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MapleStory.cpp
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MapleStory.cpp
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//////////////////////////////////////////////////////////////////////////////////
// This file is part of the continued Journey MMORPG client //
// Copyright (C) 2015-2019 Daniel Allendorf, Ryan Payton //
// //
// This program is free software: you can redistribute it and/or modify //
// it under the terms of the GNU Affero General Public License as published by //
// the Free Software Foundation, either version 3 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 Affero General Public License for more details. //
// //
// You should have received a copy of the GNU Affero General Public License //
// along with this program. If not, see <https://www.gnu.org/licenses/>. //
//////////////////////////////////////////////////////////////////////////////////
#include "Gameplay/Stage.h"
#include "IO/UI.h"
#include "IO/Window.h"
#include "Net/Session.h"
#include "Util/HardwareInfo.h"
#include "Util/ScreenResolution.h"
#ifdef USE_NX
#include "Util/NxFiles.h"
#else
#include "Util/WzFiles.h"
#endif
namespace ms
{
Error init()
{
if (Error error = Session::get().init())
return error;
#ifdef USE_NX
if (Error error = NxFiles::init())
return error;
#else
if (Error error = WzFiles::init())
return error;
#endif
if (Error error = Window::get().init())
return error;
if (Error error = Sound::init())
return error;
if (Error error = Music::init())
return error;
Char::init();
DamageNumber::init();
MapPortals::init();
Stage::get().init();
UI::get().init();
return Error::NONE;
}
void update()
{
Window::get().check_events();
Window::get().update();
Stage::get().update();
UI::get().update();
Session::get().read();
}
void draw(float alpha)
{
Window::get().begin();
Stage::get().draw(alpha);
UI::get().draw(alpha);
Window::get().end();
}
bool running()
{
return Session::get().is_connected()
&& UI::get().not_quitted()
&& Window::get().not_closed();
}
void loop()
{
Timer::get().start();
int64_t timestep = Constants::TIMESTEP * 1000;
int64_t accumulator = timestep;
int64_t period = 0;
int32_t samples = 0;
bool show_fps = Configuration::get().get_show_fps();
while (running())
{
int64_t elapsed = Timer::get().stop();
// Update game with constant timestep as many times as possible.
for (accumulator += elapsed; accumulator >= timestep; accumulator -= timestep)
update();
// Draw the game. Interpolate to account for remaining time.
float alpha = static_cast<float>(accumulator) / timestep;
draw(alpha);
if (show_fps)
{
if (samples < 100)
{
period += elapsed;
samples++;
}
else if (period)
{
int64_t fps = (samples * 1000000) / period;
LOG(LOG_INFO, "FPS: " << fps);
period = 0;
samples = 0;
}
}
}
Sound::close();
}
void start()
{
// Initialize and check for errors
if (Error error = init())
{
const char* message = error.get_message();
const char* args = error.get_args();
bool can_retry = error.can_retry();
if (args && args[0])
LOG(LOG_ERROR, message << args);
else
LOG(LOG_ERROR, message);
if (can_retry)
LOG(LOG_INFO, "Enter 'retry' to try again.");
std::string command;
std::cin >> command;
if (can_retry && command == "retry")
start();
}
else
{
loop();
}
}
}
#ifdef _DEBUG
int main()
#else
int APIENTRY WinMain(HINSTANCE hInst, HINSTANCE hInstPrev, PSTR cmdline, int cmdshow)
#endif
{
ms::HardwareInfo();
ms::ScreenResolution();
ms::start();
return 0;
}