374 lines
9.1 KiB
C
374 lines
9.1 KiB
C
/*
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Copyright (C) 2015-2016 Parallel Realities
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "init.h"
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static void loadConfig(void);
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static void loadConfigFile(char *filename);
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void saveConfig(void);
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static void initColor(SDL_Color *c, int r, int g, int b);
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static void showLoadingStep(float step, float maxSteps);
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void init18N(int argc, char *argv[])
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{
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int i;
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int languageId = -1;
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setlocale(LC_NUMERIC, "");
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for (i = 1 ; i < argc ; i++)
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{
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if (strcmp(argv[i], "-language") == 0)
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{
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languageId = i + 1;
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if (languageId >= argc)
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{
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "You must specify a language to use with -language. Using default.");
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}
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}
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}
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setLanguage("tbftss", languageId == -1 ? NULL : argv[languageId]);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Numeric is %s", setlocale(LC_NUMERIC, "C"));
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "atof(2.75) is %f", atof("2.75"));
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}
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void initSDL(void)
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{
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int rendererFlags, windowFlags;
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/* do this here, so we don't destroy the save dir stored in app */
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memset(&app, 0, sizeof(App));
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/* done in src/plat/ */
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createSaveFolder();
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rendererFlags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC;
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windowFlags = 0;
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loadConfig();
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if (app.fullscreen)
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{
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windowFlags |= SDL_WINDOW_FULLSCREEN;
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}
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if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) < 0)
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{
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printf("Couldn't initialize SDL: %s\n", SDL_GetError());
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exit(1);
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}
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SDL_ShowCursor(0);
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024) == -1)
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{
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printf("Couldn't initialize SDL Mixer\n");
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exit(1);
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}
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Mix_AllocateChannels(64);
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Mix_Volume(-1, app.soundVolume * MIX_MAX_VOLUME / 10);
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Mix_VolumeMusic(app.musicVolume * MIX_MAX_VOLUME / 10);
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app.window = SDL_CreateWindow("TBFTSS - The Pandoran War", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, app.winWidth, app.winHeight, windowFlags);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
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app.renderer = SDL_CreateRenderer(app.window, -1, rendererFlags);
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IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG);
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if (TTF_Init() < 0)
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{
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printf("Couldn't initialize SDL TTF: %s\n", SDL_GetError());
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exit(1);
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}
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app.backBuffer = SDL_CreateTexture(app.renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, SCREEN_WIDTH, SCREEN_HEIGHT);
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app.scaleX = SCREEN_WIDTH;
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app.scaleX /= app.winWidth;
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app.scaleY = SCREEN_HEIGHT;
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app.scaleY /= app.winHeight;
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Game scale factor: %.2f,%.2f\n", app.scaleX, app.scaleY);
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}
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void initGameSystem(void)
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{
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int i, numInitFuns;
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void (*initFuncs[]) (void) = {
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initFonts,
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initInput,
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initResources,
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initSounds,
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initWidgets,
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initGame,
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loadFighterDefs,
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loadCapitalShipDefs,
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loadItemDefs,
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initBulletDefs,
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initStarSystems,
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initChallenges,
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initStats,
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initModalDialog,
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initBackground,
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initStars,
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initControls,
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initTrophies
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};
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numInitFuns = sizeof(initFuncs) / sizeof(void*);
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initColor(&colors.red, 255, 0, 0);
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initColor(&colors.orange, 255, 128, 0);
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initColor(&colors.yellow, 255, 255, 0);
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initColor(&colors.green, 0, 255, 0);
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initColor(&colors.blue, 0, 0, 255);
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initColor(&colors.cyan, 0, 255, 255);
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initColor(&colors.purple, 255, 0, 255);
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initColor(&colors.white, 255, 255, 255);
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initColor(&colors.black, 0, 0, 0);
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initColor(&colors.lightGrey, 192, 192, 192);
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initColor(&colors.darkGrey, 128, 128, 128);
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for (i = 0 ; i < numInitFuns ; i++)
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{
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showLoadingStep(i + 1, numInitFuns);
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initFuncs[i]();
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}
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}
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/*
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* Just in case the initial loading takes a while on the target machine. The rest of the loading a pretty quick by comparison.
