/** \file * Game Develop * 2008-2012 Florian Rival (Florian.Rival@gmail.com) */ #include #include #include #include #include #include #if defined(__GNUC__) #include #endif #include "GDL/CommonTools.h" #include "GDL/OpenSaveGame.h" #include "GDL/RuntimeScene.h" #include "GDL/RessourcesLoader.h" #include "GDL/FontManager.h" #include "GDL/SoundManager.h" #include "GDL/OpenSaveLoadingScreen.h" #include "GDL/SceneNameMangler.h" #include "GDL/Game.h" #include "GDL/RuntimeGame.h" #include "GDL/EventsExecutionEngine.h" #include "GDL/ExtensionsManager.h" #include "GDL/ExtensionsLoader.h" #include "GDL/DynamicExtensionsManager.h" #include "CompilationChecker.h" #include "GDL/Log.h" #include "GDL/AES.h" #include #include #include using namespace std; std::string GetCurrentWorkingDirectory(); int main( int argc, char *p_argv[] ) { GDLogBanner(); //Get executable location string fullExecutablePath; if ( *p_argv[0] != '/' ) { fullExecutablePath += GetCurrentWorkingDirectory(); fullExecutablePath += "/"; } fullExecutablePath += p_argv[0]; string executablePath = fullExecutablePath.substr( 0, fullExecutablePath.find_last_of( "/" ) ); string executableFilename = fullExecutablePath.find_last_of( "/" ) < fullExecutablePath.length() ? fullExecutablePath.substr( fullExecutablePath.find_last_of( "/" ), fullExecutablePath.length() ) : ""; // For linux, make the executable dir the current working directory #ifdef LINUX chdir( executablePath.c_str() ); #endif //Check GDL version CompilationChecker::EnsureCorrectGDLVersion(); //Load extensions GDpriv::ExtensionsLoader * extensionsLoader = GDpriv::ExtensionsLoader::GetInstance(); extensionsLoader->SetExtensionsDir("./"); extensionsLoader->LoadAllStaticExtensionsAvailable(); #if !defined(GD_NO_DYNAMIC_EXTENSIONS) GDpriv::DynamicExtensionsManager::GetInstance()->LoadDynamicExtension("dynext.dxgd"); #endif //Load game RessourcesLoader * exeGD = RessourcesLoader::GetInstance(); if ( !exeGD->SetExeGD( executablePath+"/"+executableFilename.substr(0, executableFilename.length()-4)+".egd" ) && !exeGD->SetExeGD( executablePath+"/gam.egd" ) ) { std::cout << "Failed to properly load executable." << std::endl; return EXIT_FAILURE; } RuntimeGame game; //Display optional loading screen OpenSaveLoadingScreen openLS(game.loadingScreen); openLS.OpenFromString(exeGD->LoadPlainText( "loadingscreen" )); unsigned long style = 0; if ( game.loadingScreen.border ) style |= sf::Style::Titlebar; sf::RenderWindow loadingApp( sf::VideoMode( game.loadingScreen.width, game.loadingScreen.height, 32 ), "Chargement en cours...", style ); loadingApp.Show(game.loadingScreen.afficher); loadingApp.Clear( sf::Color( 100, 100, 100 ) ); boost::shared_ptr image = boost::shared_ptr(exeGD->LoadSFMLTexture( game.loadingScreen.imageFichier )); if ( !game.loadingScreen.smooth ) image->SetSmooth(false); sf::Sprite sprite( *image ); if ( game.loadingScreen.image ) { loadingApp.Draw( sprite ); } if ( game.loadingScreen.texte ) { sf::Text Chargement( game.loadingScreen.texteChargement, *FontManager::GetInstance()->GetFont("") ); Chargement.SetPosition( game.loadingScreen.texteXPos, game.loadingScreen.texteYPos ); loadingApp.Draw( Chargement ); } loadingApp.Display(); OpenSaveGame openGame( game ); { cout << "Getting src file size..." << endl; int fsize = exeGD->GetBinaryFileSize( "src" ); // round up (ignore pad for here) int size = (fsize+15)&(~15); cout << "Getting src raw data..." << endl; char * ibuffer = exeGD->LoadBinaryFile( "src" ); char * obuffer = new char[size]; AES crypt; crypt.SetParameters(192); unsigned char key[] = "-P:j$4t&OHIUVM/Z+u4DeDP."; crypt.StartDecryption(key); crypt.Decrypt(reinterpret_cast(ibuffer),reinterpret_cast(obuffer),size/16); string