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Pi.cpp
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Pi.cpp
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#include "libs.h"
#include "Pi.h"
#include "gui/Gui.h"
#include "Player.h"
#include "Space.h"
#include "Planet.h"
#include "Star.h"
#include "Frame.h"
#include "ShipCpanel.h"
#include "ShipType.h"
#include "SectorView.h"
#include "SystemView.h"
#include "SystemInfoView.h"
#include "WorldView.h"
#include "ObjectViewerView.h"
#include "galaxy/StarSystem.h"
#include "SpaceStation.h"
#include "SpaceStationView.h"
#include "CargoBody.h"
#include "InfoView.h"
#include "Serializer.h"
#include "GeoSphere.h"
#include "Sound.h"
#include "Polit.h"
#include "GalacticView.h"
#include "galaxy/Galaxy.h"
#include "GameMenuView.h"
#include "Missile.h"
#include "LmrModel.h"
#include "AmbientSounds.h"
#include "galaxy/CustomSystem.h"
#include "CityOnPlanet.h"
#include "LuaManager.h"
#include "LuaBody.h"
#include "LuaShip.h"
#include "LuaSpaceStation.h"
#include "LuaPlanet.h"
#include "LuaStar.h"
#include "LuaPlayer.h"
#include "LuaCargoBody.h"
#include "LuaStarSystem.h"
#include "LuaSystemPath.h"
#include "LuaSystemBody.h"
#include "LuaShipType.h"
#include "LuaEquipType.h"
#include "LuaChatForm.h"
#include "LuaSpace.h"
#include "LuaConstants.h"
#include "LuaLang.h"
#include "LuaGame.h"
#include "LuaEngine.h"
#include "LuaComms.h"
#include "LuaFormat.h"
#include "LuaSpace.h"
#include "LuaTimer.h"
#include "LuaRand.h"
#include "LuaNameGen.h"
#include "LuaMusic.h"
#include "LuaConsole.h"
#include "SoundMusic.h"
#include "Background.h"
#include "Lang.h"
#include "StringF.h"
#include "Game.h"
#include "GameLoaderSaver.h"
#include "FileSystem.h"
#include "Light.h"
#include "Sfx.h"
#include "graphics/Graphics.h"
#include "graphics/Renderer.h"
#include "SDLWrappers.h"
#include "ModManager.h"
#include <fstream>
float Pi::gameTickAlpha;
int Pi::scrWidth;
int Pi::scrHeight;
float Pi::scrAspect;
SDL_Surface *Pi::scrSurface;
sigc::signal<void, SDL_keysym*> Pi::onKeyPress;
sigc::signal<void, SDL_keysym*> Pi::onKeyRelease;
sigc::signal<void, int, int, int> Pi::onMouseButtonUp;
sigc::signal<void, int, int, int> Pi::onMouseButtonDown;
sigc::signal<void> Pi::onPlayerChangeTarget;
sigc::signal<void> Pi::onPlayerChangeFlightControlState;
sigc::signal<void> Pi::onPlayerChangeEquipment;
sigc::signal<void, const SpaceStation*> Pi::onDockingClearanceExpired;
LuaManager *Pi::luaManager;
LuaSerializer *Pi::luaSerializer;
LuaTimer *Pi::luaTimer;
LuaEventQueue<> *Pi::luaOnGameStart;
LuaEventQueue<> *Pi::luaOnGameEnd;
LuaEventQueue<Ship> *Pi::luaOnEnterSystem;
LuaEventQueue<Ship> *Pi::luaOnLeaveSystem;
LuaEventQueue<Body> *Pi::luaOnFrameChanged;
LuaEventQueue<Ship,Body> *Pi::luaOnShipDestroyed;
LuaEventQueue<Ship,Body> *Pi::luaOnShipHit;
LuaEventQueue<Ship,Body> *Pi::luaOnShipCollided;
LuaEventQueue<Ship,SpaceStation> *Pi::luaOnShipDocked;
LuaEventQueue<Ship,SpaceStation> *Pi::luaOnShipUndocked;
LuaEventQueue<Ship,Body> *Pi::luaOnShipLanded;
LuaEventQueue<Ship,Body> *Pi::luaOnShipTakeOff;
LuaEventQueue<Ship,const char *> *Pi::luaOnShipAlertChanged;
LuaEventQueue<Ship,CargoBody> *Pi::luaOnJettison;
LuaEventQueue<Body,const char *> *Pi::luaOnCargoUnload;
LuaEventQueue<Ship,const char *> *Pi::luaOnAICompleted;
LuaEventQueue<SpaceStation> *Pi::luaOnCreateBB;
LuaEventQueue<SpaceStation> *Pi::luaOnUpdateBB;
LuaEventQueue<> *Pi::luaOnSongFinished;
LuaEventQueue<Ship> *Pi::luaOnShipFlavourChanged;
LuaEventQueue<Ship,const char *> *Pi::luaOnShipEquipmentChanged;
LuaEventQueue<Ship,const char *> *Pi::luaOnShipFuelChanged;
LuaNameGen *Pi::luaNameGen;
int Pi::keyModState;
char Pi::keyState[SDLK_LAST];
char Pi::mouseButton[6];
int Pi::mouseMotion[2];
bool Pi::doingMouseGrab = false;
Player *Pi::player;
View *Pi::currentView;
WorldView *Pi::worldView;
SpaceStationView *Pi::spaceStationView;
