wolf3d-ios/wolf3d/code/iphone/iphone_main.c

389 lines
10 KiB
C

/*
Copyright (C) 2009-2011 id Software LLC, a ZeniMax Media company.
Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of the WOLF3D iOS v2.1 GPL Source Code.
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.
*/
/*
does clearing color and depth at the same time offer any beneft?
should we use the depth sense reversing trick to avoid depth clears?
*/
#include "../wolfiphone.h"
#include "iphone_store.h"
cvar_t *controlScheme;
cvar_t *sensitivity;
cvar_t *stickTurnBase;
cvar_t *stickTurnScale;
cvar_t *stickMoveBase;
cvar_t *stickMoveScale;
cvar_t *stickDeadBand;
cvar_t *tiltTurn;
cvar_t *tiltMove;
cvar_t *tiltDeadBand;
cvar_t *tiltAverages;
cvar_t *tiltFire;
#ifdef VOLUMEHACK
cvar_t *volumeFireUp; //gsh
cvar_t *volumeFireDown; //gsh
cvar_t *volumeFireUpSetting; //gsh
cvar_t *volumeFireDownSetting; //gsh
#endif
cvar_t *hudAlpha; //gsh
cvar_t *music;
cvar_t *showTilt;
cvar_t *showTime;
cvar_t *cropSprites;
cvar_t *blends;
cvar_t *gunFrame;
cvar_t *slowAI;
cvar_t *mapScale;
cvar_t *hideControls;
cvar_t *autoFire;
W32 sys_frame_time;
#ifdef STOREKIT
extern void CheckForStorekitExistence(); //gsh
#endif
void Sys_Error( const char *format, ... )
{
va_list argptr;
char string[ 1024 ];
va_start( argptr, format );
(void)vsnprintf( string, sizeof( string ), format, argptr );
va_end( argptr );
fprintf( stderr, "Error: %s\n", string );
_exit( 1 );
}
void Sys_Quit (void)
{
_exit( 0 );
}
void Sys_SendKeyEvents (void)
{
}
char *Sys_GetClipboardData( void )
{
return NULL;
}
void Reset_f() {
memset( &currentMap, 0, sizeof( currentMap ) );
currentMap.skill = 1;
cvar_vars = NULL; // don't write any cvars to the config file
iphoneShutdown();
}
/*
==================
iphoneStartup
==================
*/
void iphoneStartup() {
char *s;
int start = Sys_Milliseconds();
static bool firstInit = true;
if ( !firstInit ) {
return;
}
firstInit = false;
#ifdef STOREKIT
//check for storekit framework and set appropriate flags... gsh
CheckForStorekitExistence();
#endif
InAppPurchaseInit();
// temporary
const char *systemVersion = SysIPhoneGetOSVersion();
printf( "systemVersion = %s\n", systemVersion );
z_chain.next = z_chain.prev = &z_chain;
// Prepare enough of the subsystems to handle
// cvar and command buffer management.
COM_InitArgv( 0, NULL ); // FIXME: get args...
Cmd_Init();
Cvar_Init();
Con_Init();
FS_InitFilesystem();
// We need to add the early commands twice, because
// a basedir or cddir needs to be set before execing
// config files, but we want other parms to override
// the settings of the config files.
