コード例 #1
0
ファイル: screens.c プロジェクト: gallegretti/cdogs-sdl
static void Campaign(GraphicsDevice *graphics, CampaignOptions *co)
{
	if (IsPasswordAllowed(co->Entry.Mode))
	{
		MissionSave m;
		AutosaveLoadMission(
			&gAutosave, &m, co->Entry.Path, co->Entry.BuiltinIndex);
		co->MissionIndex = EnterPassword(graphics, &m);
	}
	else
	{
		co->MissionIndex = 0;
	}

	bool run = false;
	bool gameOver = true;
	do
	{
		CampaignAndMissionSetup(1, co, &gMission);

		if (IsGameOptionsNeeded(gCampaign.Entry.Mode))
		{
			debug(D_NORMAL, ">> Game options\n");
			if (!GameOptions(gCampaign.Entry.Mode))
			{
				run = false;
				goto bail;
			}
			gCampaign.OptionsSet = true;
		}

		// Mission briefing
		if (IsMissionBriefingNeeded(co->Entry.Mode))
		{
			if (!ScreenMissionBriefing(&gMission))
			{
				run = false;
				goto bail;
			}
		}

		// Equip guns
		if (!PlayerEquip())
		{
			run = false;
			goto bail;
		}

		// Initialise before waiting for game start;
		// server will send us messages
		GameEventsInit(&gGameEvents);

		if (gCampaign.IsClient)
		{
			if (!ScreenWaitForGameStart())
			{
				run = false;
				goto bail;
			}
		}

		MapLoad(&gMap, &gMission, co);

		// Seed random if PVP mode (otherwise players will always spawn in same
		// position)
		if (IsPVP(co->Entry.Mode))
		{
			srand((unsigned int)time(NULL));
		}

		if (!gCampaign.IsClient)
		{
			MapLoadDynamic(&gMap, &gMission, &co->Setting.characters);
			// Note: place players first,
			// as bad guys are placed away from players
			StartPlayers(ModeMaxHealth(co->Entry.Mode), co->MissionIndex);
			AddAndPlacePlayers();
			if (!IsPVP(co->Entry.Mode))
			{
				InitializeBadGuys();
				CreateEnemies();
			}
		}
		MusicPlayGame(
			&gSoundDevice, gCampaign.Entry.Path, gMission.missionData->Song);
		run = RunGame(&gMission, &gMap);
		// Don't quit if all players died, that's normal for PVP modes
		if (IsPVP(co->Entry.Mode) && GetNumPlayers(true, false, false) == 0)
		{
			run = true;
		}
		GameEventsTerminate(&gGameEvents);

		const int survivingPlayers = GetNumPlayers(true, false, false);
		// In co-op (non-PVP) modes, at least one player must survive
		if (!IsPVP(co->Entry.Mode))
		{
			gameOver = survivingPlayers == 0 ||
				co->MissionIndex == (int)gCampaign.Setting.Missions.size - 1;
		}

		int maxScore = 0;
		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			p->survived = IsPlayerAlive(p);
			if (IsPlayerAlive(p))
			{
				TActor *player = CArrayGet(&gActors, p->Id);
				p->hp = player->health;
				p->RoundsWon++;
				maxScore = MAX(maxScore, p->RoundsWon);
			}
		}
		if (IsPVP(co->Entry.Mode))
		{
			gameOver = maxScore == ModeMaxRoundsWon(co->Entry.Mode);
			CASSERT(maxScore <= ModeMaxRoundsWon(co->Entry.Mode),
				"score exceeds max rounds won");
		}

		MissionEnd();
		MusicPlayMenu(&gSoundDevice);

		if (run)
		{
			switch (co->Entry.Mode)
			{
			case GAME_MODE_DOGFIGHT:
				ScreenDogfightScores();
				break;
			case GAME_MODE_DEATHMATCH:
				ScreenDeathmatchFinalScores();
				break;
			default:
				ScreenMissionSummary(&gCampaign, &gMission);
				// Note: must use cached value because players get cleaned up
				// in CleanupMission()
				if (gameOver && survivingPlayers > 0)
				{
					ScreenVictory(&gCampaign);
				}
				break;
			}
		}

