quakespasm/Quake/main.c

159 lines
5.0 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2005 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <stdio.h>
#include "quakedef.h"
#define DEFAULT_MEMORY 0x4000000
int main(int argc, char *argv[])
{
SDL_Event event;
quakeparms_t parms;
int t;
int done = 0;
double time, oldtime, newtime;
parms.basedir = ".";
parms.cachedir = NULL;
parms.argc = argc;
parms.argv = argv;
COM_InitArgv(parms.argc, parms.argv);
isDedicated = (COM_CheckParm("-dedicated") != 0);
// default memory size
parms.memsize = DEFAULT_MEMORY;
if (COM_CheckParm("-heapsize"))
{
t = COM_CheckParm("-heapsize") + 1;
if (t < com_argc)
parms.memsize = Q_atoi(com_argv[t]) * 1024;
}
parms.membase = malloc (parms.memsize);
if (!parms.membase)
Sys_Error ("Not enough memory free; check disk space\n");
// TODO: dedicated server setup
// S_BlockSound(); do I need this?
Con_Printf("\nFitzQuake Version %1.2f (c) John Fitzgibbons\n", FITZQUAKE_VERSION);
Con_Printf("SDL port (c) Sleepwalkr, Baker, and OZ\n");
Con_Printf("This version hacked by Stevenaaus and OZ\n");
Con_Printf("Host_Init\n");
Host_Init(&parms);
oldtime = Sys_FloatTime();
while (!done)
{
// TODO: dedicated server loop
while (!done && SDL_PollEvent (&event)) {
switch (event.type) {
case SDL_ACTIVEEVENT:
if (event.active.state & SDL_APPACTIVE & SDL_APPINPUTFOCUS)
{
if (event.active.gain)
{
IN_Activate();
}
else
{
// TODO: handle sound
IN_Deactivate(vid.type == MODE_WINDOWED);
}
}
break;
case SDL_MOUSEMOTION:
IN_MouseMove(event.motion.xrel, event.motion.yrel);
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
switch (event.button.button) {
case SDL_BUTTON_LEFT:
Key_Event(K_MOUSE1, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_RIGHT:
Key_Event(K_MOUSE2, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_MIDDLE:
Key_Event(K_MOUSE3, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_WHEELUP:
Key_Event(K_MWHEELUP, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
case SDL_BUTTON_WHEELDOWN:
Key_Event(K_MWHEELDOWN, event.button.type == SDL_MOUSEBUTTONDOWN);
break;
}
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
// SHIFT + ESC and circomflex always opens the console no matter what
if ((event.key.keysym.sym == SDLK_ESCAPE && (event.key.keysym.mod & KMOD_SHIFT))
|| (event.key.keysym.sym == SDLK_CARET))
{
if (event.key.type == SDL_KEYDOWN)
Con_ToggleConsole_f();
}
else if ((event.key.keysym.sym == SDLK_RETURN) &&
(event.key.keysym.mod & KMOD_ALT))
{
if (event.key.type == SDL_KEYDOWN)
VID_Toggle();
}
else
{
Key_Event(Key_Map(&(event.key)), event.key.type == SDL_KEYDOWN);
}
break;
case SDL_QUIT:
done = 1;
break;
default:
break;
}
}
newtime = Sys_FloatTime();
time = newtime - oldtime;
Host_Frame(time);
// throttle the game loop just a little bit - noone needs more than 1000fps, I think
if (newtime - oldtime < 1)
SDL_Delay(1);
oldtime = newtime;
}
Sys_Quit();
return 0;
}