Example #1
0
int main(int argc, char *argv[]){
   int width = 1024, height = 768, fullscreen = 0;

   if(cgDialog(&width, &height, &fullscreen) == CG_QUIT){
      return(EXIT_SUCCESS);
   }
   setlocale(LC_ALL, "C");
   CreateScene(width, height, fullscreen);
   InitLivin(width, height);

   InitMusic("data/dwain.ogg");

   BEGIN_EVENT
      Livininabox();
      SyncPlay();
   END_EVENT

   FreeLivin();
   FreeMusic();
   RestoreScene();
   return(EXIT_SUCCESS);
}
Example #2
0
/**
**  The main program: initialise, parse options and arguments.
**
**  @param argc  Number of arguments.
**  @param argv  Vector of arguments.
*/
int main(int argc, char **argv)
{
#ifdef REDIRECT_OUTPUT
	RedirectOutput();
#endif

#ifdef USE_BEOS
	//  Parse arguments for BeOS
	beos_init(argc, argv);
#endif

	//  Setup some defaults.
#ifndef MAC_BUNDLE
	StratagusLibPath = ".";
#else
	freopen("/tmp/stdout.txt", "w", stdout);
	freopen("/tmp/stderr.txt", "w", stderr);
	// Look for the specified data set inside the application bundle
	// This should be a subdir of the Resources directory
	CFURLRef pluginRef = CFBundleCopyResourceURL(CFBundleGetMainBundle(),
												 CFSTR(MAC_BUNDLE_DATADIR), NULL, NULL);
	CFStringRef macPath = CFURLCopyFileSystemPath(pluginRef,  kCFURLPOSIXPathStyle);
	const char *pathPtr = CFStringGetCStringPtr(macPath, CFStringGetSystemEncoding());
	Assert(pathPtr);
	StratagusLibPath = pathPtr;
#endif

	Parameters &parameters = Parameters::Instance;
	parameters.SetDefaultValues();
	parameters.LocalPlayerName = GetLocalPlayerNameFromEnv();

	if (argc > 0) {
		parameters.applicationName = argv[0];
	}

	// FIXME: Parse options before or after scripts?
	ParseCommandLine(argc, argv, parameters);
	// Init the random number generator.
	InitSyncRand();

	makedir(parameters.GetUserDirectory().c_str(), 0777);

	// Init Lua and register lua functions!
	InitLua();
	LuaRegisterModules();

	// Initialise AI module
	InitAiModule();

	LoadCcl(parameters.luaStartFilename);

	PrintHeader();
	PrintLicense();

	// Setup video display
	InitVideo();

	// Setup sound card
	if (!InitSound()) {
		InitMusic();
	}

#ifndef DEBUG           // For debug it's better not to have:
	srand(time(NULL));  // Random counter = random each start
#endif

	//  Show title screens.
	SetDefaultTextColors(FontYellow, FontWhite);
	LoadFonts();
	SetClipping(0, 0, Video.Width - 1, Video.Height - 1);
	Video.ClearScreen();
	ShowTitleScreens();

	// Init player data
	ThisPlayer = NULL;
	//Don't clear the Players strucure as it would erase the allowed units.
	// memset(Players, 0, sizeof(Players));
	NumPlayers = 0;

	UnitManager.Init(); // Units memory management
	PreMenuSetup();     // Load everything needed for menus

	MenuLoop();

	Exit(0);
	return 0;
}
Example #3
0
int main(int argc, char *argv[])
{
    enum { GAME_COMPUTER, GAME_NETWORK, GAME_UNKNOWN } game_type = GAME_UNKNOWN;
    char *remote_address = NULL;
    int remote_port;
    int i;
	
    if (argc < 2) {
	printf("Penguin Warrior\n");
	printf("Usage: pw [ mode ] [ option ... ]\n");
	printf("  Game modes (choose one):\n");
	printf("    --computer\n");
	printf("    --client <remote ip address>\n");
	printf("    --server <port number>\n");
	printf("  Display options, for tweaking and experimenting:\n");
	printf("    --fullscreen\n");
	printf("    --hwsurface  (use an SDL hardware surface if possible)\n");
	printf("    --doublebuf  (use SDL double buffering if possible)\n");
	printf("  The display options default to a windowed, software buffer.\n");
	exit(EXIT_FAILURE);
    }

