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/*
 * main.c
 *
 * Where it all begins
 *
 * (c) 2008 Thomas White <taw27@cam.ac.uk>
 *
 *  thrust3d - a silly game
 *
 */

#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

#include <stdlib.h>
#include <unistd.h>
#include <SDL.h>
#include <gl.h>
#include <glu.h>

#include "types.h"
#include "model.h"
#include "game.h"
#include "render.h"
#include "physics.h"
#include "utils.h"

int main(int argc, char *argv[]) {

	SDL_Event event;
	int finished;
	SDL_Surface *screen;
	int width, height;
	
	/* SDL initial setup */
	if ( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) < 0 ) {
		fprintf(stderr, "Couldn't initialise SDL: %s\n", SDL_GetError());
		return 1;
	}
	atexit(SDL_Quit);
	
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	
	width = 1680;  height = 1050;
	width=640;height=480;
	screen = SDL_SetVideoMode(width, height, 16, SDL_OPENGL);// | SDL_FULLSCREEN);
	if ( screen == NULL ) {
		width = 1280;  height = 1024;
		screen = SDL_SetVideoMode(width, height, 16, SDL_OPENGL | SDL_FULLSCREEN);
		if (screen == NULL) {
			fprintf(stderr, "Couldn't set video mode: %s\n", SDL_GetError());
			SDL_Quit();
			return 1;
		}
	}
	
	SDL_WM_SetCaption("Thrust3D", "Thrust3D");
	SDL_ShowCursor(SDL_DISABLE);
	
	/* World setup */
	Game *game;
	game = game_new(width, height);
	
	/* Main loop */
	finished = 0;
	while ( !finished ) {
		SDL_PollEvent(&event);
		switch ( event.type ) {
			case SDL_KEYDOWN :
				if ( !game->paused ) {
					if ( event.key.keysym.sym == SDLK_SPACE ) game->thrusting = 1;
					if ( event.key.keysym.sym == SDLK_LEFT ) game->turn_left = 1;
					if ( event.key.keysym.sym == SDLK_RIGHT ) game->turn_right = 1;
					if ( event.key.keysym.sym == SDLK_UP ) game->forward = 1;
					if ( event.key.keysym.sym == SDLK_DOWN ) game->reverse = 1;
				}
				if ( event.key.keysym.sym == SDLK_p ) game_pause(game);
				if ( event.key.keysym.sym == SDLK_q ) finished = 1;
				break;
			case SDL_KEYUP :
				if ( !game->paused ) {
					if ( event.key.keysym.sym == SDLK_SPACE ) game->thrusting = 0;
					if ( event.key.keysym.sym == SDLK_LEFT ) game->turn_left = 0;
					if ( event.key.keysym.sym == SDLK_RIGHT ) game->turn_right = 0;
					if ( event.key.keysym.sym == SDLK_UP ) game->forward = 0;
					if ( event.key.keysym.sym == SDLK_DOWN ) game->reverse = 0;
				}
				if ( event.key.keysym.sym == SDLK_p ) game->pause_rel = 1;
				break;
			case SDL_VIDEOEXPOSE :
				/* Don't bother redrawing if not paused - not long to wait! */
				if ( game->paused ) render_draw(game);
				break;
			case SDL_QUIT :
				finished = 1;
				break;
		}
		if ( !game->paused ) {
			physics_step(game);
			render_draw(game);
		}
		
		printf("%+7.4f %+7.4f %+7.4f    %+5.1f deg   %+7.5f %+7.5f %+7.5f     %2i %2i %2i   %3i   %3i fps\r",
						      game->lander->x, game->lander->y, game->lander->z,
						      rad2deg(game->lander->yaw), game->lander->vx, game->lander->vy, game->lander->vz,
						      game->cur_room_x, game->cur_room_y, game->cur_room_z, game->num_rooms, game->render->fps);
		fflush(stdout);
		
		/* Attempt to hold output FPS close to 100 */
		if ( (!game->frame_delay_fiddled) && (game->render->fps < 90) ) {
			game->frame_delay -= game->frame_delay/20;
			game->frame_delay_fiddled = 1;
		}
		if ( (!game->frame_delay_fiddled) && (game->render->fps > 110) ) {
			game->frame_delay += game->frame_delay/20;
			game->frame_delay_fiddled = 1;
		}
		
		/* Sleep for a bit to avoid hogging the CPU. */
		usleep(game->frame_delay);
		
	}
	
	render_shutdown(game->render);
	SDL_Quit();
	
	printf("\n");
	
	return 0;

}