Cbuf_AddEarlyCommands( false );
Cbuf_Execute();
R_Init();
Cmd_AddCommand( "reset", Reset_f );
developer = Cvar_Get( "developer", "0", CVAR_INIT );
logfile_active = Cvar_Get( "logfile", "0", CVAR_INIT );
s = va( "%s %s %s %s %s %s", APP_VERSION, RELEASENAME, CPUSTRING, __DATE__, __TIME__, BUILDSTRING );
Cvar_Get( "version", s, CVAR_SERVERINFO | CVAR_NOSET );
Con_Init();
Sound_Init();
Game_Init(); // game and player init
Cbuf_AddText( "exec config.cfg\n" );
Cbuf_AddEarlyCommands( true );
Cbuf_Execute();
// add + commands from command line
Cbuf_AddLateCommands();
Cbuf_Execute();
Com_Printf( "\n====== Application Initialized ======\n\n" );
Sound_Activate( true );
consoleActive = 0;
controlScheme = Cvar_Get( "controlScheme", "0", CVAR_ARCHIVE );
sensitivity = Cvar_Get( "sensitivity", "0.5", CVAR_ARCHIVE );
stickTurnBase = Cvar_Get( "stickTurnBase", "200", CVAR_ARCHIVE );
stickTurnScale = Cvar_Get( "stickTurnScale", "400", CVAR_ARCHIVE );
stickMoveBase = Cvar_Get( "stickMoveBase", "2000", CVAR_ARCHIVE );
stickMoveScale = Cvar_Get( "stickMoveScale", "4000", CVAR_ARCHIVE );
stickDeadBand = Cvar_Get( "stickDeadBand", "0.2", CVAR_ARCHIVE );
tiltTurn = Cvar_Get( "tiltTurn", "0", CVAR_ARCHIVE );
tiltMove = Cvar_Get( "tiltMove", "0", CVAR_ARCHIVE );
tiltFire = Cvar_Get( "tiltFire", "0", CVAR_ARCHIVE );
#ifdef VOLUMEHACK
volumeFireUp = Cvar_Get( "volumeFireUp", "0", 0 ); //gsh
volumeFireDown = Cvar_Get( "volumeFireDown", "0", 0 ); //gsh
volumeFireUpSetting = Cvar_Get( "volumeFireUpSetting", "1", CVAR_ARCHIVE ); //gsh // 1 = primary
volumeFireDownSetting = Cvar_Get( "volumeFireDownSetting", "0", CVAR_ARCHIVE ); //gsh // 0 = secondary
#endif
hudAlpha = Cvar_Get("hudAlpha", "1.0", CVAR_ARCHIVE); //gsh
music = Cvar_Get( "music", "1", CVAR_ARCHIVE );
tiltDeadBand = Cvar_Get( "tiltDeadBand", "0.08", CVAR_ARCHIVE );
tiltAverages = Cvar_Get( "tiltAverages", "3", CVAR_ARCHIVE );
cropSprites = Cvar_Get( "cropSprites", "1", 0 );
showTilt = Cvar_Get( "showTilt", "-1", 0 );
showTime = Cvar_Get( "showTime", "0", 0 );
blends = Cvar_Get( "blends", "1", 0 );
gunFrame = Cvar_Get( "gunFrame", "0", 0 );
slowAI = Cvar_Get( "slowAI", "0", 0 );
mapScale = Cvar_Get( "mapScale", "10", CVAR_ARCHIVE );
hideControls = Cvar_Get( "hideControls", "0", CVAR_ARCHIVE );
autoFire = Cvar_Get( "autoFire", "0", 0 );
g_version = Cvar_Get( "g_version", "1", CVAR_ARCHIVE );
//this call fixes the bug of crashed apps during sod map loads
//( it only occured on devices updated from ( 1.1 || 1.0 )->1.2 )
Cvar_Set( "g_version", "1" );
/* //if we don't preload the ogg files then we have faster start ups... gsh
// preload all the ogg FM synth sounds
Com_Printf( "before ogg preload: %i msec\n", Sys_Milliseconds() - start );
Sound_RegisterSound( "lsfx/001.wav" );
Sound_RegisterSound( "lsfx/003.wav" );
Sound_RegisterSound( "lsfx/008.wav" );
Sound_RegisterSound( "lsfx/009.wav" );
Sound_RegisterSound( "lsfx/012.wav" );
Sound_RegisterSound( "lsfx/023.wav" );
Sound_RegisterSound( "lsfx/028.wav" );
Sound_RegisterSound( "lsfx/030.wav" );
Sound_RegisterSound( "lsfx/031.wav" );
Sound_RegisterSound( "lsfx/033.wav" );
Sound_RegisterSound( "lsfx/034.wav" );
Sound_RegisterSound( "lsfx/035.wav" );
Sound_RegisterSound( "lsfx/036.wav" );
Sound_RegisterSound( "lsfx/037.wav" );
Sound_RegisterSound( "lsfx/038.wav" );
Sound_RegisterSound( "lsfx/040.wav" );
Sound_RegisterSound( "lsfx/045.wav" );
Sound_RegisterSound( "lsfx/061.wav" );
Sound_RegisterSound( "lsfx/062.wav" );
Sound_RegisterSound( "lsfx/064.wav" );
Sound_RegisterSound( "lsfx/069.wav" );
Sound_RegisterSound( "lsfx/076.wav" );
Sound_RegisterSound( "lsfx/078.wav" );
Sound_RegisterSound( "lsfx/080.wav" );
Sound_RegisterSound( "lsfx/085.wav" );
Sound_RegisterSound( "lsfx/086.wav" );*/
// these should get overwritten by LoadTheGame
memset( &currentMap, 0, sizeof( currentMap ) );
currentMap.skill = 1;
currentMap.episode = 0;
HudSetForScheme( 0 );
Com_Printf( "before LoadTheGame: %i msec\n", Sys_Milliseconds() - start );
if ( !LoadTheGame() ) {
PL_NewGame( &Player );
iphoneStartMap( currentMap.episode, currentMap.map, currentMap.skill );
HudSetForScheme( 0 );
}
// always start at main menu
menuState = IPM_MAIN;
// Start menu music
iphoneInitMenuMusic();
iphoneStartMenuMusic();
Com_Printf( "startup time: %i msec\n", Sys_Milliseconds() - start );
}
/*
===================
iphoneStartGameplay
Loads the saved game if there is one, otherwise starts a new game.