InfoView *Pi::infoView;
SectorView *Pi::sectorView;
GalacticView *Pi::galacticView;
GameMenuView *Pi::gameMenuView;
SystemView *Pi::systemView;
SystemInfoView *Pi::systemInfoView;
ShipCpanel *Pi::cpan;
LuaConsole *Pi::luaConsole;
Game *Pi::game;
MTRand Pi::rng;
float Pi::frameTime;
#if WITH_DEVKEYS
bool Pi::showDebugInfo;
#endif
int Pi::statSceneTris;
GameConfig *Pi::config;
struct DetailLevel Pi::detail = { 0, 0 };
bool Pi::joystickEnabled;
bool Pi::mouseYInvert;
std::vector<Pi::JoystickState> Pi::joysticks;
const char * const Pi::combatRating[] = {
Lang::HARMLESS,
Lang::MOSTLY_HARMLESS,
Lang::POOR,
Lang::AVERAGE,
Lang::ABOVE_AVERAGE,
Lang::COMPETENT,
Lang::DANGEROUS,
Lang::DEADLY,
Lang::ELITE
};
Graphics::Renderer *Pi::renderer;
#if WITH_OBJECTVIEWER
ObjectViewerView *Pi::objectViewerView;
#endif
Sound::MusicPlayer Pi::musicPlayer;
int Pi::CombatRating(int kills)
{
if (kills < 8) return 0;
if (kills < 16) return 1;
if (kills < 32) return 2;
if (kills < 64) return 3;
if (kills < 128) return 4;
if (kills < 512) return 5;
if (kills < 2400) return 6;
if (kills < 6000) return 7;
/* nothing better to do with their lives? */
return 8;
}
static void draw_progress(float progress)
{
float w, h;
Pi::renderer->BeginFrame();
Pi::renderer->EndFrame();
Gui::Screen::EnterOrtho();
std::string msg = stringf(Lang::SIMULATING_UNIVERSE_EVOLUTION_N_BYEARS, formatarg("age", progress * 13.7f));
Gui::Screen::MeasureString(msg, w, h);
Gui::Screen::RenderString(msg, 0.5f*(Gui::Screen::GetWidth()-w), 0.5f*(Gui::Screen::GetHeight()-h));
Gui::Screen::LeaveOrtho();
Pi::renderer->SwapBuffers();
}
static void LuaInit()
{
Pi::luaManager = new LuaManager();
lua_State *l = Pi::luaManager->GetLuaState();
LuaBody::RegisterClass();
LuaShip::RegisterClass();
LuaSpaceStation::RegisterClass();
LuaPlanet::RegisterClass();
LuaStar::RegisterClass();
LuaPlayer::RegisterClass();
LuaCargoBody::RegisterClass();
LuaStarSystem::RegisterClass();
LuaSystemPath::RegisterClass();
LuaSystemBody::RegisterClass();
LuaShipType::RegisterClass();
LuaEquipType::RegisterClass();
LuaRand::RegisterClass();
LuaObject<LuaChatForm>::RegisterClass();
LuaObject<LuaEventQueueBase>::RegisterClass();
Pi::luaSerializer = new LuaSerializer();
Pi::luaTimer = new LuaTimer();
LuaObject<LuaSerializer>::RegisterClass();
LuaObject<LuaTimer>::RegisterClass();
Pi::luaOnGameStart = new LuaEventQueue<>("onGameStart");
Pi::luaOnGameEnd = new LuaEventQueue<>("onGameEnd");
Pi::luaOnEnterSystem = new LuaEventQueue<Ship>("onEnterSystem");
Pi::luaOnLeaveSystem = new LuaEventQueue<Ship>("onLeaveSystem");
Pi::luaOnFrameChanged = new LuaEventQueue<Body>("onFrameChanged");
Pi::luaOnShipDestroyed = new LuaEventQueue<Ship,Body>("onShipDestroyed");
Pi::luaOnShipHit = new LuaEventQueue<Ship,Body>("onShipHit");
Pi::luaOnShipCollided = new LuaEventQueue<Ship,Body>("onShipCollided");
Pi::luaOnShipDocked = new LuaEventQueue<Ship,SpaceStation>("onShipDocked");
Pi::luaOnShipUndocked = new LuaEventQueue<Ship,SpaceStation>("onShipUndocked");
Pi::luaOnShipLanded = new LuaEventQueue<Ship,Body>("onShipLanded");
Pi::luaOnShipTakeOff = new LuaEventQueue<Ship,Body>("onShipTakeOff");
Pi::luaOnShipAlertChanged = new LuaEventQueue<Ship,const char *>("onShipAlertChanged");
Pi::luaOnJettison = new LuaEventQueue<Ship,CargoBody>("onJettison");
Pi::luaOnCargoUnload = new LuaEventQueue<Body,const char*>("onCargoUnload");
Pi::luaOnAICompleted = new LuaEventQueue<Ship,const char *>("onAICompleted");
Pi::luaOnCreateBB = new LuaEventQueue<SpaceStation>("onCreateBB");
Pi::luaOnUpdateBB = new LuaEventQueue<SpaceStation>("onUpdateBB");
Pi::luaOnSongFinished = new LuaEventQueue<>("onSongFinished");
Pi::luaOnShipFlavourChanged = new LuaEventQueue<Ship>("onShipFlavourChanged");
Pi::luaOnShipEquipmentChanged = new LuaEventQueue<Ship,const char *>("onShipEquipmentChanged");
Pi::luaOnShipFuelChanged = new LuaEventQueue<Ship,const char *>("onShipFuelChanged");
