/* Project: Starfighter Copyright (C) 2003 Parallel Realities All Rights Reserved 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 2 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, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "Starfighter.h" int main(int argc, char *argv[]) { chdir(DATADIR); defineGlobals(); // Must do this first! bool cheatAttempt = false; if (argc > 1) { if (strcmp("--help", argv[1]) == 0) { printf("\nProject: Starfighter %s\n", VERSION); printf("Copyright Parallel Realities 2003\n"); printf("Copyright Guus Sliepen, Astrid S. de Wijn and others 2012\n"); printf("Additional Commands\n"); printf("\t-noaudio Disables sound and music\n"); printf("\t-mono Mono sound output (best for headphones)\n\n"); printf("http://sourceforge.net/projects/pr-starfighter/\n"); printf("\n"); exit(0); } } for (int i = 1 ; i < argc ; i++) { if (strcmp(argv[i], "-nomove") == 0) {printf("Enemy movement disabled\n"); dev.moveAliens = 0;} if (strcmp(argv[i], "-nofire") == 0) {printf("Enemy firing disabled\n"); dev.fireAliens = 0;} if (strcmp(argv[i], "-cheat") == 0) cheatAttempt = true; if (strcmp(argv[i], "-noaudio") == 0) {printf("No Audio\n"); engine.useAudio = false;} if (strcmp(argv[i], "-mono") == 0) {printf("Mono sound output\n"); engine.useAudio = true;} } atexit(cleanUp); initGraphics(); initSystem(); // Opens video mode and sound loadFont(); if (cheatAttempt) { clearScreen(black); drawString("That doesn't work anymore", -1, 285, FONT_WHITE); drawString("Try harder...", -1, 315, FONT_WHITE); updateScreen(); SDL_Delay(2000); clearScreen(black); updateScreen(); SDL_Delay(500); } freeGraphics(); loadSound(); initWeapons(); initVars(); defineAliens(); setColorIndexes(); showStory(); // Determine which part of the game we will go to... int section = 0; newGame(); while (true) { switch(section) { case 0: section = doTitle(); break; case 1: section = galaxyMap(); break; case 2: if (currentGame.stationedPlanet == -1) {doCutscene(0);} section = mainGameLoop(); break; } } return(0); }