		// Check if any scores exceeded high scores, if we're not a PVP mode
		if (!IsPVP(co->Entry.Mode))
		{
			bool allTime = false;
			bool todays = false;
			for (int i = 0; i < (int)gPlayerDatas.size; i++)
			{
				PlayerData *p = CArrayGet(&gPlayerDatas, i);
				if (((run && !p->survived) || gameOver) && p->IsLocal)
				{
					EnterHighScore(p);
					allTime |= p->allTime >= 0;
					todays |= p->today >= 0;
				}

				if (!p->survived)
				{
					p->totalScore = 0;
					p->missions = 0;
				}
				else
				{
					p->missions++;
				}
				p->lastMission = co->MissionIndex;
			}
			if (allTime)
			{
				DisplayAllTimeHighScores(graphics);
			}
			if (todays)
			{
				DisplayTodaysHighScores(graphics);
			}
		}
		if (!HasRounds(co->Entry.Mode))
		{
			co->MissionIndex++;
		}

	bail:
		// Need to terminate the mission later as it is used in calculating scores
		MissionOptionsTerminate(&gMission);
	} while (run && !gameOver);

	// Final screen
	if (run)
	{
		switch (co->Entry.Mode)
		{
		case GAME_MODE_DOGFIGHT:
			ScreenDogfightFinalScores();
			break;
		default:
			// no end screen
			break;
		}
	}
}
コード例 #2
0
ファイル: cdogs.c プロジェクト: flags/cdogs-sdl
int main(int argc, char *argv[])
{
	int wait = 0;
	int controllerFlag = SDL_INIT_GAMECONTROLLER;
	credits_displayer_t creditsDisplayer;
	memset(&creditsDisplayer, 0, sizeof creditsDisplayer);
	custom_campaigns_t campaigns;
	memset(&campaigns, 0, sizeof campaigns);
	int forceResolution = 0;
	int err = 0;
	const char *loadCampaign = NULL;
	ENetAddress connectAddr;
	memset(&connectAddr, 0, sizeof connectAddr);

	srand((unsigned int)time(NULL));
	LogInit();

	PrintTitle();

	if (getenv("DEBUG") != NULL)
	{
		debug = true;
		char *dbg;
		if ((dbg = getenv("DEBUG_LEVEL")) != NULL)
		{
			debug_level = CLAMP(atoi(dbg), D_NORMAL, D_MAX);
		}
	}

	SetupConfigDir();
	gConfig = ConfigLoad(GetConfigFilePath(CONFIG_FILE));
	LoadCredits(&creditsDisplayer, colorPurple, colorDarker);
	AutosaveInit(&gAutosave);
	AutosaveLoad(&gAutosave, GetConfigFilePath(AUTOSAVE_FILE));

	if (enet_initialize() != 0)
	{
		LOG(LM_MAIN, LL_ERROR, "An error occurred while initializing ENet.");
		err = EXIT_FAILURE;
		goto bail;
	}
	NetClientInit(&gNetClient);