Pi::luaOnGameStart->RegisterEventQueue();
Pi::luaOnGameEnd->RegisterEventQueue();
Pi::luaOnEnterSystem->RegisterEventQueue();
Pi::luaOnLeaveSystem->RegisterEventQueue();
Pi::luaOnFrameChanged->RegisterEventQueue();
Pi::luaOnShipDestroyed->RegisterEventQueue();
Pi::luaOnShipHit->RegisterEventQueue();
Pi::luaOnShipCollided->RegisterEventQueue();
Pi::luaOnShipDocked->RegisterEventQueue();
Pi::luaOnShipLanded->RegisterEventQueue();
Pi::luaOnShipTakeOff->RegisterEventQueue();
Pi::luaOnShipUndocked->RegisterEventQueue();
Pi::luaOnShipAlertChanged->RegisterEventQueue();
Pi::luaOnJettison->RegisterEventQueue();
Pi::luaOnCargoUnload->RegisterEventQueue();
Pi::luaOnAICompleted->RegisterEventQueue();
Pi::luaOnCreateBB->RegisterEventQueue();
Pi::luaOnUpdateBB->RegisterEventQueue();
Pi::luaOnSongFinished->RegisterEventQueue();
Pi::luaOnShipFlavourChanged->RegisterEventQueue();
Pi::luaOnShipEquipmentChanged->RegisterEventQueue();
Pi::luaOnShipFuelChanged->RegisterEventQueue();
LuaConstants::Register(Pi::luaManager->GetLuaState());
LuaLang::Register();
LuaEngine::Register();
LuaGame::Register();
LuaComms::Register();
LuaFormat::Register();
LuaSpace::Register();
LuaMusic::Register();
LuaConsole::Register();
// XXX load everything. for now, just modules
pi_lua_dofile_recursive(l, "libs");
pi_lua_dofile_recursive(l, "modules");
Pi::luaNameGen = new LuaNameGen(Pi::luaManager);
}
static void LuaUninit() {
delete Pi::luaNameGen;
delete Pi::luaOnGameStart;
delete Pi::luaOnGameEnd;
delete Pi::luaOnEnterSystem;
delete Pi::luaOnLeaveSystem;
delete Pi::luaOnFrameChanged;
delete Pi::luaOnShipDestroyed;
delete Pi::luaOnShipHit;
delete Pi::luaOnShipCollided;
delete Pi::luaOnShipDocked;
delete Pi::luaOnShipUndocked;
delete Pi::luaOnShipLanded;
delete Pi::luaOnShipTakeOff;
delete Pi::luaOnShipAlertChanged;
delete Pi::luaOnJettison;
delete Pi::luaOnCargoUnload;
delete Pi::luaOnAICompleted;
delete Pi::luaOnCreateBB;
delete Pi::luaOnUpdateBB;
delete Pi::luaOnSongFinished;
delete Pi::luaOnShipFlavourChanged;
delete Pi::luaOnShipEquipmentChanged;
delete Pi::luaOnShipFuelChanged;
delete Pi::luaSerializer;
delete Pi::luaTimer;
delete Pi::luaManager;
}
static void LuaInitGame() {
Pi::luaOnGameStart->ClearEvents();
Pi::luaOnGameEnd->ClearEvents();
Pi::luaOnFrameChanged->ClearEvents();
Pi::luaOnShipDestroyed->ClearEvents();
Pi::luaOnShipHit->ClearEvents();
Pi::luaOnShipCollided->ClearEvents();
Pi::luaOnShipDocked->ClearEvents();
Pi::luaOnShipUndocked->ClearEvents();
Pi::luaOnShipLanded->ClearEvents();
Pi::luaOnShipTakeOff->ClearEvents();
Pi::luaOnShipAlertChanged->ClearEvents();
Pi::luaOnJettison->ClearEvents();
Pi::luaOnCargoUnload->ClearEvents();
Pi::luaOnAICompleted->ClearEvents();
Pi::luaOnCreateBB->ClearEvents();
Pi::luaOnUpdateBB->ClearEvents();
Pi::luaOnSongFinished->ClearEvents();
Pi::luaOnShipFlavourChanged->ClearEvents();
Pi::luaOnShipEquipmentChanged->ClearEvents();
Pi::luaOnShipFuelChanged->ClearEvents();
}
std::string Pi::GetSaveDir()
{
return FileSystem::GetUserDir("savefiles");
}
void Pi::RedirectStdio()
{
std::string stdout_file = FileSystem::JoinPath(FileSystem::GetUserDir(), "stdout.txt");
std::string stderr_file = FileSystem::JoinPath(FileSystem::GetUserDir(), "stderr.txt");
FILE *f;
f = freopen(stdout_file.c_str(), "w", stdout);
if (!f)
f = fopen(stdout_file.c_str(), "w");
if (!f)
fprintf(stderr, "ERROR: Couldn't redirect stdout to '%s': %s\n", stdout_file.c_str(), strerror(errno));
else {
setvbuf(f, 0, _IOLBF, BUFSIZ);
*stdout = *f;
}
f = freopen(stderr_file.c_str(), "w", stderr);
if (!f)
f = fopen(stderr_file.c_str(), "w");
if (!f)
fprintf(stderr, "ERROR: Couldn't redirect stderr to '%s': %s\n", stderr_file.c_str(), strerror(errno));
else {
setvbuf(f, 0, _IOLBF, BUFSIZ);
*stderr = *f;
}
}
void Pi::LoadWindowIcon()
{
#ifdef WIN32
// SDL doc says "Win32 icons must be 32x32".
