Show Myriad.cpp syntax highlighted
/**
**************************************************************************************
*Palisma - Secrets of the Illuminati is an open-source 2D RPG *
*Copyright (C) 2006, Tony Sparks *
* *
*This library is free software; you can redistribute it and/or *
*modify it under the terms of the GNU Lesser General Public *
*License as published by the Free Software Foundation; either *
*version 2.1 of the License, or (at your option) any later version. *
* *
*This library 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 *
*Lesser General Public License for more details. *
* *
*You should have received a copy of the GNU Lesser General Public *
*License along with this library; if not, write to the Free Software *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
**************************************************************************************
*/
// Myriad.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include "myriad.h"
#include <stdio.h>
#include <time.h>
Kernel* g_kernel = NULL;
/**
===========================
Init each subsystem and add them to
the engine
===========================
*/
void SetupEngine()
{
/**
======================================
Add initial game states
======================================
*/
Console* g_console = new Console();
CMMPointer<Cvars> cvars = new Cvars();
// NOTE - some what of a hack, we need to register
// the input system before init'n the console
// Make the Input subsystem
CMMPointer<IInput> g_inputMngr = new Input();
g_kernel->AddProcess( CMMPointer<IProcess> (g_inputMngr) );
g_kernel->SetInput( g_inputMngr );
// register cvars
cvars->Init();
g_console->Init();
// The game manager init's the state
g_console->SetName("Console");
g_console->SetActive( true );
// Set the Kernels subsystems
g_kernel->SetConsole( g_console );
g_kernel->SetCvars( cvars );
g_console->Print( (_PROGRAM_ + _VERSION_ + "-- "+ _OS_ + "-- "+ __DATE__+ " " + " " __TIME__ ).c_str() );
CMMPointer<Resource> resource = new Resource();
g_kernel->SetResource( resource );
// now initialize the input system
g_inputMngr->Init();
g_inputMngr->SetPriority( HIGH_PRIORITY+1 );
g_inputMngr->SetKill( false );
// Read in the Config file
g_console->Print("Loading config.cfg file...");
g_console->Exec("exec config.cfg");
g_console->SetLog ( (bool)cvars->GetFloatValue("logger") );
g_console->Print("Adding subsystems...");
/*-----------------------------------------------
Check for input type
------------------------------------------------*/
if ( cvars->GetFloatValue("i_joystick") )
g_inputMngr->EnableJoystick();
g_console->Print("Initializing scripting engine...");
CMMPointer<ScriptEngine> scriptEngine = new LuaEngine();
if ( scriptEngine->Init() )
g_console->Print("Error loading scripting engine -> %s", scriptEngine->GetImplementation().c_str() );
else {
g_console->Print("Scripting engine initialized!");
g_console->Print( ("-- " + scriptEngine->GetImplementation() + " --").c_str() );
g_kernel->SetScriptEngine( CMMPointer<ScriptEngine>(scriptEngine) );
}
// Add the sound subsystem
if ( cvars->GetFloatValue( "s_sound" ) )
{
CMMPointer<ISound> soundMng = new SoundManager;
soundMng->Init();
soundMng->SetPriority( MED_PRIORITY );
soundMng->SetKill( false );
g_kernel->AddProcess( CMMPointer<IProcess> (soundMng) );
g_kernel->SetSound( soundMng );
g_console->Print( "Sound System online..." );
}
// Game
CMMPointer<GameManager> g_gameMngr = new GameManager();
g_gameMngr->Init();
g_gameMngr->SetPriority( HIGH_PRIORITY );
g_gameMngr->SetKill( false );
// Now add it to the kernel
g_kernel->AddProcess( CMMPointer<IProcess> (g_gameMngr) );
g_console->Print("GameManager online!");
// Make Renderer the least priority
CMMPointer<IRenderManager> g_renderMngr = new RenderManager();
g_renderMngr->Init();
g_renderMngr->SetPriority( LOW_PRIORITY );
g_renderMngr->SetKill( false );
g_kernel->AddProcess( CMMPointer<IProcess> (g_renderMngr) );
g_kernel->SetGame( g_gameMngr );
g_kernel->SetRenderer( g_renderMngr );
g_console->Print("Renderer online!");
// Create the console view
IGameStateView* con_view = new ConsoleView(g_console);
con_view->SetZOrder( ZTOP_MOST+20 );
con_view->SetActive( true );
// Add the console to the game
g_kernel->GetGame()->AddState( g_console, con_view );
/*----------------------------------------------------
Add the In Game State
-----------------------------------------------------*/
IGameState* ingame = new InGameState;
ingame->SetActive( true );
IGameStateView* inGameView = new InGameStateView;
// Add the InGameState to the game
inGameView->SetZOrder( ZBOTTOM_MOST );
g_kernel->GetGame()->AddState( ingame, inGameView );
/*----------------------------------------------------
Add the Dialog state
-----------------------------------------------------*/
// dialog box -- TEMP make GameManager have instances of these
IGameState* dialogState = new DialogState;
IGameStateView* dialogView = new DialogBoxView;
dialogView->SetZOrder( ZTOP_MOST );
g_kernel->GetGame()->AddState( dialogState, dialogView );
g_kernel->GetConsole()->Exec( ("run " + cvars->GetStringValue( "startscript" ) ).c_str() );
// TEMP Load a default scene
//g_kernel->GetResource()->LoadArchive( "game01.zip" );
//g_console->Exec( "map_change maps/map01.map" );
//g_kernel->GetGame()->PushState( "InGameState", true );
}
// Engine entry point
int _tmain(int argc, _TCHAR* argv[])
{
g_kernel = new Kernel();
// Init engine
if ( !g_kernel->Init() )
{
/**
* Init all engine subsystems
*/
SetupEngine();
// Run processes
g_kernel->Execute();
}
// savely shutdown
g_kernel->Shutdown();
//clean up any remaining unreleased objects
//IMMObject::CollectRemainingObjects(true);
// delete the engine
if ( g_kernel )
delete g_kernel;
return 0;
}
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