	// Print command line
	char buf[CDOGS_PATH_MAX];
	buf[0] = '\0';
	for (int i = 0; i < argc; i++)
	{
		strcat(buf, " ");
		// HACK: for OS X, blank out the -psn_XXXX argument so that it doesn't
		// break arg parsing
	#ifdef __APPLE__
		if (strncmp(argv[i], "-psn", strlen("-psn")) == 0)
		{
			argv[i] = "";
		}
	#endif
		strcat(buf, argv[i]);
	}
	LOG(LM_MAIN, LL_INFO, "Command line (%d args):%s", argc, buf);
	{
		struct option longopts[] =
		{
			{"fullscreen",	no_argument,		NULL,	'f'},
			{"scale",		required_argument,	NULL,	's'},
			{"screen",		required_argument,	NULL,	'c'},
			{"forcemode",	no_argument,		NULL,	'o'},
			{"nosound",		no_argument,		NULL,	'n'},
			{"nojoystick",	no_argument,		NULL,	'j'},
			{"wait",		no_argument,		NULL,	'w'},
			{"shakemult",	required_argument,	NULL,	'm'},
			{"connect",		required_argument,	NULL,	'x'},
			{"debug",		required_argument,	NULL,	'd'},
			{"log",			required_argument,	NULL,	1000},
			{"help",		no_argument,		NULL,	'h'},
			{0,				0,					NULL,	0}
		};
		int opt = 0;
		int idx = 0;
		while ((opt = getopt_long(argc, argv, "fs:c:onjwm:xd\0h", longopts, &idx)) != -1)
		{
			switch (opt)
			{
			case 'f':
				ConfigGet(&gConfig, "Graphics.Fullscreen")->u.Bool.Value = true;
				break;
			case 's':
				ConfigSetInt(&gConfig, "Graphics.ScaleFactor", atoi(optarg));
				break;
			case 'c':
				sscanf(optarg, "%dx%d",
					&ConfigGet(&gConfig, "Graphics.ResolutionWidth")->u.Int.Value,
					&ConfigGet(&gConfig, "Graphics.ResolutionHeight")->u.Int.Value);
				LOG(LM_MAIN, LL_DEBUG, "Video mode %dx%d set...",
					ConfigGetInt(&gConfig, "Graphics.ResolutionWidth"),
					ConfigGetInt(&gConfig, "Graphics.ResolutionHeight"));
				break;
			case 'o':
				forceResolution = 1;
				break;
			case 'n':
				LOG(LM_MAIN, LL_INFO, "Sound to 0 volume");
				ConfigGet(&gConfig, "Sound.SoundVolume")->u.Int.Value = 0;
				ConfigGet(&gConfig, "Sound.MusicVolume")->u.Int.Value = 0;
				break;
			case 'j':
				debug(D_NORMAL, "nojoystick\n");
				controllerFlag = 0;
				break;
			case 'w':
				wait = 1;
				break;
			case 'm':
				{
					ConfigGet(&gConfig, "Graphics.ShakeMultiplier")->u.Int.Value =
						MAX(atoi(optarg), 0);
					printf("Shake multiplier: %d\n",
						ConfigGetInt(&gConfig, "Graphics.ShakeMultiplier"));
				}
				break;
			case 'h':
				PrintHelp();
				goto bail;
			case 'd':
				// Set debug level
				debug = true;
				debug_level = CLAMP(atoi(optarg), D_NORMAL, D_MAX);
				break;
			case 1000:
				{
					char *comma = strchr(optarg, ',');
					if (comma)
					{
						// Set logging level for a single module
						// The module and level are comma separated
						*comma = '\0';
						const LogLevel ll = StrLogLevel(comma + 1);
						LogModuleSetLevel(StrLogModule(optarg), ll);
						printf("Logging %s at %s\n", optarg, LogLevelName(ll));
					}
					else
					{
						// Set logging level for all modules
						const LogLevel ll = StrLogLevel(optarg);
						for (int i = 0; i < (int)LM_COUNT; i++)
						{
							LogModuleSetLevel((LogModule)i, ll);
						}
						printf("Logging everything at %s\n", LogLevelName(ll));
					}
				}
				break;
			case 'x':
				if (enet_address_set_host(&connectAddr, optarg) != 0)
				{
					printf("Error: unknown host %s\n", optarg);
				}
				break;
			default:
				PrintHelp();
				// Ignore unknown arguments
				break;
			}
		}
		if (optind < argc)
		{
			// non-option ARGV-elements
			for (; optind < argc; optind++)
			{
				// Load campaign
				loadCampaign = argv[optind];
			}
		}
	}