SDLSurfacePtr surface = LoadSurfaceFromFile("icons/badge32-8b.png");
#else
SDLSurfacePtr surface = LoadSurfaceFromFile("icons/badge.png");
#endif
if (surface) {
SDL_WM_SetIcon(surface.Get(), 0);
}
}
void Pi::Init()
{
FileSystem::Init();
FileSystem::rawFileSystem.MakeDirectory(FileSystem::GetUserDir());
ModManager::Init();
Pi::config = new GameConfig(FileSystem::JoinPath(FileSystem::GetUserDir(), "config.ini"));
KeyBindings::InitBindings();
if (config->Int("RedirectStdio"))
RedirectStdio();
if (!Lang::LoadStrings(config->String("Lang")))
abort();
Pi::detail.planets = config->Int("DetailPlanets");
Pi::detail.textures = config->Int("Textures");
Pi::detail.fracmult = config->Int("FractalMultiple");
Pi::detail.cities = config->Int("DetailCities");
int width = config->Int("ScrWidth");
int height = config->Int("ScrHeight");
const SDL_VideoInfo *info = NULL;
Uint32 sdlInitFlags = SDL_INIT_VIDEO | SDL_INIT_JOYSTICK;
#if defined(DEBUG) || defined(_DEBUG)
sdlInitFlags |= SDL_INIT_NOPARACHUTE;
#endif
if (SDL_Init(sdlInitFlags) < 0) {
fprintf(stderr, "Video initialization failed: %s\n", SDL_GetError());
exit(-1);
}
InitJoysticks();
joystickEnabled = (config->Int("EnableJoystick")) ? true : false;
mouseYInvert = (config->Int("InvertMouseY")) ? true : false;
// no mode set, find an ok one
if ((width <= 0) || (height <= 0)) {
SDL_Rect **modes = SDL_ListModes(NULL, SDL_HWSURFACE | SDL_FULLSCREEN);
if (modes == 0) {
fprintf(stderr, "It seems no video modes are available...");
}
if (modes == reinterpret_cast<SDL_Rect **>(-1)) {
// hm. all modes available. odd. try 800x600
width = 800; height = 600;
} else {
width = modes[0]->w;
height = modes[0]->h;
}
}
info = SDL_GetVideoInfo();
printf("SDL_GetVideoInfo says %d bpp\n", info->vfmt->BitsPerPixel);
switch (info->vfmt->BitsPerPixel) {
case 16:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
break;
case 24:
case 32:
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
break;
default:
fprintf(stderr, "Invalid pixel depth: %d bpp\n", info->vfmt->BitsPerPixel);
}
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
const int requestedSamples = config->Int("AntiAliasingMode");
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, requestedSamples ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, requestedSamples);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, config->Int("VSync"));
Uint32 flags = SDL_OPENGL;
if (config->Int("StartFullscreen")) flags |= SDL_FULLSCREEN;
LoadWindowIcon();
// attempt sequence is:
// 1- requested mode
Pi::scrSurface = SDL_SetVideoMode(width, height, info->vfmt->BitsPerPixel, flags);
// 2- requested mode with no anti-aliasing (skipped if no AA was requested anyway)
if (!Pi::scrSurface && requestedSamples) {
fprintf(stderr, "Failed to set video mode. (%s). Re-trying without multisampling.\n", SDL_GetError());
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
Pi::scrSurface = SDL_SetVideoMode(width, height, info->vfmt->BitsPerPixel, flags);
}
// 3- requested mode with 16 bit depth buffer
if (!Pi::scrSurface) {
fprintf(stderr, "Failed to set video mode. (%s). Re-trying with 16-bit depth buffer\n", SDL_GetError());
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, requestedSamples ? 1 : 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, requestedSamples);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
Pi::scrSurface = SDL_SetVideoMode(width, height, info->vfmt->BitsPerPixel, flags);
}
// 4- requested mode with 16-bit depth buffer and no anti-aliasing
// (skipped if no AA was requested anyway)
if (!Pi::scrSurface && requestedSamples) {
fprintf(stderr, "Failed to set video mode. (%s). Re-trying with 16-bit depth buffer and no multisampling\n", SDL_GetError());
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
Pi::scrSurface = SDL_SetVideoMode(width, height, info->vfmt->BitsPerPixel, flags);
}
// 5- abort!
