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