/* $Id: sgp.c,v 1.4 2004/03/19 06:16:04 digicrab Exp $ */ //its test what doeas it do? #ifdef JA2_PRECOMPILED_HEADERS #include "JA2 SGP ALL.H" #include "JA2 Splash.h" #include "utilities.h" #elif defined( WIZ8_PRECOMPILED_HEADERS ) #include "WIZ8 SGP ALL.H" #else #include "types.h" #include #include #include #include #include "sgp.h" #include "RegInst.h" #include "vobject.h" #include "font.h" #include "local.h" #include "Fileman.h" #include "input.h" #include "Random.h" #include "gameloop.h" #include "soundman.h" #ifdef JA2 #include "JA2 Splash.h" #include "Timer Control.h" #endif #if !defined( JA2 ) && !defined( UTIL ) #include "GameData.h" // for MoveTimer() [Wizardry specific] #endif #include "LibraryDataBase.h" #include "utilities.h" #endif #include "GameSettings.h" #include "input.h" #include "zmouse.h" #include #include #include #include #include #include #include #include #include "sgp_logger.h" #include "Text.h" #include "LocalizedStrings.h" #include "ExportStrings.h" #include "ImportStrings.h" #define USE_CONSOLE 0 #include #include #include "INIReader.h" #include "Console.h" #include "Lua Interpreter.h" #include "connect.h" #include "english.h" #ifdef JA2 #include "BuildDefines.h" #include "Intro.h" #endif #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif static void MAGIC(std::string const& aarrrrgggh = "") {} static bool s_VfsIsInitialized = false; static std::list vfs_config_ini; static bool s_DebugKeyboardInput = false; static vfs::Path s_CodePage; static vfs::FileLogger *vfslog = NULL; int iWindowedMode; void SHOWEXCEPTION(sgp::Exception& ex) { try { _ExceptionMessage(ex); } catch(sgp::Exception &ex2) { SGP_ERROR(ex2.what()); exit(0); } } void SHOWEXCEPTION(vfs::Exception& ex) { try { _ExceptionMessage(ex); } catch(vfs::Exception &ex2) { SGP_ERROR(ex2.what()); exit(0); } } #define HANDLE_FATAL_ERROR \ catch(sgp::Exception &ex){ \ SGP_ERROR(ex.what()); \ FatalError((const STR8)ex.what()); \ exit(0); } \ catch(vfs::Exception &ex){ \ SGP_ERROR(ex.what()); \ FatalError((const STR8)ex.getExceptionString().utf8().c_str()); \ exit(0); } \ catch(std::exception &ex){ \ SGP_ERROR(ex.what()); \ FatalError((const STR8)ex.what()); \ exit(0); } \ catch(const char* msg){ \ SGP_ERROR(msg); \ FatalError((const STR8)msg); \ exit(0); } \ catch(...){ \ SGP_ERROR("Caught undefined exception"); \ FatalError("Caught undefined exception"); \ exit(0); } extern UINT32 MemDebugCounter; #ifdef JA2 extern BOOLEAN gfPauseDueToPlayerGamePause; extern int iScreenMode; extern BOOL bScreenModeCmdLine; #endif extern BOOLEAN CheckIfGameCdromIsInCDromDrive(); extern void QueueEvent(UINT16 ubInputEvent, UINT32 usParam, UINT32 uiParam); // Prototype Declarations INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam); BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow); void ShutdownStandardGamingPlatform(void); void GetRuntimeSettings( ); INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam); void CreateStandardGamingPlatform(HWND hWindow); void SafeSGPExit(void); static bool CallGameLoop(bool wait); static CRITICAL_SECTION gcsGameLoop; int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow); #if USE_CONSOLE Console g_Console("", "", "Lua Console", "no"); #endif #if !defined(JA2) && !defined(UTILS) void ProcessCommandLine(CHAR8 *pCommandLine); BOOLEAN