if (!Pi::scrSurface) {
fprintf(stderr, "Failed to set video mode: %s", SDL_GetError());
abort();
}
// this valuable is not reliable if antialiasing settings are overridden by
// nvidia/ati/whatever settings
int actualSamples = 0;
SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &actualSamples);
if (requestedSamples != actualSamples)
fprintf(stderr, "Requested AA mode: %dx, actual: %dx\n", requestedSamples, actualSamples);
glewInit();
SDL_WM_SetCaption("Pioneer","Pioneer");
Pi::scrWidth = width;
Pi::scrHeight = height;
Pi::scrAspect = width / float(height);
Pi::rng.seed(time(NULL));
bool wantShaders = (config->Int("DisableShaders") == 0);
Pi::renderer = Graphics::Init(width, height, wantShaders);
{
std::ofstream out;
out.open((FileSystem::JoinPath(FileSystem::GetUserDir(), "opengl.txt")).c_str());
renderer->PrintDebugInfo(out);
}
// Gui::Init shouldn't initialise any VBOs, since we haven't tested
// that the capability exists. (Gui does not use VBOs so far)
Gui::Init(renderer, scrWidth, scrHeight, 800, 600);
if (!glewIsSupported("GL_ARB_vertex_buffer_object")) {
Error("OpenGL extension ARB_vertex_buffer_object not supported. Pioneer can not run on your graphics card.");
}
LuaInit();
draw_progress(0.1f);
Galaxy::Init();
draw_progress(0.2f);
CustomSystem::Init();
draw_progress(0.4f);
LmrModelCompilerInit(Pi::renderer);
LmrNotifyScreenWidth(Pi::scrWidth);
draw_progress(0.5f);
//unsigned int control_word;
//_clearfp();
//_controlfp_s(&control_word, _EM_INEXACT | _EM_UNDERFLOW | _EM_ZERODIVIDE, _MCW_EM);
//double fpexcept = Pi::timeAccelRates[1] / Pi::timeAccelRates[0];
ShipType::Init();
draw_progress(0.6f);
GeoSphere::Init();
draw_progress(0.7f);
CityOnPlanet::Init();
draw_progress(0.8f);
SpaceStation::Init();
draw_progress(0.9f);
Sfx::Init();
draw_progress(0.95f);
if (!config->Int("DisableSound")) {
Sound::Init();
Sound::SetMasterVolume(config->Float("MasterVolume"));
Sound::SetSfxVolume(config->Float("SfxVolume"));
GetMusicPlayer().SetVolume(config->Float("MusicVolume"));
Sound::Pause(0);
if (config->Int("MasterMuted")) Sound::Pause(1);
if (config->Int("SfxMuted")) Sound::SetSfxVolume(0.f);
if (config->Int("MusicMuted")) GetMusicPlayer().SetEnabled(false);
}
draw_progress(1.0f);
#if 0
// test code to produce list of ship stats
FILE *pStatFile = fopen("shipstat.csv","wt");
if (pStatFile)
{
fprintf(pStatFile, "name,lmrname,hullmass,capacity,fakevol,rescale,xsize,ysize,zsize,facc,racc,uacc,sacc,aacc\n");
for (std::map<std::string, ShipType>::iterator i = ShipType::types.begin();
i != ShipType::types.end(); ++i)
{
ShipType *shipdef = &(i->second);
LmrModel *lmrModel = LmrLookupModelByName(shipdef->lmrModelName.c_str());
LmrObjParams lmrParams; memset(&lmrParams, 0, sizeof(LmrObjParams));
LmrCollMesh *collMesh = new LmrCollMesh(lmrModel, &lmrParams);
Aabb aabb = collMesh->GetAabb();
double hullmass = shipdef->hullMass;
double capacity = shipdef->capacity;
double xsize = aabb.max.x-aabb.min.x;
double ysize = aabb.max.y-aabb.min.y;
double zsize = aabb.max.z-aabb.min.z;
double fakevol = xsize*ysize*zsize;
double rescale = pow(fakevol/(100 * (hullmass+capacity)), 0.3333333333);
double brad = aabb.GetBoundingRadius();
double simass = (hullmass + capacity) * 1000.0;
