Definition in file Main.cpp.
#include "WinMainSelector.h"
#include "Network.h"
#include "GameConfig.h"
#include "EconData.h"
#include "BattleUnitData.h"
#include "Sound.h"
#include "Typer.h"
#include "..\AEngine\AEngine.h"
#include "Overhead.h"
#include "MainFuncs.h"
#include <time.h>
Include dependency graph for Main.cpp:

Go to the source code of this file.
Defines | |
| #define | _FULLSCREEN |
Functions | |
| void | main_init () |
| void | main_shutdown () |
| void | main_update () |
| void | main_render () |
| INT WINAPI | WinMain (HINSTANCE hInst, HINSTANCE, LPSTR, INT) |
| The main function that Windows calls to get it all going. | |
Variables | |
| int | mode |
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Definition at line 51 of file Main.cpp. References Singleton< Sound >::getObj(), Sound::init(), NetworkSubsystem::loadNetworkData(), stripComments(), switchToSponsor(), sys_enableConsoleLog(), sys_setSkipRate(), sys_showConsole(), time, and UINT.
00052 {
00053 //Turn on memory leak detection when in a debug build
00054 int tmp = _CrtSetDbgFlag(_CRTDBG_REPORT_FLAG);
00055 _CrtSetDbgFlag ( tmp | _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
00056 switchToSponsor();
00057 Globals::artWork = new Globals::ArtWork();
00058 sys_setSkipRate(0);
00059
00060 // unique name console log file
00061 time_t t;
00062 tm *pTime;
00063 time(&t);
00064 pTime = localtime(&t);
00065 string filename = string(asctime(pTime));
00066 for( UINT i=0; i<filename.length(); i++ )
00067 if( filename[i]==':' ) filename[i] = '-';
00068 else if( filename[i]==' ' ) filename[i] = '_';
00069 filename = "console_" + filename.substr(0,filename.length()-1) + ".log";
00070 char s[1024];
00071 strcpy(s,filename.c_str());
00072 sys_enableConsoleLog( filename );
00073
00074 sys_showConsole(false);
00075 ifstream in("sounds.txt"); // sound system
00076 if(!in) Error("sounds.txt not found");
00077 ostringstream fileDump;
00078 fileDump << in.rdbuf();
00079 Sound::getObj().init(istringstream(stripComments(fileDump.str())));
00080 #if 0 /*If you want to load a log file to replay a game do it here*/
00081 ifstream loadGame("test.log");
00082 if(!loadGame) Error("test.log not found");
00083 NetworkSubsystem::loadNetworkData(loadGame);
00084 #endif
00085 }
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Definition at line 167 of file Main.cpp. References Overhead::overhead_render(), renderCredit(), renderMainMenu(), renderMultiplayMenu(), and renderSponsor().
00168 {
00169 switch(mode)
00170 {
00171 case MainModes::mainMenu :
00172 renderMainMenu();
00173 break;
00174
00175 case MainModes::multiplayMenu :
00176 renderMultiplayMenu();
00177 break;
00178
00179 case MainModes::overhead :
00180 overhead_render();
00181 break;
00182
00183 case MainModes::credit :
00184 renderCredit();
00185 break;
00186
00187 case MainModes::sponsor :
00188 renderSponsor();
00189 break;
00190 }
00191 }
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Definition at line 87 of file Main.cpp. References Overhead::overhead_shutdown().
00088 {
00089 overhead_shutdown();
00090 }
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Definition at line 92 of file Main.cpp. References Overhead::overhead_update(), updateCredit(), updateMainMenu(), updateMultiplayMenu(), and updateSponsor().
00093 {
00094 /*
00095 static bool first=true;
00096 if(first)
00097 {
00098 first = false;
00099 Vec3D num( 0.3456f, 0.5435f, 324.343f );
00100 Vec3D num2( 0.3456f, 0.5435f, 324.343f );
00101 Vec3D adder( 0.043f, 6.72f, 0.03443f );
00102 Vec3D adder2( 0.128f, 1.32f, 0.89033f );
00103 FLOAT mult[4] = { 0.534f, 1.134f, 0.859f, 0.345f };
00104 FLOAT num3 = 0.0f;
00105 for( int i=0; i<10000; i++ )
00106 {
00107 num = num*mult[i%4] + adder + adder2*cosf(mult[i%4]*0.0123809f)*atan2f(mult[(i+1)%4],0.342f);
00108 num.x += absf(cosf(mult[i%4]*i));
00109 num2 += math_translateObjectToWorld( Vec3D(0.32432f,1.423f,0.21391f), Vec3D(mult[i%4],0,0), Vec3D(23.4233f,mult[i%4],0.234f) );
00110 num3 += sqrtf((10001-i)*1.0f/10000.0f);
00111 }
00112
00113 sys_console() << num.x << ' ' << num.y << ' ' << num.z << endl;
00114 sys_console() << num2.x << ' ' << num2.y << ' ' << num2.z << endl;
00115 sys_console() << num3 << endl;
00116
00117 Vec2D a(4820.858099454f,809.8509438f);
00118 Vec2D b(8.850394f,1.8403985f);
00119 sys_console() << D3DXVec2CCW(&a,&b) << endl;
00120
00121 for( int i=0; i<100; i++ )
00122 for( int j=0; j<100; j++ )
00123 {
00124 FLOAT f1 = i * 12.3248324092384f - j * 2.4820938433f;
00125 FLOAT f2 = (i+j)*9.72398497f - i*j*3.3428230984f;
00126 sys_console() << sinf(f1) << ' ' << cosf(f2) << ' ' << tanf(f1) << ' ' << sqrtf(f2) << ' ' << atan2f(f1,f2)
00127 << ' ' << atan2f(f2,f1) << ' ' << absf(f1) << ' ' << absf(f2) << endl;
00128 Vec2D a(f1,f2);
00129 Vec2D b(f1-f2,f2+f1*f1);
00130 sys_console() << D3DXVec2CCW(&a,&b) << endl;
00131
00132 Vec3D v(f1,f2,f1*f2);
00133 sys_console() << D3DXVec3Length(&v) << ' ';
00134
00135 Vec3D v2(f1*i+f2*j,f2-f1,f1*f1);
00136 sys_console() << math_getDir(v,v2) << ' ';
00137 sys_console() << math_deltaDir(f2,f1*f1) << ' ';
00138 }
00139
00140 }
00141 */
00142
00143 switch(mode)
00144 {
00145 case MainModes::mainMenu :
00146 updateMainMenu();
00147 break;
00148
00149 case MainModes::multiplayMenu :
00150 updateMultiplayMenu();
00151 break;
00152
00153 case MainModes::overhead :
00154 overhead_update();
00155 break;
00156
00157 case MainModes::credit :
00158 updateCredit();
00159 break;
00160
00161 case MainModes::sponsor :
00162 updateSponsor();
00163 break;
00164 }
00165 }
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The main function that Windows calls to get it all going.
Definition at line 195 of file Main.cpp. References sys_go(), sys_init(), sys_setInitFunc(), sys_setRenderFunc(), sys_setShutdownFunc(), and sys_setUpdateFunc().
00196 {
00197 #if defined _FULLSCREEN
00198 sys_init(hInst,1024,768,32,true);
00199 #else
00200 sys_init(hInst,1024,768,32,false);
00201 #endif
00202 sys_setInitFunc(main_init);
00203 sys_setShutdownFunc(main_shutdown);
00204 sys_setUpdateFunc(main_update);
00205 sys_setRenderFunc(main_render);
00206 sys_go();
00207 return 0;
00208 }
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1.3-rc2