	debug(D_NORMAL, "Initialising SDL...\n");
	const int sdlFlags =
		SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_HAPTIC;
	if (SDL_Init(sdlFlags | controllerFlag) != 0)
	{
		LOG(LM_MAIN, LL_ERROR, "Could not initialise SDL: %s", SDL_GetError());
		err = EXIT_FAILURE;
		goto bail;
	}
	if (SDLJBN_Init() != 0)
	{
		LOG(LM_MAIN, LL_ERROR, "Could not initialise SDLJBN: %s",
			SDLJBN_GetError());
		err = EXIT_FAILURE;
		goto bail;
	}
	SDL_EventState(SDL_DROPFILE, SDL_DISABLE);

	GetDataFilePath(buf, "");
	LOG(LM_MAIN, LL_INFO, "data dir(%s)", buf);
	LOG(LM_MAIN, LL_INFO, "config dir(%s)", GetConfigFilePath(""));

	SoundInitialize(&gSoundDevice, "sounds");
	if (!gSoundDevice.isInitialised)
	{
		LOG(LM_MAIN, LL_ERROR, "Sound initialization failed!");
	}

	LoadHighScores();

	debug(D_NORMAL, "Loading song lists...\n");
	LoadSongs();

	MusicPlayMenu(&gSoundDevice);

	EventInit(&gEventHandlers, NULL, NULL, true);
	NetServerInit(&gNetServer);

	if (wait)
	{
		printf("Press the enter key to continue...\n");
		getchar();
	}
	if (!PicManagerTryInit(
		&gPicManager, "graphics/cdogs.px", "graphics/cdogs2.px"))
	{
		LOG(LM_MAIN, LL_ERROR, "Failed to initialize graphics");
		err = EXIT_FAILURE;
		goto bail;
	}
	memcpy(origPalette, gPicManager.palette, sizeof(origPalette));
	GraphicsInit(&gGraphicsDevice, &gConfig);
	GraphicsInitialize(&gGraphicsDevice, forceResolution);
	if (!gGraphicsDevice.IsInitialized)
	{
		LOG(LM_MAIN, LL_WARN, "Cannot initialise video; trying default config");
		ConfigResetDefault(ConfigGet(&gConfig, "Graphics"));
		GraphicsInit(&gGraphicsDevice, &gConfig);
		GraphicsInitialize(&gGraphicsDevice, forceResolution);
	}
	if (!gGraphicsDevice.IsInitialized)
	{
		LOG(LM_MAIN, LL_ERROR, "Video didn't init!");
		err = EXIT_FAILURE;
		goto bail;
	}
	FontLoadFromJSON(&gFont, "graphics/font.png", "graphics/font.json");
	PicManagerLoadDir(&gPicManager, "graphics");

	ParticleClassesInit(&gParticleClasses, "data/particles.json");
	AmmoInitialize(&gAmmo, "data/ammo.json");
	BulletAndWeaponInitialize(
		&gBulletClasses, &gGunDescriptions,
		"data/bullets.json", "data/guns.json");
	CharacterClassesInitialize(&gCharacterClasses, "data/character_classes.json");
	LoadPlayerTemplates(
		&gPlayerTemplates, &gCharacterClasses, PLAYER_TEMPLATE_FILE);
	PickupClassesInit(
		&gPickupClasses, "data/pickups.json", &gAmmo, &gGunDescriptions);
	MapObjectsInit(&gMapObjects, "data/map_objects.json");
	CollisionSystemInit(&gCollisionSystem);
	CampaignInit(&gCampaign);
	LoadAllCampaigns(&campaigns);
	PlayerDataInit(&gPlayerDatas);

