198 lines
5.3 KiB
C++
198 lines
5.3 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 "config_utility.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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//load the prerequisites
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ConfigUtility& config = ConfigUtility::GetSingleton();
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config.Load("rsc\\config.cfg");
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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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UDPNetworkUtility::GetSingleton().Open(0);
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std::cout << "Initialized SDL_net" << std::endl;
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//-------------------------
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//Setup the screen
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//-------------------------
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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_TILE_FOOTPRINT);
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DEBUG_OUTPUT_VAR(REGION_SOLID_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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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();
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//~60 FPS
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simTime += std::chrono::duration<int, std::milli>(16);
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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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UDPNetworkUtility::GetSingleton().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();
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break;
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case SceneList::MAINMENU:
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activeScene = new MainMenu();
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break;
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case SceneList::OPTIONSMENU:
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activeScene = new OptionsMenu();
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break;
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case SceneList::LOBBYMENU:
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activeScene = new LobbyMenu(&clientIndex, &accountIndex);
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break;
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case SceneList::INWORLD:
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activeScene = new InWorld(&clientIndex, &accountIndex, &characterIndex, &characterMap);
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break;
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// case SceneList::INCOMBAT:
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// activeScene = new InCombat(&clientIndex, &accountIndex, &characterIndex, &characterMap);
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// break;
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case SceneList::CLEANUP:
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activeScene = new CleanUp(&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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