uncryptedSrc = obuffer; delete [] obuffer; cout << "Loading game info..." << endl; openGame.OpenFromString(uncryptedSrc); } if ( game.scenes.empty() ) { std::cout << "No scene to be loaded." << std::endl; return EXIT_FAILURE; } //LLVM stuff cout << "Initializing LLVM/Clang..." << endl; EventsExecutionEngine::EnsureLLVMTargetsInitialization(); cout << "Loading required dynamic libraries..." << endl; EventsExecutionEngine::LoadDynamicLibraries(); //Loading first scene bitcode if ( !game.scenes[0]->compiledEventsExecutionEngine->LoadFromLLVMBitCode(exeGD->LoadBinaryFile( "GDpriv"+SceneNameMangler::GetMangledSceneName(game.scenes[0]->GetName())+".ir" ), exeGD->GetBinaryFileSize( "GDpriv"+SceneNameMangler::GetMangledSceneName(game.scenes[0]->GetName())+".ir" )) ) { std::cout << "Unable to load bitcode from " << "GDpriv"+SceneNameMangler::GetMangledSceneName(game.scenes[0]->GetName())+".ir" << std::endl; return EXIT_FAILURE; } #if defined(WINDOWS) //Handle special argument to change working directory if ( argc >= 2 && std::string(p_argv[1]).size() > 5 && std::string(p_argv[1]).substr(0, 5) == "-cwd=" ) { std::string newWorkingDir = std::string(p_argv[1]).substr(5, std::string::npos); cout << "Changing working directory to " << newWorkingDir << endl; chdir(newWorkingDir.c_str()); } #endif //Initialize image manager and load always loaded images game.imageManager->SetGame( &game ); game.imageManager->LoadPermanentImages(); loadingApp.Close(); //Fenêtre de jeu sf::RenderWindow window; window.SetFramerateLimit( game.maxFPS ); window.EnableVerticalSync( game.verticalSync ); RuntimeScene scenePlayed(&window, &game); if ( !scenePlayed.LoadFromScene( *game.scenes[0] ) ) std::cout << "Unable to load first scene." << std::endl; window.Create( sf::VideoMode( game.windowWidth, game.windowHeight, 32 ), scenePlayed.title, sf::Style::Close ); window.SetActive(true); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); glClearDepth(1.f); // Setup a perspective projection glMatrixMode(GL_PROJECTION); glLoadIdentity(); double windowRatio = static_cast(window.GetWidth())/static_cast(window.GetHeight()); gluPerspective(scenePlayed.oglFOV, windowRatio, scenePlayed.oglZNear, scenePlayed.oglZFar); //Boucle de jeu while ( scenePlayed.running ) { int returnCode = scenePlayed.RenderAndStep(1); if ( returnCode == -2 ) //Quitter le jeu scenePlayed.running = false; else if ( returnCode != -1 ) //Changer de scènes { RuntimeScene newScenePlayed(&window, &game); scenePlayed = newScenePlayed; //Clear the scene if ( !game.scenes[returnCode]->compiledEventsExecutionEngine->Ready() && !game.scenes[returnCode]->compiledEventsExecutionEngine->LoadFromLLVMBitCode(exeGD->LoadBinaryFile( "GDpriv"+SceneNameMangler::GetMangledSceneName(game.scenes[returnCode]->GetName())+".ir" ), exeGD->GetBinaryFileSize( "GDpriv"+SceneNameMangler::GetMangledSceneName(game.scenes[returnCode]->GetName())+".ir" )) ) { std::cout << "Unable to load bitcode from " << "GDpriv"+SceneNameMangler::GetMangledSceneName(game.scenes[returnCode]->GetName())+".ir" << std::endl; return EXIT_FAILURE; } if ( !scenePlayed.LoadFromScene( *game.scenes[returnCode] ) ) std::cout << "Scene loading failed!" << std::endl; } } SoundManager * soundManager = SoundManager::GetInstance(); soundManager->DestroySingleton(); FontManager * fontManager = FontManager::GetInstance(); fontManager->DestroySingleton(); return EXIT_SUCCESS; } /** * Retrieve current working directory */ std::string GetCurrentWorkingDirectory() { char path[2048]; getcwd(path, 2048); if ( path == NULL ) return ""; return path; }