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/**
* @file main.cpp
* The main file, where it all happens.
*/
// standard library includes
#include <chrono>
using namespace std::literals::chrono_literals;
// local library includes
#include <entityx/entityx.h>
// our own includes
#include <brice.hpp>
#include <config.hpp>
#include <common.hpp>
#include <engine.hpp>
#include <error.hpp>
#include <fileio.hpp>
#include <font.hpp>
#include <gametime.hpp>
#include <window.hpp>
#include <world.hpp>
#include <render.hpp>
#include <ui.hpp>
#include <inventory.hpp>
#include <quest.hpp>
std::atomic_bool GameThread::pause;
/**
* The current center of the screen, updated in main render.
*/
vec2 offset;
/**
* The main program.
* Init, load, run. Die.
*/
int main(int argc, char *argv[])
{
static bool worldReset = false, worldDontReallyRun = false;
std::string worldActuallyUseThisXMLFile;
std::string worldActuallyUseThisXMLFolder;
// handle command line args
if (argc > 1) {
for (int i = 1; i < argc; i++) {
std::string s = argv[i];
if (s == "--reset" || s == "-r")
worldReset = true;
else if (s == "--dontrun" || s == "-d")
worldDontReallyRun = true;
else if (s == "--xml" || s == "-x")
worldActuallyUseThisXMLFile = argv[i + 1];
else if (s == "--folder" || s == "-f")
worldActuallyUseThisXMLFolder = argv[i + 1];
}
}
// init the main game engine
game::engine.init();
// initialize the renderer
Render::init();
// start the random number generator
randInit(millis());
// load some saved data
game::briceLoad();
game::briceUpdate();
if (!worldActuallyUseThisXMLFolder.empty())
game::config::xmlFolder = worldActuallyUseThisXMLFolder;
// read in all XML file names in the folder
std::list<std::string> xmlFiles;
if (getdir(std::string("./" + game::config::xmlFolder), xmlFiles))
UserError("Error reading XML files!!!");
// kill the world if needed
if (worldReset) {
for (const auto& s : xmlFiles) {
if (s.find(".dat", s.size() - 4) != std::string::npos) {
std::string re = game::config::xmlFolder;
re.append(s);
auto r = re.c_str();
std::cout << "Removing " << r << "...\n";
std::remove(r);
}
}
// TODO TODO TODO we do xml/*.dat now... kill that
game::briceClear();
}
// either load the given XML, or find one
if (!worldActuallyUseThisXMLFile.empty()) {
WorldSystem::load(worldActuallyUseThisXMLFile);
} else {
// load the first valid XML file for the world
for (const auto &xf : xmlFiles) {
if (xf[0] != '.') {
// read it in
std::cout << "File to load: " << xf << '\n';
WorldSystem::load(xf);
break;
}
}
}
WorldSystem::loader();
InventorySystem::load();
QuestSystem::load();
/////////////////////////////
// //
// actually start the game //
// //
/////////////////////////////
std::list<SDL_Event> eventQueue;
if (!worldDontReallyRun) {
// the main loop, in all of its gloriousness...
GameThread gtMain ([&] {
game::time::mainLoopHandler();
if (game::time::tickHasPassed()) {
// calculate the world shading value
extern int worldShade; // TODO kill
worldShade = 50 * sin((game::time::getTickCount() + (DAY_CYCLE / 2)) / (DAY_CYCLE / PI));
// increment game ticker
game::time::tick();
}
auto clone = eventQueue;
eventQueue.clear();
for (auto& e : clone)
game::events.emit<MainSDLEvent>(e);
if (!game::time::isPaused())
game::engine.update(game::time::getDeltaTime());
std::this_thread::sleep_for(1ms);
});
static int fps = 0, fpsInternal = 0;
// the debug loop, gets debug screen values
GameThread gtDebug ([&] {
fps = fpsInternal, fpsInternal = 0;
std::this_thread::sleep_for(1s);
});
// the render loop, renders
const bool &run = game::engine.shouldRun;
while (run) {
if (WorldSystem::shouldLoad()) {
GameThread::pauseAll();
WorldSystem::loader();
GameThread::resumeAll();
}
fpsInternal++;
Render::render(fps);
SDL_Event e;
while (SDL_PollEvent(&e))
eventQueue.push_back(e);
}
// on game end, get back together
gtMain.stop();
gtDebug.stop();
//game::engine.getSystem<WorldSystem>()->thAmbient.join(); // segfault or something
}
// save
game::briceSave();
QuestSystem::save();
InventorySystem::save();
WorldSystem::save();
// exit
Mix_HaltMusic();
unloadTextures();
WorldSystem::die();
WindowSystem::die();
return 0; // Calls everything passed to atexit
}
constexpr int memEntries = 2048;
static void* mems[memEntries];
static std::size_t sizs[memEntries];
int balance = 0;
std::size_t getUsedMem(void)
{
std::size_t total = 0;
for (int i = 0; i < memEntries; i++)
total += sizs[i];
return total;
}
void deleteRemaining(void)
{
for (int i = 0; i < memEntries; i++) {
if (mems[i] != nullptr) {
balance--;
std::free(mems[i]);
mems[i] = nullptr;
sizs[i] = 0;
}
}
}
void *operator new(std::size_t n) throw (/*std::bad_alloc*/)
{
balance++;
auto buf = std::malloc(n);
if (buf == nullptr)
throw std::bad_alloc();
for (int i = 0; i < memEntries; i++) {
if (mems[i] == nullptr) {
mems[i] = buf;
sizs[i] = n;
break;
}
}
return buf;
}
void operator delete(void* p) throw ()
{
if (p != nullptr) {
balance--;
for (int i = 0; i < memEntries; i++) {
if (mems[i] == p) {
std::free(p);
mems[i] = nullptr;
sizs[i] = 0;
break;
}
}
}
}
void operator delete(void* p, std::size_t n) throw ()
{
(void)n;
if (p != nullptr) {
balance--;
for (int i = 0; i < memEntries; i++) {
if (mems[i] == p) {
std::free(p);
mems[i] = nullptr;
sizs[i] = 0;
break;
}
}
}
}
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