    /* Process command line arguments. There are plenty of libraries for command
       line processing, but our needs are simple in this case. */
    for (i = 0; i < argc; i++) {

	/* Networked or scripted opponent? */
	if (!strcmp(argv[i], "--computer")) {
	    game_type = GAME_COMPUTER;
	    continue;
	} else if (!strcmp(argv[i], "--client")) {
	    game_type = GAME_NETWORK;
	    if (i + 2 >= argc) {
		printf("You must supply an IP address "\
		       "and port number for network games.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_address = argv[i+1];
	    remote_port = atoi(argv[i+2]);
	    i++;
	    continue;

	} else if (!strcmp(argv[i], "--server")) {
	    game_type = GAME_NETWORK;
	    if (++i >= argc) {
		printf("You must supply a port number "\
		       "for --server.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_port = atoi(argv[i]);
	    continue;
			
	    /* Display-related options */
	} else if (!strcmp(argv[i], "--hwsurface")) {
	    hwsurface = 1;
	} else if (!strcmp(argv[i], "--doublebuf")) {
	    doublebuf = 1;
	} else if (!strcmp(argv[i], "--fullscreen")) {
	    fullscreen = 1;
	}
    }

    /* If this is a network game, make a connection. */
    if (game_type == GAME_NETWORK) {

	/* If there's no remote address, the user selected
	   server mode. */
	if (remote_address == NULL) {
	    if (WaitNetgameConnection(remote_port,
				      &netlink) != 0) {
		printf("Unable to receive connection.\n");
		exit(EXIT_FAILURE);
	    }
	} else {
	    if (ConnectToNetgame(remote_address, remote_port,
				 &netlink) != 0) {
		printf("Unable to connect.\n");
		exit(EXIT_FAILURE);
	    }
	}

	opponent_type = OPP_NETWORK;
	printf("Playing in network game against %s.\n", netlink.dotted_ip);

    } else if (game_type == GAME_COMPUTER) {

	opponent_type = OPP_COMPUTER;
	printf("Playing against the computer.\n");

    } else {

	printf("No game type selected.\n");
	exit(EXIT_FAILURE);

    }
	
    /* Initialize our random number generator. */
    initrandom();

    /* Create a mutex to protect the player data. */
    player_mutex = SDL_CreateMutex();
    if (player_mutex == NULL) {
	fprintf(stderr, "Unable to create mutex: %s\n",
		SDL_GetError());
    }

    /* Start our scripting engine. */
    InitScripting();
    if (LoadGameScript("pw.tcl") != 0) {
	fprintf(stderr, "Exiting due to script error.\n");
	exit(EXIT_FAILURE);
    }

    /* Fire up SDL. */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
	printf("Unable to initialize SDL: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
    atexit(SDL_Quit);
	
    /* Set an appropriate 16-bit video mode. */
    if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16,
			 (hwsurface ? SDL_HWSURFACE : SDL_SWSURFACE) |
			 (doublebuf ? SDL_DOUBLEBUF : 0) |
			 (fullscreen ? SDL_FULLSCREEN : 0)) == NULL) {
	printf("Unable to set video mode: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
	
    /* Save the screen pointer for later use. */
    screen = SDL_GetVideoSurface();
	
    /* Set the window caption to the name of the game. */
    SDL_WM_SetCaption("Penguin Warrior", "Penguin Warrior");
	
    /* Hide the mouse pointer. */
    SDL_ShowCursor(0);

    /* Initialize the status display. */
    if (InitStatusDisplay() < 0) {
	printf("Unable to initialize status display.\n");
	exit(EXIT_FAILURE);
    }
		
    /* Start the OpenAL-based audio system. */
    InitAudio();

    /* Initialize music and give the music system a file. */
    InitMusic();
    if (LoadMusic("reflux.ogg") < 0) {
	/* If that failed, don't worry about it. */
	printf("Unable to load reflux.ogg.\n");
    }

    /* Load the game's data into globals. */
    LoadGameData();

    /* Initialize the background starfield. */
    InitBackground();

    /* Start the network thread. */
    if (game_type == GAME_NETWORK) {
	network_thread = SDL_CreateThread(NetworkThread, NULL);
	if (network_thread == NULL) {
	    printf("Unable to start network thread: %s\n",
		   SDL_GetError());
	    exit(EXIT_FAILURE);
	}
    }
	