RunSetup(void); // Should the game immediately load the quick save at startup? BOOLEAN gfLoadAtStartup=FALSE; BOOLEAN gfUsingBoundsChecker=FALSE; CHAR8 *gzStringDataOverride=NULL; BOOLEAN gfCapturingVideo = FALSE; #endif #ifdef USE_VFS static void PopulateSectionFromCommandLine(vfs::PropertyContainer &oProps, vfs::String const& sSection); #endif HINSTANCE ghInstance; #ifdef JA2 void ProcessJa2CommandLineBeforeInitialization(CHAR8 *pCommandLine); #endif // Global Variable Declarations RECT rcWindow; POINT ptWindowSize; // moved from header file: 24mar98:HJH UINT32 giStartMem; //UINT8 gbPixelDepth; // redefintion... look down a few lines (jonathanl) // GLOBAL RUN-TIME SETTINGS UINT32 guiMouseWheelMsg; // For mouse wheel messages BOOLEAN gfApplicationActive; BOOLEAN gfProgramIsRunning; BOOLEAN gfGameInitialized = FALSE; //UINT32 giStartMem; // redefintion... look up a few lines (jonathanl) BOOLEAN gfDontUseDDBlits = FALSE; // There were TWO of them??!?! -- DB //CHAR8 gzCommandLine[ 100 ]; CHAR8 gzCommandLine[100]; // Command line given CHAR8 gzErrorMsg[2048]=""; BOOLEAN gfIgnoreMessages=FALSE; // GLOBAL VARIBLE, SET TO DEFAULT BUT CAN BE CHANGED BY THE GAME IF INIT FILE READ UINT8 gbPixelDepth = PIXEL_DEPTH; INT32 FAR PASCAL SyncWindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam) { INT32 retval; EnterCriticalSection(&gcsGameLoop); retval = WindowProcedure(hWindow, Message, wParam, lParam); LeaveCriticalSection(&gcsGameLoop); return retval; } bool s_bExportStrings = false; extern bool g_bUseXML_Strings;// = false; bool g_bUseXML_Structures = false; //bool g_bUseXML_Tilesets = false; #ifdef USE_VFS static vfs::Path sp_force_load_jsd_xml_file; #endif INT32 FAR PASCAL WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam) { static BOOLEAN fRestore = FALSE; if ( Message == WM_USER ) { FreeConsole(); return 0L; } BOOL visible = IsWindowVisible(hWindow); if(gfIgnoreMessages) return(DefWindowProc(hWindow, Message, wParam, lParam)); // ATE: This is for older win95 or NT 3.51 to get MOUSE_WHEEL Messages //if ( Message == guiMouseWheelMsg ) //{ // QueueEvent(MOUSE_WHEEL, wParam, lParam); // return( 0L ); //} switch(Message) { case WM_CLOSE: PostQuitMessage(0); break; /*dnl kick this out, because in input.sgp MouseHandler() hook has priority so it will process same event twice, someone force MouseHandler() hook to always return unhandled events status so what ever mouse event you process in WindowProcedure() be aware that this event is already occur in MouseHandler() (mouse clicks, move etc.) Probably this is done because when you lost focus even if you click back on window region this will not restore them, so need condition in MouseHandler to restore window focus // case WM_MOUSEWHEEL: // { // QueueEvent(MOUSE_WHEEL, wParam, lParam); // break; // } */ #ifdef JA2 case WM_MOVE: // if( 1==iScreenMode ) { GetClientRect(hWindow, &rcWindow); // Go ahead and clamp the client width and height rcWindow.right = SCREEN_WIDTH; rcWindow.bottom = SCREEN_HEIGHT; ClientToScreen(hWindow, (LPPOINT)&rcWindow); ClientToScreen(hWindow, (LPPOINT)&rcWindow+1); int xPos = (int)(short) LOWORD(lParam); int yPos = (int)(short) HIWORD(lParam); BOOL needchange = FALSE; if (xPos < 0) { xPos = 0; needchange = TRUE; } if (yPos < 0) { yPos = 0; needchange = TRUE; } if (needchange) { SetWindowPos( hWindow, NULL, xPos, yPos, 