/* Copyright (C) 2015-2016 Parallel Realities 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 "main.h" static void handleArguments(int argc, char *argv[]); int main(int argc, char *argv[]) { float td; long then, lastFrameTime, frames; long expireTextTimer; SDL_Event event; SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_WARN); memset(&app, 0, sizeof(App)); memset(&dev, 0, sizeof(Dev)); atexit(cleanup); srand(time(NULL)); init18N(argc, argv); initLookups(); initSDL(); initGameSystem(); handleArguments(argc, argv); dev.fps = frames = td = 0; then = SDL_GetTicks(); lastFrameTime = SDL_GetTicks() + 1000; expireTextTimer = SDL_GetTicks() + (1000 * 10); while (1) { td += (SDL_GetTicks() - then); then = SDL_GetTicks(); while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_MOUSEMOTION: doMouseMotion(&event.motion); break; case SDL_MOUSEWHEEL: doMouseWheel(&event.wheel); break; case SDL_MOUSEBUTTONDOWN: doMouseDown(&event.button); break; case SDL_MOUSEBUTTONUP: doMouseUp(&event.button); break; case SDL_KEYDOWN: doKeyDown(&event.key); break; case SDL_KEYUP: doKeyUp(&event.key); break; case SDL_QUIT: exit(0); break; } } if (app.modalDialog.type != MD_NONE) { doModalDialog(); } while (td >= LOGIC_RATE) { app.delegate.logic(); td -= LOGIC_RATE; game.stats[STAT_TIME]++; } prepareScene(); app.delegate.draw(); if (app.modalDialog.type != MD_NONE) { drawModalDialog(); } presentScene(); doDevKeys(); frames++; if (SDL_GetTicks() > lastFrameTime) { dev.fps = frames; frames = 0; lastFrameTime = SDL_GetTicks() + 1000; if (dev.takeScreenshots) { saveScreenshot(); } } if (SDL_GetTicks() > expireTextTimer) { expireTexts(0); expireTextTimer = SDL_GetTicks() + (1000 * 10); } /* always zero the mouse motion */ app.mouse.dx = app.mouse.dy = 0; SDL_Delay(1); } return 0; } static void handleArguments(int argc, char *argv[]) { int i; int testingMission = 0; for (i = 1 ; i < argc ; i++) { /* assume this is filename for testing */ if (argv[i][0] != '-') { loadTestMission(argv[i]); testingMission = 1; } else { if (strcmp(argv[i], "-debug") == 0) { dev.debug = 1; createScreenshotFolder(); SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_DEBUG); } if (strcmp(argv[i], "-info") == 0) { SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); } } } if (!testingMission) { if (fileExists(getSaveFilePath(SAVE_FILENAME))) { loadGame(); } initTitle(); } }