    /* Play! */
    InitPlayer(&player);
    InitPlayer(&opponent);
    PlayGame();

    /* Kill the network thread. */
    if (game_type == GAME_NETWORK) {
	SDL_KillThread(network_thread);
    }

    /* Close the network connection. */
    if (game_type == GAME_NETWORK)
	CloseNetgameLink(&netlink);

    /* Unhide the mouse pointer. */
    SDL_ShowCursor(1);
	
    /* Clean up the status display. */
    CleanupStatusDisplay();

    /* Unload data. */
    UnloadGameData();
	
    /* Shut down our scripting engine. */
    CleanupScripting();

    /* Get rid of the mutex. */
    SDL_DestroyMutex(player_mutex);

    /* Shut down audio. */
    CleanupMusic();
    CleanupAudio();

    return 0;
}
Example #4
0
/**
**  The main program: initialise, parse options and arguments.
**
**  @param argc  Number of arguments.
**  @param argv  Vector of arguments.
*/
int stratagusMain(int argc, char **argv)
{
#ifdef USE_BEOS
	//  Parse arguments for BeOS
	beos_init(argc, argv);
#endif
#ifdef USE_WIN32
	SetUnhandledExceptionFilter(CreateDumpFile);
#endif
#if defined(USE_WIN32) && ! defined(REDIRECT_OUTPUT)
	SetupConsole();
#endif
	//  Setup some defaults.
#ifndef MAC_BUNDLE
	StratagusLibPath = ".";
#else
	freopen("/tmp/stdout.txt", "w", stdout);
	freopen("/tmp/stderr.txt", "w", stderr);
	// Look for the specified data set inside the application bundle
	// This should be a subdir of the Resources directory
	CFURLRef pluginRef = CFBundleCopyResourceURL(CFBundleGetMainBundle(),
												 CFSTR(MAC_BUNDLE_DATADIR), NULL, NULL);
	CFStringRef macPath = CFURLCopyFileSystemPath(pluginRef,  kCFURLPOSIXPathStyle);
	const char *pathPtr = CFStringGetCStringPtr(macPath, CFStringGetSystemEncoding());
	Assert(pathPtr);
	StratagusLibPath = pathPtr;
#endif

#ifdef USE_PHYSFS
	if (PHYSFS_init(argv[0])) {
		PHYSFS_mount(PHYSFS_DATAFILE, "/", 0);
	}
#endif

#ifdef USE_STACKTRACE
	try {
#endif
	Parameters &parameters = Parameters::Instance;
	parameters.SetDefaultValues();
	parameters.SetLocalPlayerNameFromEnv();

#ifdef REDIRECT_OUTPUT
	RedirectOutput();
#endif

	if (argc > 0) {
		parameters.applicationName = argv[0];
	}

	// FIXME: Parse options before or after scripts?
	ParseCommandLine(argc, argv, parameters);
	// Init the random number generator.
	InitSyncRand();

	makedir(parameters.GetUserDirectory().c_str(), 0777);

	// Init Lua and register lua functions!
	InitLua();
	LuaRegisterModules();

	// Initialise AI module
	InitAiModule();

	LoadCcl(parameters.luaStartFilename, parameters.luaScriptArguments);

	PrintHeader();
	PrintLicense();

	// Setup video display
	InitVideo();

	// Setup sound card
	if (!InitSound()) {
		InitMusic();
	}

#ifndef DEBUG			// For debug it's better not to have:
	srand(time(NULL));	// Random counter = random each start
#endif

	//  Show title screens.
	SetDefaultTextColors(FontYellow, FontWhite);
	LoadFonts();
	SetClipping(0, 0, Video.Width - 1, Video.Height - 1);
	Video.ClearScreen();
	ShowTitleScreens();

	// Init player data
	ThisPlayer = NULL;
	//Don't clear the Players structure as it would erase the allowed units.
	// memset(Players, 0, sizeof(Players));
	NumPlayers = 0;

	UnitManager.Init();	// Units memory management
	PreMenuSetup();		// Load everything needed for menus

	MenuLoop();