0, 0, SWP_NOSIZE | SWP_NOZORDER | SWP_SHOWWINDOW); } } break; case WM_GETMINMAXINFO: { MINMAXINFO *mmi = (MINMAXINFO*)lParam; mmi->ptMaxSize = ptWindowSize; mmi->ptMaxTrackSize = mmi->ptMaxSize; mmi->ptMinTrackSize = mmi->ptMaxSize; break; } #else case WM_MOUSEMOVE: break; case WM_SIZING: { LPRECT lpWindow; INT32 iWidth, iHeight, iX, iY; BOOLEAN fWidthByHeight=FALSE, fHoldRight=FALSE; lpWindow = (LPRECT) lParam; iWidth = lpWindow->right-lpWindow->left; iHeight = lpWindow->bottom-lpWindow->top; iX = (lpWindow->left + lpWindow->right)/2; iY = (lpWindow->top + lpWindow->bottom)/2; switch(wParam) { case WMSZ_BOTTOMLEFT: fHoldRight=TRUE; case WMSZ_BOTTOM: case WMSZ_BOTTOMRIGHT: if(iHeight < SCREEN_HEIGHT) { lpWindow->bottom=lpWindow->top+SCREEN_HEIGHT; iHeight=SCREEN_HEIGHT; } fWidthByHeight=TRUE; break; case WMSZ_TOPLEFT: fHoldRight=TRUE; case WMSZ_TOP: case WMSZ_TOPRIGHT: if(iHeight < SCREEN_HEIGHT) { lpWindow->top=lpWindow->bottom-SCREEN_HEIGHT; iHeight=SCREEN_HEIGHT; } fWidthByHeight=TRUE; break; case WMSZ_LEFT: if(iWidth < SCREEN_WIDTH) { lpWindow->left=lpWindow->right-SCREEN_WIDTH; iWidth = SCREEN_WIDTH; } break; case WMSZ_RIGHT: if(iWidth < SCREEN_WIDTH) { lpWindow->right=lpWindow->left+SCREEN_WIDTH; iWidth = SCREEN_WIDTH; } } // Calculate width as a factor of height if(fWidthByHeight) { iWidth = iHeight * SCREEN_WIDTH / SCREEN_HEIGHT; // lpWindow->left = iX - iWidth/2; // lpWindow->right = iX + iWidth / 2; if(fHoldRight) lpWindow->left = lpWindow->right - iWidth; else lpWindow->right = lpWindow->left + iWidth; } else // Calculate height as a factor of width { iHeight = iWidth * SCREEN_HEIGHT / SCREEN_WIDTH; // lpWindow->top = iY - iHeight/2; // lpWindow->bottom = iY + iHeight/2; lpWindow->bottom = lpWindow->top + iHeight; } /* switch(wParam) { case WMSZ_BOTTOM: case WMSZ_BOTTOMLEFT: case WMSZ_BOTTOMRIGHT: if(iHeight < SCREEN_HEIGHT) { lpWindow->bottom=lpWindow->top+SCREEN_HEIGHT; } } switch(wParam) { case WMSZ_TOP: case WMSZ_TOPLEFT: case WMSZ_TOPRIGHT: if(iHeight < SCREEN_HEIGHT) { lpWindow->top=lpWindow->bottom-SCREEN_HEIGHT; } } switch(wParam) { case WMSZ_BOTTOMLEFT: case WMSZ_LEFT: case WMSZ_TOPLEFT: if(iWidth < SCREEN_WIDTH) { lpWindow->left=lpWindow->right-SCREEN_WIDTH; } } switch(wParam) { case WMSZ_BOTTOMRIGHT: case WMSZ_RIGHT: case WMSZ_TOPRIGHT: if(iWidth < SCREEN_WIDTH) { lpWindow->right=lpWindow->left+SCREEN_WIDTH; } } */ } break; case WM_SIZE: { UINT16 nWidth = LOWORD(lParam); // width of client area UINT16 nHeight = HIWORD(lParam); // height of client area if(nWidth && nHeight) { switch(wParam) { case SIZE_MAXIMIZED: VideoFullScreen(TRUE); break; case SIZE_RESTORED: VideoResizeWindow(); break; } } } break; case WM_MOVE: { INT32 xPos = (INT32)LOWORD(lParam); // horizontal position INT32 yPos = (INT32)HIWORD(lParam); // vertical position } break; #endif case WM_SETCURSOR: SetCursor( NULL); return TRUE; case WM_TIMER: #ifdef LUACONSOLE PollConsole( ); #endif if (gfApplicationActive) { GameLoop(); } break; case WM_ACTIVATEAPP: switch(wParam) { case TRUE: // We are restarting DirectDraw if (fRestore == TRUE) { #ifdef JA2 RestoreVideoManager(); RestoreVideoSurfaces(); // Restore any video surfaces // unpause the JA2 Global clock if ( !gfPauseDueToPlayerGamePause ) { PauseTime( FALSE ); } #else