void iphoneControlMenu() { int i; // iphoneCenterText( 240, 16, 0.75, __DATE__" "__TIME__ ); // 112 units between if ( BackButton() ) { menuState = IPM_MAIN; } #ifndef IPAD if ( NewTextButton( &btnSettings, "Settings", 480-128, 0, 128, 48 ) ) { menuState = IPM_OPTIONS; } #endif #ifdef IPAD if ( NewTextButton( &btnMove, "Move Controls", 514, 354, 225, 48 ) ) { menuState = IPM_HUDEDIT; } #else if ( NewTextButton( &btnMove, "Move Controls", 48 + (480-(128+160+48))/2, 0, 160, 48 ) ) { menuState = IPM_HUDEDIT; } #endif if ( !btnSchemes[0].texture ) { for ( int i = 0 ; i < 3 ; i++ ) { #ifdef IPAD SetButtonPicsAndSizes( &btnSchemes[i], va("iphone/config_%i.tga",i+1), "", 512/2 + 42 + (96+64) * i, 10, 96, 96 ); #else SetButtonPicsAndSizes( &btnSchemes[i], va("iphone/config_%i.tga",i+1), "", 32 + (96+64) * i, 48 + ( 112 - 64 )*0.5, 96, 64 ); #endif } } for ( i = 0 ; i < 3 ; i++ ) { char str[128]; sprintf( str, "iphone/config_%i.tga", i+1 ); if ( i != controlScheme->value ) { btnSchemes[i].buttonFlags = BF_DIMMED; } else { btnSchemes[i].buttonFlags = 0; } if ( HandleButton( &btnSchemes[i] ) ) { Cvar_SetValue( controlScheme->name, i ); HudSetForScheme( i ); } } #ifdef IPAD iphoneSlider( 512/2 + 32, 135, 440, 40, "Move stick size", stickMove, 64, 128, 0 ); iphoneSlider( 512/2 + 32, 135 + 55, 440, 40, "Turn stick size", stickTurn, 64, 128, 0 ); iphoneSlider( 512/2 + 32, 135 + 55 * 2, 440, 40, "Tilt move speed", tiltMove, 100, 300, 0 ); #else iphoneSlider( 20, 160, 440, 40, "Move stick size", stickMove, 64, 128, 0 ); iphoneSlider( 20, 210, 440, 40, "Turn stick size", stickTurn, 64, 128, 0 ); iphoneSlider( 20, 260, 440, 40, "Tilt move speed", tiltMove, 100, 300, 0 ); #endif if ( tiltMove->value == 100 ) { Cvar_SetValue( tiltMove->name, 0 ); } if ( tiltMove->value ) { Cvar_SetValue( tiltTurn->name, 0 ); } #ifdef IPAD iphoneSlider( 512/2+32, 135 + 55 * 3, 440, 40, "Tilt turn speed", tiltTurn, 1500, 3500, 0 ); if ( tiltTurn->value == 1500 ) { Cvar_SetValue( tiltTurn->name, 0 ); } if ( tiltTurn->value ) { Cvar_SetValue( tiltMove->name, 0 ); } #endif #ifdef IPAD boolean musicState = music->value; if ( SysIPhoneOtherAudioIsPlaying() ) { // music always off when ipod music is playing musicState = false; } if ( NewTextButton( &defaultsButton, "Defaults", 274, 354, 225, 48 ) ) { // reset all cvars except the reverse-landscape mode value float value = revLand->value; Cvar_Reset_f(); Cvar_SetValue( revLand->name, value ); HudSetForScheme(0); iphoneStartMusic(); } if ( OptionButton( 0, 0, autoUse->value ? "Auto use: ON" : "Auto use: OFF" ) ) { Cvar_SetValue( autoUse->name, !autoUse->value ); } if ( OptionButton( 0, 1, statusBar->value ? "Status bar: ON" : "Status bar: OFF" ) ) { Cvar_SetValue( statusBar->name, !statusBar->value ); } if ( OptionButton( 0, 2, touchClick->value ? "Touch click: ON" : "Touch click: OFF" ) ) { Cvar_SetValue( touchClick->name, !touchClick->value ); } if ( OptionButton( 0, 3, messages->value ? "Text messages: ON" : "Text messages: OFF" ) ) { Cvar_SetValue( messages->name, !messages->value ); } if ( OptionButton( 1, 0, drawControls->value ? "Draw controls: ON" : "Draw controls: OFF" ) ) { Cvar_SetValue( drawControls->name, !drawControls->value ); } if ( OptionButton( 1, 1, musicState ? "Music: ON" : "Music: OFF" ) ) { if ( !SysIPhoneOtherAudioIsPlaying() ) { Cvar_SetValue( music->name, !music->value ); if ( music->value ) { iphoneStartMusic(); } else { iphoneStopMusic(); } } } if ( OptionButton( 1, 2, centerSticks->value ? "Center sticks: ON" : "Center sticks: OFF" ) ) { Cvar_SetValue( centerSticks->name, !centerSticks->value ); } if ( OptionButton( 1, 3, rampTurn->value ? "Ramp turn: ON" : "Ramp turn: OFF" ) ) { Cvar_SetValue( rampTurn->name, !rampTurn->value ); } #endif }
void iphoneMultiplayerMenu() { if ( gameSocket <= 0 ) { // no socket, so no multiplayer TerminateGameService(); // don't advertise for any more new players setupPacket.gameID = 0; // stop sending packets menuState = IPM_MAIN; return; } boolean server = ( setupPacket.gameID == localGameID ); // different screen when selecting a map to play if ( netMenu == NM_MAP_SELECT ) { mapStart_t map; if ( !iphoneMapSelectMenu( &map ) ) { // haven't selected anything yet return; } netMenu = NM_MAIN; if ( map.map != -1 ) { // selected something new, didn't hit the back arrow setupPacket.map = map; } } #ifndef IPAD else if ( netMenu == NM_OPTIONS ) { Cvar_SetValue( fragLimit->name, setupPacket.fraglimit ); if ( iphoneSlider( 104, 64, 272, 40, "frag limit", fragLimit, 0, 20, SF_INTEGER ) ) { if ( server ) { setupPacket.fraglimit = fragLimit->value; } } Cvar_SetValue( timeLimit->name, setupPacket.timelimit ); if ( iphoneSlider( 104, 64+56, 272, 40, "time limit", timeLimit, 0, 20, SF_INTEGER ) ) { if ( server ) { setupPacket.timelimit = timeLimit->value; } } if ( BackButton() ) { netMenu = NM_MAIN; } return; } #else Cvar_SetValue( fragLimit->name, setupPacket.fraglimit ); if ( iphoneSlider( 314, 410, 400, 40, "frag limit", fragLimit, 0, 20, SF_INTEGER ) ) { if ( server ) { setupPacket.fraglimit = fragLimit->value; } } Cvar_SetValue( timeLimit->name, setupPacket.timelimit ); if ( iphoneSlider( 314, 410+58, 400, 40, "time limit", timeLimit, 0, 20, SF_INTEGER ) ) { if ( server ) { setupPacket.timelimit = timeLimit->value; } } #endif if ( !btnDeathmatch.texture ) { // initial setup #ifdef IPAD SetButtonPicsAndSizes( &btnDeathmatch, "iphone/deathmatch.tga", "Deathmatch", 512-128-50, 150, 128, 128 ); SetButtonPicsAndSizes( &btnCoop, "iphone/co-op.tga", "Cooperative", 512+50, 150, 128, 128 ); #else SetButtonPicsAndSizes( &btnDeathmatch, "iphone/deathmatch.tga", "Deathmatch", 4+48, 64, 96, 96 ); SetButtonPicsAndSizes( &btnCoop, "iphone/co-op.tga", "Cooperative", 480-148, 64, 96, 96 ); #endif } if ( BackButton() ) { if ( server ) { TerminateGameService(); // don't advertise for any more new players setupPacket.gameID = 0; // stop sending packets } menuState = IPM_MAIN; } if ( !server ) { // we aren't the server // send our join packet every frame SendJoinPacket(); if ( setupPacketFrameNum < iphoneFrameNum - 30 ) { // haven't received a current server packet char str[1024]; struct sockaddr_in *sin = (struct sockaddr_in *)&netServer.address; byte *ip = (byte *)&sin->sin_addr; sprintf( str, "Joining server at %i.