double angInertia = (2/5.0)*simass*brad*brad;
double acc1 = shipdef->linThrust[ShipType::THRUSTER_FORWARD] / (9.81*simass);
double acc2 = shipdef->linThrust[ShipType::THRUSTER_REVERSE] / (9.81*simass);
double acc3 = shipdef->linThrust[ShipType::THRUSTER_UP] / (9.81*simass);
double acc4 = shipdef->linThrust[ShipType::THRUSTER_RIGHT] / (9.81*simass);
double acca = shipdef->angThrust/angInertia;
fprintf(pStatFile, "%s,%s,%.1f,%.1f,%.1f,%.3f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%.1f,%f\n",
shipdef->name.c_str(), shipdef->lmrModelName.c_str(), hullmass, capacity,
fakevol, rescale, xsize, ysize, zsize, acc1, acc2, acc3, acc4, acca);
delete collMesh;
}
fclose(pStatFile);
}
#endif
luaConsole = new LuaConsole(10);
KeyBindings::toggleLuaConsole.onPress.connect(sigc::ptr_fun(&Pi::ToggleLuaConsole));
gameMenuView = new GameMenuView();
config->Save();
}
bool Pi::IsConsoleActive()
{
return luaConsole && luaConsole->IsActive();
}
void Pi::ToggleLuaConsole()
{
if (luaConsole->IsVisible()) {
luaConsole->Hide();
if (luaConsole->GetTextEntryField()->IsFocused())
Gui::Screen::ClearFocus();
Gui::Screen::RemoveBaseWidget(luaConsole);
} else {
// luaConsole is added and removed from the base widget set
// (rather than just using Show()/Hide())
// so that it's forced in front of any other base widgets when it opens
Gui::Screen::AddBaseWidget(luaConsole, 0, 0);
luaConsole->Show();
luaConsole->GetTextEntryField()->Show();
}
}
void Pi::Quit()
{
delete Pi::gameMenuView;
delete Pi::luaConsole;
Sfx::Uninit();
Sound::Uninit();
SpaceStation::Uninit();
CityOnPlanet::Uninit();
GeoSphere::Uninit();
LmrModelCompilerUninit();
Galaxy::Uninit();
Graphics::Uninit();
LuaUninit();
Gui::Uninit();
delete Pi::renderer;
StarSystem::ShrinkCache();
SDL_Quit();
FileSystem::Uninit();
exit(0);
}
void Pi::BoinkNoise()
{
Sound::PlaySfx("Click", 0.3f, 0.3f, false);
}
void Pi::SetView(View *v)
{
if (cpan)
cpan->ClearOverlay();
if (currentView) currentView->HideAll();
currentView = v;
if (currentView) {
currentView->OnSwitchTo();
currentView->ShowAll();
}
}
void Pi::OnChangeDetailLevel()
{
GeoSphere::OnChangeDetailLevel();
}
void Pi::HandleEvents()
{
SDL_Event event;
Pi::mouseMotion[0] = Pi::mouseMotion[1] = 0;
while (SDL_PollEvent(&event)) {
Gui::HandleSDLEvent(&event);
KeyBindings::DispatchSDLEvent(&event);
switch (event.type) {
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
if (Pi::game) {
// only accessible once game started
if (currentView != 0) {
if (currentView != gameMenuView) {
Pi::game->SetTimeAccel(Game::TIMEACCEL_PAUSED);
SetView(gameMenuView);
}
else {
Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X);
SetView(worldView);
}
}
}
break;
}
// special keys. LCTRL+turd
if ((KeyState(SDLK_LCTRL) || (KeyState(SDLK_RCTRL)))) {
switch (event.key.keysym.sym) {
case SDLK_q: // Quit
if (Pi::game)
Pi::EndGame();
Pi::Quit();
break;
case SDLK_PRINT: // print
case SDLK_KP_MULTIPLY: // screen
{
char buf[256];
const time_t t = time(0);
struct tm *_tm = localtime(&t);
strftime(buf, sizeof(buf), "screenshot-%Y%m%d-%H%M%S.png", _tm);
Screendump(buf, GetScrWidth(), GetScrHeight());
break;
}
#if WITH_DEVKEYS
case SDLK_i: // Toggle Debug info
Pi::showDebugInfo = !Pi::showDebugInfo;
break;
case SDLK_m: // Gimme money!