if(!VideoInspectorIsEnabled()) { RestoreVideoManager(); RestoreVideoSurfaces(); // Restore any video surfaces } MoveTimer(TIMER_RESUME); #endif gfApplicationActive = TRUE; } break; case FALSE: // We are suspending direct draw if (iScreenMode == 0) { #ifdef JA2 // pause the JA2 Global clock //PauseTime( TRUE ); SuspendVideoManager(); #else #ifndef UTIL if(!VideoInspectorIsEnabled()) { SuspendVideoManager(); } #endif #endif // suspend movement timer, to prevent timer crash if delay becomes long // * it doesn't matter whether the 3-D engine is actually running or not, or if it's even been initialized // * restore is automatic, no need to do anything on reactivation #if !defined( JA2 ) && !defined( UTIL ) MoveTimer(TIMER_SUSPEND); #endif // gfApplicationActive = FALSE; fRestore = TRUE; } break; } break; case WM_CREATE: CreateStandardGamingPlatform(hWindow); break; case WM_DESTROY: ShutdownStandardGamingPlatform(); // ShowCursor(TRUE); PostQuitMessage(0); break; case WM_SETFOCUS: //if (iScreenMode == 0) { #if !defined( JA2 ) && !defined( UTIL ) if(!VideoInspectorIsEnabled()) { RestoreVideoManager(); } gfApplicationActive=TRUE; // RestrictMouseToXYXY(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); #else RestoreCursorClipRect( ); #endif } break; case WM_KILLFOCUS: if (iScreenMode == 0) { #if !defined( JA2 ) && !defined( UTIL ) if(!VideoInspectorIsEnabled()) { SuspendVideoManager(); } gfApplicationActive=FALSE; FreeMouseCursor( FALSE ); #endif // Set a flag to restore surfaces once a WM_ACTIVEATEAPP is received fRestore = TRUE; } break; #if defined( JA2 ) case WM_DEVICECHANGE: { //DEV_BROADCAST_HDR *pHeader = (DEV_BROADCAST_HDR *)lParam; ////if a device has been removed //if( wParam == DBT_DEVICEREMOVECOMPLETE ) //{ // //if its a disk // if( pHeader->dbch_devicetype == DBT_DEVTYP_VOLUME ) // { // //check to see if the play cd is still in the cdrom // if( !CheckIfGameCdromIsInCDromDrive() ) // { // } // } //} } break; #endif case WM_SYSKEYUP: case WM_KEYUP: KeyUp(wParam, lParam); break; case WM_SYSKEYDOWN: case WM_KEYDOWN: #ifdef USE_CODE_PAGE if(s_DebugKeyboardInput) { static vfs::Log& debugKeys = *vfs::Log::Create(L"DebugKeys.txt"); static int input_counter = 1; debugKeys << (input_counter++) << " : " << (int)wParam << vfs::Log::endl; } #endif // USE_CODE_PAGE KeyDown(wParam, lParam); gfSGPInputReceived = TRUE; break; case WM_CHAR: { // WANNE: We disable this for now in multiplayer, because user could enter "\" for the file transfer path if (!is_networked) { if (wParam == '\\' && lParam && KF_ALTDOWN) { #if USE_CONSOLE g_Console.Create(ghWindow); cout << "LUA console ready" << endl; cout << "> "; // Reset the pressed keys gfKeyState[ ALT ] = FALSE; gfKeyState[ 219 ] = FALSE; // "\" #endif } } } break; case WM_INPUTREADY: { wstring *tstr = (wstring*) lParam; if (EvalLua( tstr->c_str())) { tstr->erase(); } else { cout << ">"; } cout << "> "; } break; default : return DefWindowProc(hWindow, Message, wParam, lParam); } return 0L; } BOOLEAN InitializeStandardGamingPlatform(HINSTANCE hInstance, int sCommandShow) { FontTranslationTable *pFontTable; // now required by all (even JA2) in order to call ShutdownSGP atexit(SafeSGPExit); // First, initialize the registry keys. InitializeRegistryKeys( "Wizardry8", "Wizardry8key" ); // For rendering DLLs etc. #ifndef JA2 AddSubdirectoryToPath("DLL"); #endif // Second, read