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Main.cpp
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Main.cpp
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/*
* Project: zikzak
* Filename: Main.cpp
* Author: Andreas Textor
* Version: 0.1
* Date: 2006-06-17
* Contents:
* Parse the commandline, instantiate all systems (graphics, sound, input
* and so on) and start the main game loop.
*/
#include <iostream>
#include <cstring>
#include "Graphics.h"
#include "Input.h"
#include "Level.h"
#include "Player.h"
#include "Gamestate.h"
#include "Sound.h"
#include "Config.h"
#include "Coord3d.h"
#ifdef __vita__
#include <dirent.h>
#include <vitasdk.h>
#include <vitaGL.h>
int _newlib_heap_size_user = 128 * 1024 * 1024;
char patched_fname[256];
void patch_fname(char *fname) {
if (!strncmp(fname, "(null)/", 7)) {
sprintf(patched_fname, "ux0:data/zik-zak/%s", &fname[7]);
} else {
sprintf(patched_fname, "ux0:data/zik-zak/%s", fname);
}
}
extern "C" int __real_remove(const char *fname);
extern "C" int __wrap_remove(const char *fname) {
printf("remove %s\n", fname);
if (!strncmp(fname, "ux0:", 4)) {
return __real_remove(fname);
} else {
patch_fname((char *)fname);
}
//printf("patched to %s\n", patched_fname);
return __real_remove(patched_fname);
}
extern "C" FILE *__real_fopen(char *fname, char *mode);
extern "C" FILE *__wrap_fopen(char *fname, char *mode) {
printf("fopen %s\n", fname);
if (strlen(fname) == 0)
return NULL;
if (!strncmp(fname, "ux0:", 4)) {
return __real_fopen(fname, mode);
} else {
patch_fname(fname);
}
//printf("patched to %s\n", patched_fname);
return __real_fopen(patched_fname, mode);
}
extern "C" int __real_stat(const char *fname, struct stat *buf);
extern "C" int __wrap_stat(const char *fname, struct stat *buf) {
printf("stat %s\n", fname);
if (!strncmp(fname, "ux0:", 4)) {
return __real_stat(fname, buf);
} else {
patch_fname((char *)fname);
}
//printf("patched to %s\n", patched_fname);
return __real_stat(patched_fname, buf);
}
extern "C" DIR *__real_opendir(const char *fname);
extern "C" DIR *__wrap_opendir(const char *fname) {
printf("opendir %s\n", fname);
if (!strncmp(fname, "ux0:", 4)) {
return __real_opendir(fname);
} else {
patch_fname((char *)fname);
}
//printf("patched to %s\n", patched_fname);
return __real_opendir(patched_fname);
}
#endif
using std::cout;
void displayHelp() {
cout << "Zik Zak - v0.1 - Andreas Textor\n"
<< "Usage: zikzak [-h|--help][-f][-x number][-y number][-nm]\n\n"
<< "Options:\n"
<< "\t-h --help - Display this information\n"
<< "\t-f - Run the game in fullscreen (default: off)\n"
<< "\t-x number - Set the horizontal resolution (default: 640)\n"
<< "\t-y number - Set the vertical resolution (default: 480)\n"
<< "\t-nm - Don't play music\n";
}
int main(int argc, char* argv[]) {
#ifdef __vita__
vglInitExtended(32 * 1024 * 1024, 960, 544, 8 * 1024 * 1024, SCE_GXM_MULTISAMPLE_4X);
scePowerSetArmClockFrequency(444);
scePowerSetBusClockFrequency(222);
scePowerSetGpuClockFrequency(222);
scePowerSetGpuXbarClockFrequency(166);
sceCtrlSetSamplingMode(SCE_CTRL_MODE_ANALOG_WIDE);
#endif
bool fullscreen = true;
bool music = true;
#ifdef __vita__
int xres = 960;
int yres = 544;
#else
int xres = 800;
int yres = 600;
#endif
int lastlevel = 1;
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
// load config first, to let commandline arguments override
// the config settings
Config c;
c.load(music, fullscreen, xres, yres, lastlevel);
// check commandline
for(int i = 0; i < argc; i++) {
if(strcmp(argv[i], "-f") == 0)
fullscreen = true;
if(strcmp(argv[i], "-h") == 0 || strcmp(argv[i], "--help") == 0) {
displayHelp();
return 0;
}
if(strcmp(argv[i], "-x") == 0)
if(argc-1 > i)
xres = atoi(argv[i+1]);
else {
displayHelp();
return 0;
}
if(strcmp(argv[i], "-y") == 0)
if(argc-1 > i)
yres = atoi(argv[i+1]);
else {
displayHelp();
return 0;
}
if(strcmp(argv[i], "-nm") == 0)
music = false;
}
// run game
bool running = true;
Graphics g;
Sound s;
Input i;
Level l;
Gamestate gs;
int status = g.init(xres, yres, fullscreen);
if(status != 0)
return status;
Player player1(1.0, -1.0, 1.0, 0.0, 60.0);
if(l.load(0) != 0) {
return 1;
}
status = s.init(music);
if(music)
s.playMusic();
gs.resetTimer();
gs.setOperationState(TITLE);
SDL_EventState(SDL_MOUSEMOTION, SDL_ENABLE);
while(running) {
g.renderscene(l, player1, s, gs);
if(i.poll(player1, s, gs, l)) {
// advance one level
if(!player1.move(l, s)) {
c.save(music, fullscreen, xres, yres, lastlevel);
if(l.load(lastlevel) == 0) {
lastlevel++;
player1.setX(1.0);
player1.setY(-1.0);
player1.setZ(1.0);
player1.setMovement(Coord3d(0,0,0));
player1.clearBullets();
gs.setOperationState(PLAY);
} else {
// no more levels found - that means
// we have won \o/
player1.setX(1.0);
player1.setY(-1.0);
player1.setZ(1.0);
player1.setMovement(Coord3d(0,0,0));
player1.clearBullets();
gs.setOperationState(WON);
}
}
} else {
running = false;
}
if(l.getLevelNumber() == 0 || !player1.isMoving()) {
gs.resetTimer();
} else {
// game over
if(gs.getTimeLeft(l) <= 0) {
l.load(lastlevel-1);
player1.setX(1.0);
player1.setY(-1.0);
player1.setZ(1.0);
player1.setMovement(Coord3d(0,0,0));
player1.clearBullets();
gs.setOperationState(GAMEOVER);
}
}
gs.loopDelay();
}
//c.save(music, fullscreen, xres, yres, lastlevel-1);
s.cleanUp();
g.cleanUp();
return 0;
}