if(Pi::game) {
Pi::player->SetMoney(Pi::player->GetMoney() + 10000000);
}
break;
case SDLK_F12:
{
if(Pi::game) {
matrix4x4d m; Pi::player->GetRotMatrix(m);
vector3d dir = m*vector3d(0,0,-1);
/* add test object */
if (KeyState(SDLK_RSHIFT)) {
Missile *missile =
new Missile(ShipType::MISSILE_GUIDED, Pi::player, Pi::player->GetCombatTarget());
missile->SetRotMatrix(m);
missile->SetFrame(Pi::player->GetFrame());
missile->SetPosition(Pi::player->GetPosition()+50.0*dir);
missile->SetVelocity(Pi::player->GetVelocity());
game->GetSpace()->AddBody(missile);
} else if (KeyState(SDLK_LSHIFT)) {
SpaceStation *s = static_cast<SpaceStation*>(Pi::player->GetNavTarget());
if (s) {
int port = s->GetFreeDockingPort();
if (port != -1) {
printf("Putting ship into station\n");
// Make police ship intent on killing the player
Ship *ship = new Ship(ShipType::LADYBIRD);
ship->AIKill(Pi::player);
ship->SetFrame(Pi::player->GetFrame());
ship->SetDockedWith(s, port);
game->GetSpace()->AddBody(ship);
} else {
printf("No docking ports free dude\n");
}
} else {
printf("Select a space station...\n");
}
} else {
Ship *ship = new Ship(ShipType::LADYBIRD);
ship->m_equipment.Set(Equip::SLOT_LASER, 0, Equip::PULSECANNON_1MW);
ship->AIKill(Pi::player);
ship->SetFrame(Pi::player->GetFrame());
ship->SetPosition(Pi::player->GetPosition()+100.0*dir);
ship->SetVelocity(Pi::player->GetVelocity());
ship->m_equipment.Add(Equip::DRIVE_CLASS2);
ship->m_equipment.Add(Equip::RADAR_MAPPER);
ship->m_equipment.Add(Equip::SCANNER);
ship->m_equipment.Add(Equip::SHIELD_GENERATOR);
ship->m_equipment.Add(Equip::HYDROGEN, 10);
ship->UpdateStats();
game->GetSpace()->AddBody(ship);
}
}
break;
}
#endif /* DEVKEYS */
#if WITH_OBJECTVIEWER
case SDLK_F10:
Pi::SetView(Pi::objectViewerView);
break;
#endif
case SDLK_F11:
// XXX only works on X11
//SDL_WM_ToggleFullScreen(Pi::scrSurface);
break;
case SDLK_F9: // Quicksave
{
if(Pi::game) {
if (Pi::game->IsHyperspace())
Pi::cpan->MsgLog()->Message("", Lang::CANT_SAVE_IN_HYPERSPACE);
else {
std::string name = FileSystem::JoinPath(GetSaveDir(), "_quicksave");
GameSaver saver(Pi::game);
if (saver.SaveToFile(name))
Pi::cpan->MsgLog()->Message("", Lang::GAME_SAVED_TO+name);
}
}
break;
}
default:
break; // This does nothing but it stops the compiler warnings
}
}
Pi::keyState[event.key.keysym.sym] = 1;
Pi::keyModState = event.key.keysym.mod;
Pi::onKeyPress.emit(&event.key.keysym);
break;
case SDL_KEYUP:
Pi::keyState[event.key.keysym.sym] = 0;
Pi::keyModState = event.key.keysym.mod;
Pi::onKeyRelease.emit(&event.key.keysym);
break;
case SDL_MOUSEBUTTONDOWN:
Pi::mouseButton[event.button.button] = 1;
Pi::onMouseButtonDown.emit(event.button.button,
event.button.x, event.button.y);
break;
case SDL_MOUSEBUTTONUP:
Pi::mouseButton[event.button.button] = 0;
Pi::onMouseButtonUp.emit(event.button.button,
event.button.x, event.button.y);
break;
case SDL_MOUSEMOTION:
Pi::mouseMotion[0] += event.motion.xrel;
Pi::mouseMotion[1] += event.motion.yrel;
// SDL_GetRelativeMouseState(&Pi::mouseMotion[0], &Pi::mouseMotion[1]);
break;
case SDL_JOYAXISMOTION:
if (joysticks[event.jaxis.which].joystick == NULL)
break;
if (event.jaxis.value == -32768)
joysticks[event.jaxis.which].axes[event.jaxis.axis] = 1.f;
else
joysticks[event.jaxis.which].axes[event.jaxis.axis] = -event.jaxis.value / 32767.f;
break;
case SDL_JOYBUTTONUP:
case SDL_JOYBUTTONDOWN:
if (joysticks[event.jaxis.which].joystick == NULL)
break;
joysticks[event.jbutton.which].buttons[event.jbutton.button] = event.jbutton.state != 0;
break;
case SDL_JOYHATMOTION:
if (joysticks[event.jaxis.which].joystick == NULL)
break;
joysticks[event.jhat.which].hats[event.jhat.hat] = event.jhat.value;
break;
case SDL_QUIT:
if (Pi::game)
Pi::EndGame();
Pi::Quit();
break;
}
}
}
static void draw_intro(Background::Container *background, float _time)
{
LmrObjParams params = {
"ShipAnimation", // animation namespace
0.0, // time
{ }, // animation stages
{ 0.0, 1.0 }, // animation positions
Lang::PIONEER, // label
0, // equipment
Ship::FLYING, // flightState
{ 0.0f, 0.0f, -1.0f }, { 0.0f, 0.0f, 0.0f }, // thrust
{ // pColor[3]
{ { .2f, .2f, .5f, 1.0f }, { 1, 1, 1 }, { 0, 0, 0 }, 100.0 },
{ { 0.5f, 0.5f, 0.5f, 1.0f }, { 0, 0, 0 }, { 0, 0, 0 }, 0 },
{ { 0.8f, 0.8f, 0.8f, 1.0f }, { 0, 0, 0 }, { 0, 0, 0 }, 0 } },
};
EquipSet equipment;
// The finest parts that money can buy!