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*/
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static void showLoadingStep(float step, float maxSteps)
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{
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SDL_Rect r;
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prepareScene();
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r.w = SCREEN_WIDTH - 400;
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r.h = 14;
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r.x = (SCREEN_WIDTH / 2) - r.w / 2;
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r.y = (SCREEN_HEIGHT / 2) - r.h / 2;
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SDL_SetRenderDrawColor(app.renderer, 128, 128, 128, 255);
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SDL_RenderDrawRect(app.renderer, &r);
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r.w *= (step / maxSteps);
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r.x += 2;
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r.y += 2;
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r.w -= 4;
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r.h -= 4;
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SDL_SetRenderDrawColor(app.renderer, 128, 196, 255, 255);
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SDL_RenderFillRect(app.renderer, &r);
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presentScene();
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SDL_Delay(1);
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}
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static void initColor(SDL_Color *c, int r, int g, int b)
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{
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memset(c, 0, sizeof(SDL_Color));
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c->r = r;
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c->g = g;
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c->b = b;
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c->a = 255;
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}
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static void loadConfig(void)
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{
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char *configFilename;
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/* load default config first */
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loadConfigFile("data/app/"CONFIG_FILENAME);
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/* load saved config */
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configFilename = getSaveFilePath(CONFIG_FILENAME);
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if (fileExists(configFilename))
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{
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loadConfigFile(configFilename);
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}
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/* so that the player doesn't get confused if this is a new game */
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saveConfig();
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}
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static void loadConfigFile(char *filename)
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{
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int i;
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cJSON *root, *controlsJSON, *node, *gameplayJSON;
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char *text;
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text = readFile(filename);
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root = cJSON_Parse(text);
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app.winWidth = cJSON_GetObjectItem(root, "winWidth")->valueint;
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app.winHeight = cJSON_GetObjectItem(root, "winHeight")->valueint;
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app.fullscreen = cJSON_GetObjectItem(root, "fullscreen")->valueint;
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app.musicVolume = cJSON_GetObjectItem(root, "musicVolume")->valueint;
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app.soundVolume = cJSON_GetObjectItem(root, "soundVolume")->valueint;
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controlsJSON = cJSON_GetObjectItem(root, "controls");
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if (controlsJSON)
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{
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node = cJSON_GetObjectItem(controlsJSON, "keys")->child;
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while (node)
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{
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i = lookup(node->string);
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app.keyControls[i] = node->valueint;
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node = node->next;
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}
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node = cJSON_GetObjectItem(controlsJSON, "mouse")->child;
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while (node)
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{
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i = lookup(node->string);
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app.mouseControls[i] = node->valueint;
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node = node->next;
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}
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}
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gameplayJSON = cJSON_GetObjectItem(root, "gameplay");
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if (gameplayJSON)
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{
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app.gameplay.friendlyFire = cJSON_GetObjectItem(gameplayJSON, "friendlyFire")->valueint;
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app.gameplay.autoSwitchPlayerTarget = cJSON_GetObjectItem(gameplayJSON, "autoSwitchPlayerTarget")->valueint;
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app.gameplay.missileReTarget = cJSON_GetObjectItem(gameplayJSON, "missileReTarget")->valueint;
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app.gameplay.healthBars = cJSON_GetObjectItem(gameplayJSON, "healthBars")->valueint;
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}
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cJSON_Delete(root);
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free(text);
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}
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void saveConfig(void)
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{
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int i;
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char *out, *configFilename;
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cJSON *root, *controlsJSON, *keysJSON, *mouseJSON, *gameplayJSON;
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configFilename = getSaveFilePath(CONFIG_FILENAME);
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Saving config ...");
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root = cJSON_CreateObject();
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cJSON_AddNumberToObject(root, "winWidth", app.winWidth);
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cJSON_AddNumberToObject(root, "winHeight", app.winHeight);
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cJSON_AddNumberToObject(root, "fullscreen", app.fullscreen);
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cJSON_AddNumberToObject(root, "musicVolume", app.musicVolume);
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cJSON_AddNumberToObject(root, "soundVolume", app.soundVolume);
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keysJSON = cJSON_CreateObject();
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for (i = 0 ; i < CONTROL_MAX ; i++)
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{
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cJSON_AddNumberToObject(keysJSON, getLookupName("CONTROL_", i), app.keyControls[i]);
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}
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mouseJSON = cJSON_CreateObject();
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for (i = 0 ; i < CONTROL_MAX ; i++)
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{
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cJSON_AddNumberToObject(mouseJSON, getLookupName("CONTROL_", i), app.mouseControls[i]);
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}
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controlsJSON = cJSON_CreateObject();
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cJSON_AddItemToObject(controlsJSON, "keys", keysJSON);
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cJSON_AddItemToObject(controlsJSON, "mouse", mouseJSON);
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cJSON_AddItemToObject(root, "controls", controlsJSON);
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gameplayJSON = cJSON_CreateObject();
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cJSON_AddNumberToObject(gameplayJSON, "friendlyFire", app.gameplay.friendlyFire);
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cJSON_AddNumberToObject(gameplayJSON, "autoSwitchPlayerTarget", app.gameplay.autoSwitchPlayerTarget);
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cJSON_AddNumberToObject(gameplayJSON, "missileReTarget", app.gameplay.missileReTarget);
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cJSON_AddNumberToObject(gameplayJSON, "healthBars", app.gameplay.healthBars);
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cJSON_AddItemToObject(root, "gameplay", gameplayJSON);
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out = cJSON_Print(root);
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if (!writeFile(configFilename, out))
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{
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_ERROR, "Failed to save config");
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}
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cJSON_Delete(root);
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free(out);
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}
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void cleanup(void)
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{
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Cleaning up ...");
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SDL_DestroyRenderer(app.renderer);
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SDL_DestroyWindow(app.window);
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destroyLookups();
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destroyTextures();
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expireTexts(1);
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destroyFonts();
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destroySounds();
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destroyGame();
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destroyFighterDefs();
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destroyCapitalShipDefs();
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destroyBulletDefs();
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destroyItemDefs();
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destroyStarSystems();
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destroyBattle();
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destroyGalacticMap();
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destroyWidgets();
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destroyResources();
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destroyCredits();
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SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Done");
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TTF_Quit();
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SDL_Quit();
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}
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