%i.%i.%i:%i\n", ip[0], ip[1], ip[2], ip[3], ntohs( sin->sin_port ) ); #ifdef IPAD iphoneCenterText( 512, 384, 1, str ); #else iphoneCenterText( 240, 160, 0.75, str ); #endif return; } } else { // cull out any players that haven't given us a packet in a couple seconds int now = SysIphoneMilliseconds(); for ( int i = 1 ; i < MAXPLAYERS ; i++ ) { if ( setupPacket.playerID[i] && now - netPlayers[i].peer.lastPacketTime > 1000 ) { printf( "Dropping player %i: last:%i now:%i\n", i, netPlayers[i].peer.lastPacketTime, now ); setupPacket.playerID[i] = 0; } } } // draw the level and allow clicking to change Cvar_SetValue( mpDataset->name, setupPacket.map.dataset ); Cvar_SetValue( mpEpisode->name, setupPacket.map.episode ); Cvar_SetValue( mpMap->name, setupPacket.map.map ); Cvar_SetValue( mpSkill->name, setupPacket.map.skill ); // map select button / display #ifdef IPAD if ( NewTextButton( &btnMap, FindMapName( mpDataset->value, mpEpisode->value, mpMap->value ), 512 - 200, 80, 400, 48 ) ) { #else if ( NewTextButton( &btnMap, FindMapName( mpDataset->value, mpEpisode->value, mpMap->value ), 64, 0, 480-128, 48 ) ) { #endif if ( server ) { // clients can't go into this menu netMenu = NM_MAP_SELECT; } } if ( setupPacket.deathmatch ) { btnDeathmatch.buttonFlags = 0; btnCoop.buttonFlags = BF_DIMMED; } else { btnDeathmatch.buttonFlags = BF_DIMMED; btnCoop.buttonFlags = 0; } if ( HandleButton( &btnDeathmatch ) ) { if ( server ) { Cvar_SetValue( mpDeathmatch->name, 3 ); // weapons stay, items respawn rules setupPacket.deathmatch = mpDeathmatch->value; } } if ( HandleButton( &btnCoop ) ) { if ( server ) { Cvar_SetValue( mpDeathmatch->name, 0 ); setupPacket.deathmatch = mpDeathmatch->value; } } #ifndef IPAD if ( NewTextButton( &btnNetSettings, "Settings", 240-64, 64+24, 128, 48 ) ) { netMenu = NM_OPTIONS; } #endif for ( int i = 0 ; i < 4 ; i ++ ) { #ifdef IPAD int x = 320 + ( 64+45) * i; int y = 64+260; #else int x = 45 + ( 64+45) * i; int y = 64+128; #endif // FIXME: show proper player colors byte color[4][4] = { { 0, 255, 0, 255 }, { 128, 128, 128, 255 }, { 128,64,0, 255 }, {255,0,0, 255 } }; glColor4ubv( color[i] ); PK_DrawTexture( PK_FindTexture( "iphone/multi_backdrop.tga" ), x, y ); glColor4f( 1, 1, 1, 1 ); if ( setupPacket.playerID[i] == playerID ) { // bigger outline for your player slot PK_StretchTexture( PK_FindTexture( "iphone/multi_frame.tga" ), x, y, 64, 64 ); } // draw doom guy face if ( setupPacket.playerID[i] != 0 ) { PK_DrawTexture( PK_FindTexture( "iphone/multi_face.tga" ), x, y ); #if 0 // temp display IP address byte *ip = (byte *)&setupPacket.address[i].sin_addr; iphoneDrawText( x-16, (i&1) ? y+16 : y+48, 0.75, va("%i.%i.%i.