if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST)) engine_showError(2, dir); snprintf(dir, PATH_MAX, "%s/.config/%s", userHome, subdir); } if ((mkdir(dir, S_IRWXU|S_IRWXG|S_IROTH|S_IXOTH) != 0) && (errno != EEXIST)) engine_showError(2, dir); snprintf(engine.configDirectory, PATH_MAX, "%s/", dir); #endif } /* This sets up the video and sound system, and creates Starfighter's window. */ void engine_setMode() { char filename[PATH_MAX]; int fullScreen = 0; int useSound = 1; int useMusic = 1; int autoPause = 0; int radioLife = DEFAULT_RADIO_LIFE; char lang[STRMAX_SHORT]; int i; strcpy(lang, "default"); strcpy(engine.configDirectory, ""); engine_setupConfigDirectory(); /* Initialize the SDL library */ if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO|SDL_INIT_JOYSTICK|SDL_INIT_GAMECONTROLLER) < 0) { printf("Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } FILE *fp; snprintf(filename, PATH_MAX, "%sconf", engine.configDirectory); fp = fopen(filename, "r"); if (fp != NULL) { if (fscanf(fp, "%d %d %d %d %d%*c%[^\n]", &fullScreen, &useSound, &useMusic, &autoPause, &radioLife, lang) < 6) 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; engine.radioLife = radioLife; strcpy(engine.lang, lang); screen_adjustDimensions(DEFAULT_SCREEN_WIDTH, DEFAULT_SCREEN_HEIGHT); window = SDL_CreateWindow("Project: Starfighter", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen->w, screen->h, SDL_WINDOW_RESIZABLE); 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 ? FULLSCREEN : 0); renderer_reset(); #ifndef NOSOUND if (engine.useAudio) { if (Mix_OpenAudio(44100, AUDIO_S16SYS, 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 = 0; } } #endif SDL_ShowCursor(SDL_DISABLE); SDL_EventState(SDL_MOUSEMOTION, SDL_DISABLE); // Determine if the GameController API can be used engine.useController = 1; for (i=0; iw, screen->h); SDL_SetWindowFullscreen(window, engine.fullScreen ? FULLSCREEN : 0); } void engine_resetLists() { Object *ob, *ob2; Collectable *c1, *c2; LinkedRect *r1, *r2; ob = engine.bulletHead->next; while (ob != NULL) { ob2 = ob; ob = ob->next; free(ob2); } engine.bulletHead->next = NULL; engine.bulletTail = engine.bulletHead; ob = engine.explosionHead->next; while (ob != NULL) { ob2 = ob; ob = ob->next; free(ob2); } engine.explosionHead->next = NULL; engine.explosionTail = engine.explosionHead; c1 = engine.collectableHead->next; while (c1 != NULL) { c2 = c1; c1 = c1->next; free(c2); } engine.collectableHead->next = NULL; engine.collectableTail = engine.collectableHead; r1 = screen_bufferHead->next; while (r1 != NULL) { r2 = r1; r1 = r1->next; free(r2); } screen_bufferHead->next = NULL; screen_bufferTail = screen_bufferHead; ob = engine.debrisHead->next; while (ob != NULL) { ob2 = ob; ob = ob->next; free(ob2); } engine.debrisHead->next = NULL; engine.debrisTail = engine.debrisHead; } /* Removes [hopefully] all the resources that has been loaded and created during the game. This is called by atexit(); */ void engine_cleanup() { int i; gfx_free(); SDL_FreeSurface(gfx_background); SDL_FreeSurface(gfx_unscaledBackground); audio_free(); engine_resetLists(); free(engine.bulletHead); free(engine.explosionHead); free(engine.collectableHead); free(screen_bufferHead); for (i=0 ; i