	Exit(0);
#ifdef USE_STACKTRACE
	} catch (const std::exception &e) {
		fprintf(stderr, "Stratagus crashed!\n");
		//Wyrmgus start
//		fprintf(stderr, "Please send this call stack to our bug tracker: https://github.com/Wargus/stratagus/issues\n");
		fprintf(stderr, "Please send this call stack to our bug tracker: https://github.com/Andrettin/Wyrmgus/issues\n");
		//Wyrmgus end
		fprintf(stderr, "and tell us what caused this bug to occur.\n");
		fprintf(stderr, " === exception state traceback === \n");
		fprintf(stderr, "%s", e.what());
		exit(1);
	}
#endif
	return 0;
}
Example #5
0
int main(int argc, char *argv[])
{
    enum { GAME_COMPUTER, GAME_NETWORK, GAME_UNKNOWN } game_type = GAME_UNKNOWN;
    char *remote_address;
    int i;
	
    if (argc < 2) {
	printf("Penguin Warrior\n");
	printf("Usage: pw [ mode ] [ option ... ]\n");
	printf("  Game modes (choose one):\n");
	printf("    --computer\n");
	printf("    --net <remote ip address>\n");
	printf("  Display options, for tweaking and experimenting:\n");
	printf("    --fullscreen\n");
	printf("    --hwsurface  (use an SDL hardware surface if possible)\n");
	printf("    --doublebuf  (use SDL double buffering if possible)\n");
	printf("  The display options default to a windowed, software buffer.\n");
	exit(EXIT_FAILURE);
    }

    /* Process command line arguments. There are plenty of libraries for command
       line processing, but our needs are simple in this case. */
    for (i = 0; i < argc; i++) {

	/* Networked or scripted opponent? */
	if (!strcmp(argv[i], "--computer")) {
	    game_type = GAME_COMPUTER;
	    continue;
	} else if (!strcmp(argv[i], "--net")) {
	    game_type = GAME_NETWORK;
	    if (++i >= argc) {
		printf("You must supply an IP address for --net.\n");
		exit(EXIT_FAILURE);
	    }
	    remote_address = argv[i];
	    continue;

	    /* Display-related options */
	} else if (!strcmp(argv[i], "--hwsurface")) {
	    hwsurface = 1;
	} else if (!strcmp(argv[i], "--doublebuf")) {
	    doublebuf = 1;
	} else if (!strcmp(argv[i], "--fullscreen")) {
	    fullscreen = 1;
	}
    }

    switch (game_type) {
    case GAME_COMPUTER:
	opponent_type = OPP_COMPUTER;
	printf("Playing against the computer.\n");
	break; 
			
    case GAME_NETWORK:
	printf("Sorry, network play is not implemented... yet!\n");
	exit(EXIT_FAILURE);
			
    default:
	printf("You must select a game type.\n");
	exit(EXIT_FAILURE);
    }
	
    /* Initialize our random number generator. */
    initrandom();

    /* Fire up SDL. */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
	printf("Unable to initialize SDL: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
    atexit(SDL_Quit);
	
    /* Set an appropriate 16-bit double buffered video mode. */
    if (SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 16,
			 (hwsurface ? SDL_HWSURFACE : SDL_SWSURFACE) |
			 (doublebuf ? SDL_DOUBLEBUF : 0) |
			 (fullscreen ? SDL_FULLSCREEN : 0)) == NULL) {
	printf("Unable to set video mode: %s\n", SDL_GetError());
	exit(EXIT_FAILURE);
    }
	
    /* Save the screen pointer for later use. */
    screen = SDL_GetVideoSurface();
	
    /* Set the window caption to the name of the game. */
    SDL_WM_SetCaption("Penguin Warrior", "Penguin Warrior");
	
    /* Hide the mouse pointer. */
    SDL_ShowCursor(0);

    /* Start the OpenAL-based audio system. */
    InitAudio();

    /* Initialize music and give the music system a file. */
    InitMusic();
    if (LoadMusic("reflux.ogg") != 0) {
	/* If that failed, don't worry about it. */
	printf("Unable to load reflux.ogg.\n");
    }
		
    /* Load the game's data into globals. We can only do this after the
       video and audio subsystems are ready for action, since the loading
       routines interact with SDL and OpenAL. */
    LoadGameData();

    /* Initialize the background starfield. */
    InitBackground();
	
    /* Play! */
    InitPlayer();
    InitOpponent();
    PlayGame();

    /* Unhide the mouse pointer. */
    SDL_ShowCursor(1);
	
    /* Unload data. */
    UnloadGameData();

    /* Shut down audio. */
    CleanupMusic();
    CleanupAudio();

    return 0;
}