%i", ip[0], ip[1], ip[2], ip[3] ) ); #endif } } if ( server ) { // flash a tiny pic when transmitting if ( iphoneFrameNum & 1 ) { glColor4f( 1,1,1,1 ); } else { glColor4f( 0.5,0.5,0.5,1 ); } #ifdef IPAD iphoneCenterText( 1024 - 20, 768 - 20, 1, "*" ); #else iphoneCenterText( 470, 310, 0.75, "*" ); #endif glColor4f( 1,1,1,1 ); } if ( setupPacketFrameNum == iphoneFrameNum ) { #ifdef IPAD iphoneCenterText( 1024 - 40, 768 - 20, 1, "*" ); #else iphoneCenterText( 450, 310, 0.75, "*" ); #endif } // iphoneDrawText( 0, 310, 0.75, va("%i:%i", localGameID, setupPacket.gameID ) ); // only draw the start button if we have at least two players in game int numPlayers = 0; for ( int i = 0 ; i < MAXPLAYERS ; i++ ) { if ( setupPacket.playerID[i] != 0 ) { numPlayers++; } } if ( numPlayers > 1 ) { if ( server ) { static ibutton_t btnStart; #ifdef IPAD if ( NewTextButton( &btnStart, "Start game", 512-80, 768-100, 160, 48) ) { #else if ( NewTextButton( &btnStart, "Start game", 240-80, 320-48, 160, 48 ) ) { #endif setupPacket.startGame = 1; StartNetGame(); TerminateGameService(); // don't advertise for any more new players return; } } else { #ifdef IPAD iphoneCenterText( 512, 68-25, 1, "Waiting for server to start the game" ); #else iphoneCenterText( 240, 320-10, 0.60, "Waiting for server to start the game" ); #endif } } else { byte *ip = (byte *)&gameSocketAddress.sin_addr; #ifdef IPAD iphoneCenterText( 512, 768-25, 1, va("Waiting for players on %i.%i.%i.%i", ip[0], ip[1], ip[2], ip[3] ) ); iphoneCenterText( 512, 27, 0.75, "Attention: Multiplayer requires a WiFi connection"); iphoneCenterText( 512, 50, 0.75, "that doesn't block UDP port 14666"); #else iphoneCenterText( 240, 320-8, 0.60, va("Waiting for players on %i.%i.%i.%i", ip[0], ip[1], ip[2], ip[3] ) ); iphoneCenterText( 240, 320-50, 0.60, "Attention: Multiplayer requires a WiFi connection"); iphoneCenterText( 240, 320-30, 0.60, "that doesn't block UDP port 14666"); #endif } // static ibutton_t btnStart; // NewTextButton( &btnStart, "Start game", 512-80, 768-100, 160, 48); } #ifndef IPAD static ibutton_t optionButtons[2][6]; static ibutton_t defaultsButton; boolean OptionButton( int col, int row, const char *title ) { assert( col >= 0 && col < 2 && row >= 0 && row < 6 ); return NewTextButton( &optionButtons[col][row], title, 10 + 235 * col, 64 + 50 * row, 225, 48 ); } #endif /* ================== iphoneOptionsMenu ================== */ void iphoneOptionsMenu() { if ( BackButton() ) { menuState = IPM_CONTROLS; } boolean musicState = music->value; if ( SysIPhoneOtherAudioIsPlaying() ) { // music always off when ipod music is playing musicState = false; } if ( NewTextButton( &defaultsButton, "Defaults", 240-225/2, 2, 225, 48 ) ) { // reset all cvars except the reverse-landscape mode value float value = revLand->value; Cvar_Reset_f(); Cvar_SetValue( revLand->name, value ); HudSetForScheme(0); iphoneStartMusic(); } if ( OptionButton( 0, 0, autoUse->value ? "Auto use: ON" : "Auto use: OFF" ) ) { Cvar_SetValue( autoUse->name, !autoUse->value ); } if ( OptionButton( 