	GrafxMakeRandomBackground(
		&gGraphicsDevice, &gCampaign, &gMission, &gMap);

	debug(D_NORMAL, ">> Entering main loop\n");
	// Attempt to pre-load campaign if requested
	if (loadCampaign != NULL)
	{
		LOG(LM_MAIN, LL_INFO, "Loading campaign %s...", loadCampaign);
		gCampaign.Entry.Mode =
			strstr(loadCampaign, "/" CDOGS_DOGFIGHT_DIR "/") != NULL ?
			GAME_MODE_DOGFIGHT : GAME_MODE_NORMAL;
		CampaignEntry entry;
		if (!CampaignEntryTryLoad(&entry, loadCampaign, GAME_MODE_NORMAL) ||
			!CampaignLoad(&gCampaign, &entry))
		{
			LOG(LM_MAIN, LL_ERROR, "Failed to load campaign %s", loadCampaign);
		}
	}
	else if (connectAddr.host != 0)
	{
		if (NetClientTryScanAndConnect(&gNetClient, connectAddr.host))
		{
			ScreenWaitForCampaignDef();
		}
		else
		{
			printf("Failed to connect\n");
		}
	}
	LOG(LM_MAIN, LL_INFO, "Starting game");
	MainLoop(&creditsDisplayer, &campaigns);

bail:
	debug(D_NORMAL, ">> Shutting down...\n");
	MapTerminate(&gMap);
	PlayerDataTerminate(&gPlayerDatas);
	MapObjectsTerminate(&gMapObjects);
	PickupClassesTerminate(&gPickupClasses);
	ParticleClassesTerminate(&gParticleClasses);
	AmmoTerminate(&gAmmo);
	WeaponTerminate(&gGunDescriptions);
	BulletTerminate(&gBulletClasses);
	CharacterClassesTerminate(&gCharacterClasses);
	MissionOptionsTerminate(&gMission);
	NetClientTerminate(&gNetClient);
	atexit(enet_deinitialize);
	EventTerminate(&gEventHandlers);
	GraphicsTerminate(&gGraphicsDevice);

	PicManagerTerminate(&gPicManager);
	FontTerminate(&gFont);
	AutosaveSave(&gAutosave, GetConfigFilePath(AUTOSAVE_FILE));
	AutosaveTerminate(&gAutosave);
	ConfigSave(&gConfig, GetConfigFilePath(CONFIG_FILE));
	SavePlayerTemplates(&gPlayerTemplates, PLAYER_TEMPLATE_FILE);
	CArrayTerminate(&gPlayerTemplates);
	FreeSongs(&gMenuSongs);
	FreeSongs(&gGameSongs);
	SaveHighScores();
	UnloadCredits(&creditsDisplayer);
	UnloadAllCampaigns(&campaigns);
	CampaignTerminate(&gCampaign);
	SoundTerminate(&gSoundDevice, true);
	ConfigDestroy(&gConfig);

	SDLJBN_Quit();
	SDL_Quit();

	return err;
}
コード例 #3
0
static void Campaign(GraphicsDevice *graphics, CampaignOptions *co)
{
	if (co->IsClient)
	{
		// If connecting to a server, we've already received the mission index
		// Do nothing
	}
	else if (IsPasswordAllowed(co->Entry.Mode))
	{
		MissionSave m;
		AutosaveLoadMission(&gAutosave, &m, co->Entry.Path);
		co->MissionIndex = EnterPassword(graphics, &m);
	}
	else
	{
		co->MissionIndex = 0;
	}

	bool run = false;
	bool gameOver = true;
	do
	{
		// Unready all the players
		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			p->Ready = false;
		}

		CampaignAndMissionSetup(1, co, &gMission);

		if (IsGameOptionsNeeded(co->Entry.Mode))
		{
			debug(D_NORMAL, ">> Game options\n");
			if (!GameOptions(co->Entry.Mode))
			{
				run = false;
				goto bail;
			}
			co->OptionsSet = true;

			// If enabled, start net server
			if (!co->IsClient && ConfigGetBool(&gConfig, "StartServer"))
			{
				NetServerOpen(&gNetServer);
			}
		}