params.equipment = &equipment;
equipment.Add(Equip::ECM_ADVANCED, 1);
equipment.Add(Equip::HYPERCLOUD_ANALYZER, 1);
equipment.Add(Equip::ATMOSPHERIC_SHIELDING, 1);
equipment.Add(Equip::FUEL_SCOOP, 1);
equipment.Add(Equip::SCANNER, 1);
equipment.Add(Equip::RADAR_MAPPER, 1);
equipment.Add(Equip::MISSILE_NAVAL, 4);
// XXX all this stuff will be gone when intro uses a Camera
// rotate background by time, and a bit extra Z so it's not so flat
matrix4x4d brot = matrix4x4d::RotateXMatrix(-0.25*_time) * matrix4x4d::RotateZMatrix(0.6);
background->Draw(Pi::renderer, brot);
glPushAttrib(GL_ALL_ATTRIB_BITS);
Pi::renderer->SetAmbientColor(Color(0.1f, 0.1f, 0.1f, 1.f));
const Color lc(1.f, 1.f, 1.f, 0.f);
const Light light(Light::LIGHT_DIRECTIONAL, vector3f(0.f, 1.f, 1.f), lc, lc, lc);
Pi::renderer->SetLights(1, &light);
matrix4x4f rot = matrix4x4f::RotateYMatrix(_time) * matrix4x4f::RotateZMatrix(0.6f*_time) *
matrix4x4f::RotateXMatrix(_time*0.7f);
rot[14] = -80.0;
LmrLookupModelByName("lanner_ub")->Render(rot, ¶ms);
glPopAttrib();
}
static void draw_tombstone(float _time)
{
LmrObjParams params = {
0, // animation namespace
0.0, // time
{}, // animation stages
{}, // animation positions
Lang::TOMBSTONE_EPITAPH, // label
0, // equipment
0, // flightState
{ 0.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 0.0f },
{ // pColor[3]
{ { 1.0f, 1.0f, 1.0f, 1.0f }, { 0, 0, 0 }, { 0, 0, 0 }, 0 },
{ { 0.8f, 0.6f, 0.5f, 1.0f }, { 0, 0, 0 }, { 0, 0, 0 }, 0 },
{ { 0.5f, 0.5f, 0.5f, 1.0f }, { 0, 0, 0 }, { 0, 0, 0 }, 0 } },
};
glPushAttrib(GL_ALL_ATTRIB_BITS);
Pi::renderer->SetAmbientColor(Color(0.1f, 0.1f, 0.1f, 1.f));
const Color lc(1.f, 1.f, 1.f, 0.f);
const Light light(Light::LIGHT_DIRECTIONAL, vector3f(0.f, 1.f, 1.f), lc, lc, lc);
Pi::renderer->SetLights(1, &light);
matrix4x4f rot = matrix4x4f::RotateYMatrix(_time*2);
rot[14] = -std::max(150.0f - 30.0f*_time, 30.0f);
LmrLookupModelByName("tombstone")->Render(rot, ¶ms);
glPopAttrib();
}
void Pi::TombStoneLoop()
{
Uint32 last_time = SDL_GetTicks();
float _time = 0;
cpan->HideAll();
currentView->HideAll();
do {
Pi::renderer->BeginFrame();
Pi::renderer->SetPerspectiveProjection(75, Pi::GetScrAspect(), 1.f, 10000.f);
Pi::renderer->SetTransform(matrix4x4f::Identity());
Pi::HandleEvents();
Pi::SetMouseGrab(false);
draw_tombstone(_time);
Pi::renderer->EndFrame();
Gui::Draw();
Pi::renderer->SwapBuffers();
Pi::frameTime = 0.001f*(SDL_GetTicks() - last_time);
_time += Pi::frameTime;
last_time = SDL_GetTicks();
} while (!((_time > 2.0) && ((Pi::MouseButtonState(SDL_BUTTON_LEFT)) || Pi::KeyState(SDLK_SPACE)) ));
}
void Pi::InitGame()
{
// this is a bit brittle. skank may be forgotten and survive between
// games
Polit::Init();
if (!config->Int("DisableSound")) AmbientSounds::Init();
LuaInitGame();
}
static void OnPlayerDockOrUndock()
{
Pi::game->RequestTimeAccel(Game::TIMEACCEL_1X);
Pi::game->SetTimeAccel(Game::TIMEACCEL_1X);
}
static void OnPlayerChangeEquipment(Equip::Type e)