0, 1, statusBar->value ? "Status bar: ON" : "Status bar: OFF" ) ) { Cvar_SetValue( statusBar->name, !statusBar->value ); } if ( OptionButton( 0, 2, touchClick->value ? "Touch click: ON" : "Touch click: OFF" ) ) { Cvar_SetValue( touchClick->name, !touchClick->value ); } if ( OptionButton( 0, 3, messages->value ? "Text messages: ON" : "Text messages: OFF" ) ) { Cvar_SetValue( messages->name, !messages->value ); } if ( OptionButton( 1, 0, drawControls->value ? "Draw controls: ON" : "Draw controls: OFF" ) ) { Cvar_SetValue( drawControls->name, !drawControls->value ); } if ( OptionButton( 1, 1, musicState ? "Music: ON" : "Music: OFF" ) ) { if ( !SysIPhoneOtherAudioIsPlaying() ) { Cvar_SetValue( music->name, !music->value ); if ( music->value ) { iphoneStartMusic(); } else { iphoneStopMusic(); } } } if ( OptionButton( 1, 2, centerSticks->value ? "Center sticks: ON" : "Center sticks: OFF" ) ) { Cvar_SetValue( centerSticks->name, !centerSticks->value ); } if ( OptionButton( 1, 3, rampTurn->value ? "Ramp turn: ON" : "Ramp turn: OFF" ) ) { Cvar_SetValue( rampTurn->name, !rampTurn->value ); } } /* =================== iphoneIntermission The end-of-level switch was just hit, note the state and awards for the map select menu =================== */ void iphoneIntermission( wbstartstruct_t* wb ) { if ( deathmatch || netgame ) { // no achievements in deathmatch mode return; } // find the current episode / map combination // if a mapStat_t doesn't exist for this yet, create one // mark this level / skill combination as tried mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true ); if ( !cms ) { return; } int skill = playState.map.skill; cms->completionFlags[skill] |= MF_COMPLETED; // add the awards if ( wb->plyr[0].stime < wb->partime ) { cms->completionFlags[skill] |= MF_TIME; } int numkills = 0; int numsecrets = 0; int numitems = 0; for ( int i = 0 ; i < MAXPLAYERS ; i++ ) { if ( wb->plyr[i].in ) { numkills += wb->plyr[i].skills; numitems += wb->plyr[i].sitems; numsecrets += wb->plyr[i].ssecret; } } if ( numkills >= wb->maxkills ) { cms->completionFlags[skill] |= MF_KILLS; } if ( numitems >= wb->maxitems ) { cms->completionFlags[skill] |= MF_TREASURE; } if ( numsecrets >= wb->maxsecret ) { cms->completionFlags[skill] |= MF_SECRETS; } } /* =================== iphoneStartLevel Do a savegame with the current state =================== */ void iphoneStartLevel() { if ( deathmatch || netgame ) { // no achievements in deathmatch mode // reset the levelTimer if ( levelTimer && setupPacket.timelimit > 0 ) { // 30 hz, minutes levelTimeCount = setupPacket.timelimit * 30 * 60; } return; } playState.map.map = gamemap; // automatic save game G_SaveGame( 0, "entersave" ); G_DoSaveGame(true); // mark this level as tried mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true ); if ( cms ) { cms->completionFlags[playState.map.skill] |= MF_TRIED; } } /* =================== DrawLiveBackground Draw a randomish moving cloudy background =================== */ void