/* 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 "init.h" static void loadConfig(void); static void loadConfigFile(char *filename); void saveConfig(void); static void initColor(SDL_Color *c, int r, int g, int b); static void showLoadingStep(float step, float maxSteps); void init18N(int argc, char *argv[]) { int i; int languageId = -1; setlocale(LC_NUMERIC, ""); for (i = 1 ; i < argc ; i++) { if (strcmp(argv[i], "-language") == 0) { languageId = i + 1; if (languageId >= argc) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "You must specify a language to use with -language. Using default."); } } } setLanguage("tbftss", languageId == -1 ? NULL : argv[languageId]); SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Numeric is %s", setlocale(LC_NUMERIC, "C")); SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "atof(2.75) is %f", atof("2.75")); } void initSDL(void) { int rendererFlags, windowFlags; /* do this here, so we don't destroy the save dir stored in app */ memset(&app, 0, sizeof(App)); /* done in src/plat/ */ createSaveFolder(); rendererFlags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC; windowFlags = 0; loadConfig(); if (app.fullscreen) { windowFlags |= SDL_WINDOW_FULLSCREEN; } if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0) { printf("Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } SDL_ShowCursor(0); if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024) == -1) { printf("Couldn't initialize SDL Mixer\n"); exit(1); } Mix_AllocateChannels(64); Mix_Volume(-1, app.soundVolume * MIX_MAX_VOLUME / 10); Mix_VolumeMusic(app.musicVolume * MIX_MAX_VOLUME / 10); app.window = SDL_CreateWindow("TBFTSS - The Pandoran War", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, app.winWidth, app.winHeight, windowFlags); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); app.renderer = SDL_CreateRenderer(app.window, -1, rendererFlags); IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG); if (TTF_Init() < 0) { printf("Couldn't initialize SDL TTF: %s\n", SDL_GetError()); exit(1); } app.backBuffer = SDL_CreateTexture(app.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT); app.scaleX = SCREEN_WIDTH; app.scaleX /= app.winWidth; app.scaleY = SCREEN_HEIGHT; app.scaleY /= app.winHeight; SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Game scale factor: %.2f,%.2f\n", app.scaleX, app.scaleY); } void initGameSystem(void) { int i, numInitFuns; void (*initFuncs[]) (void) = { initFonts, initInput, initResources, initSounds, initWidgets, initGame, loadFighterDefs, loadCapitalShipDefs, loadItemDefs, initBulletDefs, initStarSystems, initChallenges, initStats, initModalDialog, initBackground, initStars, initControls, initTrophies }; numInitFuns = sizeof(initFuncs) / sizeof(void*); initColor(&colors.red, 255, 0, 0); initColor(&colors.orange, 255, 128, 0); initColor(&colors.yellow, 255, 255, 0); initColor(&colors.green, 0, 255, 0); initColor(&colors.blue, 0, 0, 255); initColor(&colors.cyan, 0, 255, 255); initColor(&colors.purple, 255, 0, 255); initColor(&colors.white, 255, 255, 255); initColor(&colors.black, 0, 0, 0); initColor(&colors.lightGrey, 192, 192, 192); initColor(&colors.darkGrey, 128, 128, 128); for (i = 0 ; i < numInitFuns ; i++) { showLoadingStep(i + 1, numInitFuns); initFuncs[i](); } } /* * Just in case the initial loading takes a while on the target machine. The rest of the loading a pretty quick by comparison. */ static void showLoadingStep(float step, float maxSteps) { SDL_Rect r; prepareScene(); r.w = SCREEN_WIDTH - 400; r.h = 14; r.x = (SCREEN_WIDTH / 2) - r.w / 2; r.y = (SCREEN_HEIGHT / 2) - r.h / 2; SDL_SetRenderDrawColor(app.renderer, 128, 128, 128, 255); SDL_RenderDrawRect(app.renderer, &r); r.w *= (step / maxSteps); r.x += 2; r.y += 2; r.w -= 4; r.h -= 4; SDL_SetRenderDrawColor(app.renderer, 128, 196, 255, 255); SDL_RenderFillRect(app.renderer, &r); presentScene(); SDL_Delay(1); } static void initColor(SDL_Color *c, int r, int g, int b) { memset(c, 0, sizeof(SDL_Color)); c->r = r; c->g = g; c->b = b; c->a = 255; } static void loadConfig(void) { char *configFilename; /* load default config first */ loadConfigFile("data/app/"CONFIG_FILENAME); /* load saved config */ configFilename = getSaveFilePath(CONFIG_FILENAME); if (fileExists(configFilename)) { loadConfigFile(configFilename); } /* so that the player doesn't get confused if this is a new game */ saveConfig(); } static void loadConfigFile(char *filename) { int i; cJSON *root, *controlsJSON, *node, *gameplayJSON; char *text; text = readFile(filename); root = cJSON_Parse(text); app.winWidth = cJSON_GetObjectItem(root, "winWidth")->valueint; app.winHeight = cJSON_GetObjectItem(root, "winHeight")->valueint; app.fullscreen = cJSON_GetObjectItem(root, "fullscreen")->valueint; app.musicVolume = cJSON_GetObjectItem(root, "musicVolume")->valueint; app.soundVolume = cJSON_GetObjectItem(root, "soundVolume")->valueint; controlsJSON = cJSON_GetObjectItem(root, "controls"); if (controlsJSON) { node = cJSON_GetObjectItem(controlsJSON, "keys")->child; while (node) { i = lookup(node->string); app.keyControls[i] = node->valueint; node = node->next; } node = cJSON_GetObjectItem(controlsJSON, "mouse")->child; while (node) { i = lookup(node->string); app.mouseControls[i] = node->valueint; node = node->next; } } gameplayJSON = cJSON_GetObjectItem(root, "gameplay"); if (gameplayJSON) { app.gameplay.friendlyFire = cJSON_GetObjectItem(gameplayJSON, "friendlyFire")->valueint; app.gameplay.autoSwitchPlayerTarget = cJSON_GetObjectItem(gameplayJSON, "autoSwitchPlayerTarget")->valueint; app.gameplay.missileReTarget = cJSON_GetObjectItem(gameplayJSON, "missileReTarget")->valueint; app.gameplay.healthBars = cJSON_GetObjectItem(gameplayJSON, "healthBars")->valueint; } cJSON_Delete(root); free(text); } void saveConfig(void) { int i; char *out, *configFilename; cJSON *root, *controlsJSON, *keysJSON, *mouseJSON, *gameplayJSON; configFilename = getSaveFilePath(CONFIG_FILENAME); SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Saving config ..."); root = cJSON_CreateObject(); cJSON_AddNumberToObject(root, "winWidth", app.winWidth); cJSON_AddNumberToObject(root, "winHeight", app.winHeight); cJSON_AddNumberToObject(root, "fullscreen", app.fullscreen); cJSON_AddNumberToObject(root, "musicVolume", app.musicVolume); cJSON_AddNumberToObject(root, "soundVolume", app.soundVolume); keysJSON = cJSON_CreateObject(); for (i = 0 ; i < CONTROL_MAX ; i++) { cJSON_AddNumberToObject(keysJSON, getLookupName("CONTROL_", i), app.keyControls[i]); } mouseJSON = cJSON_CreateObject(); for (i = 0 ; i < CONTROL_MAX ; i++) { cJSON_AddNumberToObject(mouseJSON, getLookupName("CONTROL_", i), app.mouseControls[i]); } controlsJSON = cJSON_CreateObject(); cJSON_AddItemToObject(controlsJSON, "keys", keysJSON); cJSON_AddItemToObject(controlsJSON, "mouse", mouseJSON); cJSON_AddItemToObject(root, "controls", controlsJSON); gameplayJSON = cJSON_CreateObject(); cJSON_AddNumberToObject(gameplayJSON, "friendlyFire", app.gameplay.friendlyFire); cJSON_AddNumberToObject(gameplayJSON, "autoSwitchPlayerTarget", app.gameplay.autoSwitchPlayerTarget); cJSON_AddNumberToObject(gameplayJSON, "missileReTarget", app.gameplay.missileReTarget); cJSON_AddNumberToObject(gameplayJSON, "healthBars", app.gameplay.healthBars); cJSON_AddItemToObject(root, "gameplay", gameplayJSON); out = cJSON_Print(root); if (!writeFile(configFilename, out)) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Failed to save config"); } cJSON_Delete(root); free(out); } void cleanup(void) { SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Cleaning up ..."); SDL_DestroyRenderer(app.renderer); SDL_DestroyWindow(app.window); destroyLookups(); destroyTextures(); expireTexts(1); destroyFonts(); destroySounds(); destroyGame(); destroyFighterDefs(); destroyCapitalShipDefs(); destroyBulletDefs(); destroyItemDefs(); destroyStarSystems(); destroyBattle(); destroyGalacticMap(); destroyWidgets(); destroyResources(); destroyCredits(); SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Done"); TTF_Quit(); SDL_Quit(); }