		// Mission briefing
		if (IsMissionBriefingNeeded(co->Entry.Mode))
		{
			if (!ScreenMissionBriefing(&gMission))
			{
				run = false;
				goto bail;
			}
		}

		// Equip guns
		if (!PlayerEquip())
		{
			run = false;
			goto bail;
		}

		if (co->IsClient)
		{
			if (!ScreenWaitForGameStart())
			{
				run = false;
				goto bail;
			}
		}

		run = RunGame(co, &gMission, &gMap);
		// Don't quit if all players died, that's normal for PVP modes
		if (IsPVP(co->Entry.Mode) &&
			GetNumPlayers(PLAYER_ALIVE_OR_DYING, false, false) == 0)
		{
			run = true;
		}

		const int survivingPlayers =
			GetNumPlayers(PLAYER_ALIVE, false, false);
		// In co-op (non-PVP) modes, at least one player must survive
		if (!IsPVP(co->Entry.Mode))
		{
			gameOver = survivingPlayers == 0 ||
				co->MissionIndex == (int)gCampaign.Setting.Missions.size - 1;
		}

		int maxScore = 0;
		for (int i = 0; i < (int)gPlayerDatas.size; i++)
		{
			PlayerData *p = CArrayGet(&gPlayerDatas, i);
			p->survived = IsPlayerAlive(p);
			if (IsPlayerAlive(p))
			{
				TActor *player = ActorGetByUID(p->ActorUID);
				p->hp = player->health;
				p->RoundsWon++;
				maxScore = MAX(maxScore, p->RoundsWon);
			}
		}
		if (IsPVP(co->Entry.Mode))
		{
			gameOver = maxScore == ModeMaxRoundsWon(co->Entry.Mode);
			CASSERT(maxScore <= ModeMaxRoundsWon(co->Entry.Mode),
				"score exceeds max rounds won");
		}

		MissionEnd();
		MusicPlayMenu(&gSoundDevice);

		if (run)
		{
			switch (co->Entry.Mode)
			{
			case GAME_MODE_DOGFIGHT:
				ScreenDogfightScores();
				break;
			case GAME_MODE_DEATHMATCH:
				ScreenDeathmatchFinalScores();
				break;
			default:
				ScreenMissionSummary(&gCampaign, &gMission);
				// Note: must use cached value because players get cleaned up
				// in CleanupMission()
				if (gameOver && survivingPlayers > 0)
				{
					ScreenVictory(&gCampaign);
				}
				break;
			}
		}

		// Check if any scores exceeded high scores, if we're not a PVP mode
		if (!IsPVP(co->Entry.Mode))
		{
			bool allTime = false;
			bool todays = false;
			for (int i = 0; i < (int)gPlayerDatas.size; i++)
			{
				PlayerData *p = CArrayGet(&gPlayerDatas, i);
				if (((run && !p->survived) || gameOver) && p->IsLocal)
				{
					EnterHighScore(p);
					allTime |= p->allTime >= 0;
					todays |= p->today >= 0;
				}

				if (!p->survived)
				{
					p->totalScore = 0;
					p->missions = 0;
				}
				else
				{
					p->missions++;
				}
				p->lastMission = co->MissionIndex;
			}
			if (allTime)
			{
				DisplayAllTimeHighScores(graphics);
			}
			if (todays)
			{
				DisplayTodaysHighScores(graphics);
			}
		}
		if (!HasRounds(co->Entry.Mode))
		{
			co->MissionIndex++;
		}

	bail:
		// Need to terminate the mission later as it is used in calculating scores
		MissionOptionsTerminate(&gMission);
	} while (run && !gameOver);

	// Final screen
	if (run)
	{
		switch (co->Entry.Mode)
		{
		case GAME_MODE_DOGFIGHT:
			ScreenDogfightFinalScores();
			break;
		default:
			// no end screen
			break;
		}
	}

	NetServerClose(&gNetServer);
}