DrawLiveBackground() { static float bgVectors[2][2] = { { 0.01, 0.015 }, { -0.01, -0.02 } }; float fade[2]; // slide and fade a couple textures around static float tc[2][4][2]; for ( int i = 0 ; i < 2 ; i++ ) { int ofs = iphoneFrameNum + i * 32; float dist = ( ofs & 63 ); for ( int j = 0 ; j < 2 ; j ++ ) { for ( int k = 0 ; k < 2 ; k++ ) { if ( rand()&1 ) { if ( bgVectors[j][k] < 0.03 ) { bgVectors[j][k] += 0.0001; } } else { if ( bgVectors[j][k] > -0.03 ) { bgVectors[j][k] -= 0.0001; } } } } fade[i] = sin( ( dist - 16 ) / 32.0 * M_PI ) * 0.5 + 0.5; fade[i] *= 0.7; for ( int j = 0 ; j < 2 ; j++ ) { tc[i][0][j] += bgVectors[i][j]; tc[i][0][j] -= floor( tc[i][0][j] ); } tc[i][1][0] = tc[i][0][0]+1; tc[i][1][1] = tc[i][0][1]+0; tc[i][2][0] = tc[i][0][0]+0; tc[i][2][1] = tc[i][0][1]+1; tc[i][3][0] = tc[i][0][0]+1; tc[i][3][1] = tc[i][0][1]+1; } // Fill rate performance is an issue just for two scrolling layers under // modest GUI objects. Using a PVR2 texture and a single multitexture // pass helps. If all the GUI objects were drawn with depth buffering, // the surface rejection would help out, but bumping depth after every // draw would be a bit of a chore. #if 0 glClear( GL_DEPTH_BUFFER_BIT ); glDepthMask( 1 ); // write the depth buffer glEnable( GL_DEPTH_TEST ); // depth test this background #endif PK_BindTexture( PK_FindTexture( "iphone/livetile_1.tga" ) ); glDisable( GL_BLEND ); glDisable( GL_DEPTH_TEST ); // multitexture setup glActiveTexture( GL_TEXTURE1 ); glClientActiveTexture( GL_TEXTURE1 ); glEnable( GL_TEXTURE_2D ); PK_BindTexture( PK_FindTexture( "iphone/livetile_1.tga" ) ); glTexCoordPointer( 2, GL_FLOAT, 8, tc[1][0] ); glEnableClientState( GL_TEXTURE_COORD_ARRAY ); glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD ); // glColor4f( fade[0], fade[0], fade[0], fade[1] ); glBegin( GL_TRIANGLE_STRIP ); #ifdef IPAD glTexCoord2f( tc[0][0][0], tc[0][0][1] ); glVertex3f( 0, 0, 0.5 ); glTexCoord2f( tc[0][1][0], tc[0][1][1] ); glVertex3f( 1024, 0, 0.5 ); glTexCoord2f( tc[0][2][0], tc[0][2][1]+1 ); glVertex3f( 0, 768, 0.5 ); glTexCoord2f( tc[0][3][0], tc[0][3][1]+1 ); glVertex3f( 1024, 768, 0.5 ); #else glTexCoord2f( tc[0][0][0], tc[0][0][1] ); glVertex3f( 0, 0, 0.5 ); glTexCoord2f( tc[0][1][0], tc[0][1][1] ); glVertex3f( 480, 0, 0.5 ); glTexCoord2f( tc[0][2][0], tc[0][2][1]+1 ); glVertex3f( 0, 320, 0.5 ); glTexCoord2f( tc[0][3][0], tc[0][3][1]+1 ); glVertex3f( 480, 320, 0.5 ); #endif glEnd(); // unbind the second texture glBindTexture( GL_TEXTURE_2D, 0 ); glDisable( GL_TEXTURE_2D ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glActiveTexture( GL_TEXTURE0 ); glClientActiveTexture( GL_TEXTURE0 ); glColor4f( 1, 1, 1, 1 ); glEnable( GL_BLEND ); #if 0 // Enable depth test, but not depth writes, so the tile dorting // minimizes the amount of time drawing the background when it // is mostly covered. glEnable( GL_DEPTH_TEST ); glDepthMask( 0 ); #endif } #define MAX_PACKET_LOG 64 int currentPacketLog; int packetLogMsec[MAX_PACKET_LOG]; void