===================
*/
void iphoneStartGameplay() {
}
/*
===================
iphonePreloadBeforePlay
This could all be done at startup, but moving a bit of the delay
to after pressing the resume button works a little better.
===================
*/
void iphonePreloadBeforePlay() {
int start = Sys_Milliseconds();
// the texnums might have been different in the savegame
HudSetTexnums();
// preload all the other game gui textures that might pop up
TM_FindTexture( "iphone/gold_key.tga", TT_Pic );
TM_FindTexture( "iphone/silver_key.tga", TT_Pic );
TM_FindTexture( "iphone/L_damage.tga", TT_Pic );
TM_FindTexture( "iphone/R_damage.tga", TT_Pic );
for ( int i = 0 ; i < 10 ; i++ ) {
char name[64];
sprintf( name, "iphone/%i.tga", i );
numberPics[i] = TM_FindTexture( name, TT_Pic );
}
for ( int i = 0 ; i < NUM_MUGSHOTS ; i++ ) {
TM_FindTexture( mugshotnames[ i ], TT_Pic );
}
Sound_RegisterSound( "sfx/001.wav" );
Sound_RegisterSound( "sfx/002.wav" );
Sound_RegisterSound( "sfx/007.wav" );
Sound_RegisterSound( "sfx/010.wav" );
Sound_RegisterSound( "sfx/011.wav" );
Sound_RegisterSound( "sfx/012.wav" );
Sound_RegisterSound( "sfx/013.wav" );
Sound_RegisterSound( "sfx/015.wav" );
Sound_RegisterSound( "sfx/022.wav" );
Sound_RegisterSound( "sfx/024.wav" );
Sound_RegisterSound( "sfx/025.wav" );
Sound_RegisterSound( "sfx/026.wav" );
Sound_RegisterSound( "sfx/027.wav" );
Sound_RegisterSound( "sfx/035.wav" );
Sound_RegisterSound( "sfx/037.wav" );
Sound_RegisterSound( "sfx/046.wav" );
Sound_RegisterSound( "sfx/049.wav" );
Sound_RegisterSound( "sfx/071.wav" );
Sound_RegisterSound( "sfx/074.wav" );
Sound_RegisterSound( "sfx/076.wav" );
Sound_RegisterSound( "sfx/086.wav" );
Sound_RegisterSound( "sfx/088.wav" );
Sound_RegisterSound( "sfx/105.wav" );
Sound_RegisterSound( "sfx/107.wav" );
Com_Printf( "preloadBeforePlay(): %i msec\n", Sys_Milliseconds() - start );
}
/*
==================
iphoneWriteConfig
==================
*/
void iphoneWriteConfig( void ) {
FILE *fp;
char path[ MAX_OSPATH];
cvar_t *var;
char buffer[1024];
my_snprintf( path, sizeof( path ), "%s/config.cfg", iphoneDocDirectory );
fp = fopen( path, "w" );
if( ! fp ) {
Com_Printf( "Could not write config.cfg.\n" );
return;
}
// write out commands to set the archived cvars
for( var = cvar_vars ; var ; var = var->next ) {
if( var->flags & CVAR_ARCHIVE ) {
my_snprintf( buffer, sizeof( buffer ), "set %s \"%s\"\n", var->name, var->string );
fprintf( fp, "%s", buffer );
Com_Printf( "%s", buffer );
}
}
fclose( fp );
}
/*
==================
iphoneShutdown
Save the game at this position
==================
*/
void iphoneShutdown() {
Sound_StopAllSounds();
//Sound_StopBGTrack();
iphoneWriteConfig();
SaveTheGame();
//exit( 0 );
}