03f1723d88
(this message is copied from my blog) So I took the lazy route and just committed the entire splice between the jam branch and the development branch all at once. It is exactly as terrible as you think it is, but I've been out of coding for 2 weeks, and I want to get some shit done. I'll pick through each piece one by one, by comparing the diffs from the develop branch to the current jam-merge branch. Those developers I met on Monday said they were impressed by my ability to manage a large codebase, but if they saw this I'd expect they'd probably take that back. And oh god it's been 3 weeks since I touched the main branch WTF?
223 lines
6.1 KiB
C++
223 lines
6.1 KiB
C++
/* Copyright: (c) Kayne Ruse 2013, 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial ClientApplications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "client_application.hpp"
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#include "serial.hpp"
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#include <stdexcept>
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#include <chrono>
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#include <iostream>
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//-------------------------
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//Scene headers
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//-------------------------
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//Add the custom scene headers here
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#include "splash_screen.hpp"
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#include "main_menu.hpp"
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#include "options_menu.hpp"
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#include "lobby_menu.hpp"
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#include "in_world.hpp"
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#include "in_combat.hpp"
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#include "clean_up.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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void ClientApplication::Init(int argc, char** argv) {
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std::cout << "Beginning " << argv[0] << std::endl;
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//-------------------------
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//Initialize the APIs
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//-------------------------
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//initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO)) {
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throw(std::runtime_error("Failed to initialize SDL"));
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}
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std::cout << "Initialized SDL" << std::endl;
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//initialize SDL_net
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if (SDLNet_Init()) {
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throw(std::runtime_error("Failed to initialize SDL_net"));
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}
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network.Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//initialize lua
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lua = luaL_newstate();
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if (!lua) {
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throw(std::runtime_error("Failed to initialize lua"));
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}
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luaL_openlibs(lua);
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std::cout << "Initialized lua" << std::endl;
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if (luaL_dofile(lua, "rsc\\setup.lua")) {
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throw(std::runtime_error("Failed to initialize lua's startup script"));
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}
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std::cout << "Initialized lua's setup script" << std::endl;
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//-------------------------
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//Setup the screen
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//-------------------------
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lua_getglobal(lua, "config");
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lua_getfield(lua, 1, "screen");
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lua_getfield(lua, 2, "width");
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lua_getfield(lua, 2, "height");
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lua_getfield(lua, 2, "fullscreen");
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int w = lua_tointeger(lua, 3);
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int h = lua_tointeger(lua, 4);
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int f = lua_toboolean(lua, 5);
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lua_pop(lua, 5);
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BaseScene::SetScreen(w ? w : 800, h ? h : 600, 0, f ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF);
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std::cout << "Initialized the screen" << std::endl;
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int w = config.Int("client.screen.w");
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int h = config.Int("client.screen.h");
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int f = config.Bool("client.screen.f") ? SDL_HWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN : SDL_HWSURFACE|SDL_DOUBLEBUF;
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BaseScene::SetScreen(w ? w : 800, h ? h : 600, 0, f);
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std::cout << "Initialized the screen" << std::endl;
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//-------------------------
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//debug output
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//-------------------------
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//TODO: enable/disable these with a switch
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#define DEBUG_OUTPUT_VAR(x) std::cout << "\t" << #x << ": " << x << std::endl;
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std::cout << "Internal sizes:" << std::endl;
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DEBUG_OUTPUT_VAR(sizeof(Region::type_t));
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DEBUG_OUTPUT_VAR(sizeof(Region));
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DEBUG_OUTPUT_VAR(REGION_WIDTH);
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DEBUG_OUTPUT_VAR(REGION_HEIGHT);
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DEBUG_OUTPUT_VAR(REGION_DEPTH);
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DEBUG_OUTPUT_VAR(REGION_SOLID_FOOTPRINT);
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DEBUG_OUTPUT_VAR(REGION_FOOTPRINT);
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DEBUG_OUTPUT_VAR(PACKET_BUFFER_SIZE);
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DEBUG_OUTPUT_VAR(MAX_PACKET_SIZE);
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#undef DEBUG_OUTPUT_VAR
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//-------------------------
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//finalize the startup
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//-------------------------
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std::cout << "Startup completed successfully" << std::endl;
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//-------------------------
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//debugging
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//-------------------------
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//...
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}
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void ClientApplication::Proc() {
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LoadScene(SceneList::FIRST);
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//prepare the time system
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typedef std::chrono::steady_clock Clock;
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std::chrono::duration<int, std::milli> delta(16);
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Clock::time_point simTime = Clock::now();
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Clock::time_point realTime;
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//The main loop
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while(activeScene->GetNextScene() != SceneList::QUIT) {
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//switch scenes when necessary
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if (activeScene->GetNextScene() != SceneList::CONTINUE) {
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LoadScene(activeScene->GetNextScene());
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continue;
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}
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//update the current time
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realTime = Clock::now();
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//simulate game time
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while (simTime < realTime) {
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//call each user defined function
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activeScene->RunFrame(double(delta.count()) / std::chrono::duration<int, std::milli>::period::den);
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simTime += delta;
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}
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//draw the game to the screen
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activeScene->RenderFrame();
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}
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UnloadScene();
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}
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void ClientApplication::Quit() {
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std::cout << "Shutting down" << std::endl;
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lua_close(lua);
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network.Close();
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SDLNet_Quit();
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SDL_Quit();
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std::cout << "Clean exit" << std::endl;
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}
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//-------------------------
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//Private access members
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//-------------------------
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void ClientApplication::LoadScene(SceneList sceneIndex) {
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UnloadScene();
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switch(sceneIndex) {
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//add scene creation calls here
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case SceneList::FIRST:
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case SceneList::SPLASHSCREEN:
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activeScene = new SplashScreen(&config);
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break;
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case SceneList::MAINMENU:
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activeScene = new MainMenu(&config);
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break;
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case SceneList::OPTIONSMENU:
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activeScene = new OptionsMenu(&config);
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&config, &network, &clientIndex, &accountIndex);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&config, &network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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case SceneList::INCOMBAT:
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activeScene = new InCombat(&config, &network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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case SceneList::CLEANUP:
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activeScene = new CleanUp(&config, &network, &clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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default:
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throw(std::logic_error("Failed to recognize the scene index"));
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}
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}
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void ClientApplication::UnloadScene() {
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delete activeScene;
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activeScene = nullptr;
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}
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