iphonePacketTester() { glClear( GL_COLOR_BUFFER_BIT ); if ( BackButton() ) { menuState = IPM_MAIN; return; } struct sockaddr_in sender; unsigned senderLen = sizeof( sender ); byte buffer[1024]; while( 1 ) { int r = recvfrom( gameSocket, buffer, sizeof( buffer ), 0, (struct sockaddr *)&sender, &senderLen ); if ( r == -1 ) { break; } packetSetup_t *sp = (packetSetup_t *)buffer; if ( sp->sendCount == setupPacket.sendCount ) { Com_Printf( "Duplicated receive: %i\n", sp->sendCount ); } else if ( sp->sendCount < setupPacket.sendCount ) { Com_Printf( "Out of order receive: %i < %i\n", sp->sendCount, setupPacket.sendCount ); } else if ( sp->sendCount > setupPacket.sendCount + 1 ) { Com_Printf( "Dropped %i packets before %i\n", sp->sendCount - 1 - setupPacket.sendCount, sp->sendCount ); } setupPacket = *sp; packetLogMsec[currentPacketLog&(MAX_PACKET_LOG-1)] = SysIphoneMilliseconds(); currentPacketLog++; } color4_t activeColor = { 0, 255, 0, 255 }; for ( int i = 1 ; i < MAX_PACKET_LOG ; i++ ) { int t1 = packetLogMsec[(currentPacketLog - i)&(MAX_PACKET_LOG-1)]; int t2 = packetLogMsec[(currentPacketLog - i - 1)&(MAX_PACKET_LOG-1)]; int msec = t1 - t2; R_Draw_Fill( 0, i * 4, msec, 2, activeColor ); } }
void iphoneStartup() { int start = SysIphoneMilliseconds(); // microseconds will be plenty random for playerID and localGameID playerID = localGameID = SysIphoneMicroseconds(); InitImmediateModeGL(); // init OpenAL before pak file, so the pak file can // make all the al static buffers Sound_Init(); char buffer[1028]; sprintf( buffer, "%s/base.iPack", SysIphoneGetAppDir() ); // get our new-style pak file PK_Init( buffer ); // register console commands Cmd_AddCommand( "listcvars", Cvar_List_f ); Cmd_AddCommand( "resetcvars", Cvar_Reset_f ); Cmd_AddCommand( "resetmaps", ResetMaps_f ); Cmd_AddCommand( "listcmds", Cmd_ListCommands_f ); Cmd_AddCommand( "give", Give_f ); Cmd_AddCommand( "god", God_f ); Cmd_AddCommand( "mail", EmailConsole ); //gsh, mails the console to id // register console variables Cvar_Get( "version", va( "%3.1f %s %s", DOOM_IPHONE_VERSION, __DATE__, __TIME__ ), 0 ); freeLevelOfWeek = Cvar_Get("freeLevelOfWeek", "0", 0 ); skill = Cvar_Get( "skill", "1", CVAR_ARCHIVE ); episode = Cvar_Get( "episode", "0", CVAR_ARCHIVE ); controlScheme = Cvar_Get( "controlScheme", "0", CVAR_ARCHIVE ); stickTurn = Cvar_Get( "stickTurn", "128", CVAR_ARCHIVE ); stickMove = Cvar_Get( "stickMove", "128", CVAR_ARCHIVE ); stickDeadBand = Cvar_Get( "stickDeadBand", "0.05", CVAR_ARCHIVE ); rotorTurn = Cvar_Get( "rotorTurn", "50000", CVAR_ARCHIVE ); tiltTurn = Cvar_Get( "tiltTurn", "0", CVAR_ARCHIVE ); tiltMove = Cvar_Get( "tiltMove", "0", CVAR_ARCHIVE ); tiltDeadBand = Cvar_Get( "tiltDeadBand", "0.08", CVAR_ARCHIVE ); tiltAverages = Cvar_Get( "tiltAverages", "3", CVAR_ARCHIVE ); centerSticks = Cvar_Get( "centerSticks", "1", CVAR_ARCHIVE ); rampTurn = Cvar_Get( "rampTurn", "1", CVAR_ARCHIVE ); music = Cvar_Get( "music", "1", CVAR_ARCHIVE ); cropSprites = Cvar_Get( "cropSprites", "1", 0 ); mapScale = Cvar_Get( "mapScale", "10", CVAR_ARCHIVE ); drawControls = Cvar_Get( "drawControls", "1", CVAR_ARCHIVE ); autoUse = Cvar_Get( "autoUse", "1", CVAR_ARCHIVE ); statusBar = Cvar_Get( "statusBar", "1", CVAR_ARCHIVE ); touchClick = Cvar_Get( "touchClick", "1", CVAR_ARCHIVE ); messages = Cvar_Get( "messages", "1", CVAR_ARCHIVE ); mapSelectY = Cvar_Get( "mapSelectY", "0", CVAR_ARCHIVE ); miniNet = Cvar_Get( "miniNet", "1", CVAR_ARCHIVE ); // multiplayer setup timeLimit = Cvar_Get( "timeLimit", "0", CVAR_ARCHIVE ); fragLimit = Cvar_Get( "fragLimit", "5", CVAR_ARCHIVE ); mpDeathmatch = Cvar_Get( "mpDeathmatch", "0", CVAR_ARCHIVE ); mpDataset = Cvar_Get( "mpDataset", "0", CVAR_ARCHIVE ); mpEpisode = Cvar_Get( "mpEpisode", "1", CVAR_ARCHIVE ); mpSkill = Cvar_Get( "mpSkill", "1", CVAR_ARCHIVE ); mpMap = Cvar_Get( "mpMap", "1", CVAR_ARCHIVE ); mpExpansion = Cvar_Get( "mpExpansion", "0", CVAR_ARCHIVE | CVAR_NOSET ); // debug tools showTilt = Cvar_Get( "showTilt", "-1", 0 ); showTime = Cvar_Get( "showTime", "0", 0 ); showNet = Cvar_Get( "showNet", "0", 0 ); showSound = Cvar_Get( "showSound", "0", 0 ); noBlend = Cvar_Get( "noBlend", "0", 0 ); // disable the damae blends for screenshots glfinish = Cvar_Get( "glfinish", "0", 0 ); throttle = Cvar_Get( "throttle", "0", 0 ); // network packet throttle enable // Was origiinally 4. Trying different values to help internet play. netBuffer = Cvar_Get( "netBuffer", "12", 0 ); // max tics to buffer ahead // load the archived cvars Cmd_ExecuteFile( va( "%s/config.cfg", SysIphoneGetDocDir() ) ); // start the intro music if it wasn't disabled with the music cvar iphonePlayMusic( "intro" ); // iphonePlayMusic( "e1m1" ); // these should get overwritten by the config loading memset( &playState, 0, sizeof( playState ) ); playState.map.skill = 1; playState.map.episode = 1; playState.map.map = 1; HudSetForScheme( 0 ); // load the binary config file FILE *f = fopen( va( "%s/binaryConfig.bin", SysIphoneGetDocDir() ), "rb" ); if ( f ) { int version; version = 0; fread( &version, 1, sizeof( version ), f ); if ( version != VERSION_BCONFIG ) { Com_Printf( "Binary config file bad version.\n" ); } else { fread( &playState, 1, sizeof( playState ), f ); fread( &huds, 1, sizeof( huds ), f ); version = 0; fread( &version, 1, sizeof( version ), f ); if ( version != VERSION_BCONFIG ) { Com_Error( "Binary config file bad trailing version.\n" ); } } fclose( f ); } Com_Printf( "startup time: %i msec\n", SysIphoneMilliseconds() - start ); start = SysIphoneMilliseconds(); // the texnums might have been different in the savegame HudSetTexnums(); arialFontTexture = PK_FindTexture( "iphone/arialImageLAL.tga" ); Com_Printf( "preloadBeforePlay(): %i msec\n", SysIphoneMilliseconds() - start ); // prBoom seems to draw the static pic screens without setting up 2D, causing // a bad first frame iphoneSet2D(); menuState = IPM_MAIN; lastState = IPM_MAIN; #if 0 // jump right to the save spot for debugging ResumeGame(); #endif }