in settings GetRuntimeSettings( ); // Initialize the Debug Manager - success doesn't matter InitializeDebugManager(); // Now start up everything else. RegisterDebugTopic(TOPIC_SGP, "Standard Gaming Platform"); // this one needs to go ahead of all others (except Debug), for MemDebugCounter to work right... FastDebugMsg("Initializing Memory Manager"); // Initialize the Memory Manager if (InitializeMemoryManager() == FALSE) { // We were unable to initialize the memory manager FastDebugMsg("FAILED : Initializing Memory Manager"); return FALSE; } #ifdef JA2 FastDebugMsg("Initializing Mutex Manager"); // Initialize the Dirty Rectangle Manager if (InitializeMutexManager() == FALSE) { // We were unable to initialize the game FastDebugMsg("FAILED : Initializing Mutex Manager"); return FALSE; } #endif FastDebugMsg("Initializing File Manager"); // Initialize the File Manager if (InitializeFileManager(NULL) == FALSE) { // We were unable to initialize the file manager FastDebugMsg("FAILED : Initializing File Manager"); return FALSE; } FastDebugMsg("Initializing Containers Manager"); InitializeContainers(); FastDebugMsg("Initializing Input Manager"); // Initialize the Input Manager if (InitializeInputManager() == FALSE) { // We were unable to initialize the input manager FastDebugMsg("FAILED : Initializing Input Manager"); return FALSE; } InitializeCriticalSection(&gcsGameLoop); FastDebugMsg("Initializing Video Manager"); // Initialize DirectDraw (DirectX 2) if (InitializeVideoManager(hInstance, (UINT16) sCommandShow, (void *) WindowProcedure) == FALSE) { // We were unable to initialize the video manager FastDebugMsg("FAILED : Initializing Video Manager"); return FALSE; } // Initialize Video Object Manager FastDebugMsg("Initializing Video Object Manager"); if ( !InitializeVideoObjectManager( ) ) { FastDebugMsg("FAILED : Initializing Video Object Manager"); return FALSE; } // Initialize Video Surface Manager FastDebugMsg("Initializing Video Surface Manager"); if ( !InitializeVideoSurfaceManager( ) ) { FastDebugMsg("FAILED : Initializing Video Surface Manager"); return FALSE; } #ifdef USE_VFS //vfs::Path exe_dir, exe_file; //os::getExecutablePath(exe_dir, exe_file); //// set current directory to exe's directory //os::setCurrectDirectory(exe_dir); SGP_THROW_IFFALSE( vfs_init::initVirtualFileSystem( vfs_config_ini ), L"Initializing Virtual File System failed"); s_VfsIsInitialized = true; getVFS()->getVirtualLocation(vfs::Path("Temp"),true)->setIsExclusive(true); getVFS()->getVirtualLocation(vfs::Path("ShadeTables"),true)->setIsExclusive(true); getVFS()->getVirtualLocation(vfs::Path(pMessageStrings[MSG_SAVEDIRECTORY]+3),true)->setIsExclusive(true); getVFS()->getVirtualLocation(vfs::Path(pMessageStrings[MSG_MPSAVEDIRECTORY]+3),true)->setIsExclusive(true); if(!sp_force_load_jsd_xml_file.empty()) { try { std::string filename = vfs::String::as_utf8(sp_force_load_jsd_xml_file()); STRUCTURE_FILE_REF *pStructureFileRef = LoadStructureFile((STR8)filename.c_str()); } catch(std::exception &ex) { SGP_RETHROW(_BS(L"failed to load and/or process file : ") << sp_force_load_jsd_xml_file << _BS::wget, ex); } } #ifdef USE_CODE_PAGE charSet::InitializeCharSets(); if(!s_CodePage.empty()) { try { CodePageReader cpr; cpr.ReadCodePage(s_CodePage); } catch(std::exception& ex) { std::wstringstream wss; wss << L"Could not process codepage file \"" << s_CodePage() << L"\""; SGP_RETHROW(wss.str().c_str(), ex); } } #endif // USE_CODE_PAGE #else // Snap: moved the following from InitJA2SplashScreen for clarity STRING512 CurrentDir; STRING512 DataDir; // Get Executable Directory GetExecutableDirectory( CurrentDir ); // Adjust Current Dir sprintf( DataDir, "%s\\Data", CurrentDir ); if ( !SetFileManCurrentDirectory( DataDir ) ) { DebugMsg( TOPIC_JA2, DBG_LEVEL_3, "Could not find data directory, shutting down"); return FALSE; } //Initialize the file database //InitializeFileDatabase( gGameLibaries, NUMBER_OF_LIBRARIES ); // ?!?! doesn't take parameters (jonathanl) InitializeFileDatabase(); // Snap: Initialize the Data directory catalogue gDefaultDataCat.NewCat(DataDir); STRING512 ja2INIfile; strcat(ja2INIfile, "..\\"); strcat(ja2INIfile, GAME_INI_FILE); // Snap: Get the custom Data directory location from GAME_INI_FILE (if any) // and initialize the custom catalogue char customDataPath[MAX_PATH]; if ( GetPrivateProfileString( "Ja2 Settings","CUSTOM_DATA_LOCATION", "", customDataPath, MAX_PATH, ja2INIfile ) ) { gCustomDataCat.NewCat(std::string(CurrentDir) + '\\' + customDataPath); } #endif if(g_bUseXML_Strings) { if(s_bExportStrings) { Loc::ExportStrings(); } Loc::ImportStrings(); } //#ifdef JA2 InitJA2SplashScreen(); //#endif // Make sure we start up our local clock (in milliseconds) // We don't need to check for a return value here since so far its always TRUE InitializeClockManager(); // must initialize after VideoManager, 'cause it uses ghWindow // Create font translation table (store in temp structure) pFontTable = CreateEnglishTransTable( ); if ( pFontTable == NULL ) { return( FALSE ); } // Initialize Font Manager FastDebugMsg("Initializing the Font Manager"); // Init the manager and copy the TransTable stuff into it. if ( !InitializeFontManager( 8, pFontTable ) ) { FastDebugMsg("FAILED : Initializing Font Manager"); return FALSE; } // Don't need this thing anymore, so get rid of it (but don't de-alloc the contents) MemFree( pFontTable ); FastDebugMsg("Initializing Sound Manager"); // Initialize the Sound Manager (DirectSound) #ifndef UTIL if (InitializeSoundManager() == FALSE) { // We were unable to initialize the sound manager FastDebugMsg("FAILED : Initializing Sound Manager"); return FALSE; } #endif FastDebugMsg("Initializing Game Manager"); // Initialize the Game if (InitializeGame() == FALSE) { // We were unable to initialize the game FastDebugMsg("FAILED : Initializing Game Manager"); return FALSE; } // Register mouse wheel message guiMouseWheelMsg = RegisterWindowMessage( MSH_MOUSEWHEEL ); gfGameInitialized = TRUE; return TRUE; } static void TimerActivatedCallback(INT32 timer, PTR state) { if (gfApplicationActive && gfProgramIsRunning) { if (CallGameLoop(false)) YieldProcessor(); } } void CreateStandardGamingPlatform(HWND hWindow) { InitializeJA2Clock(); if (!IsHiSpeedClockMode()) SetTimer( hWindow, 0, 1, NULL); else AddTimerNotifyCallback(TimerActivatedCallback, hWindow); } void ShutdownStandardGamingPlatform(void) { #ifndef JA2 static BOOLEAN Reenter = FALSE; // // Prevent multiple reentry into this function // if (Reenter == FALSE) { Reenter = TRUE; } else { return; } #endif // // Shut down the different components of the SGP // ClearTimerNotifyCallbacks(); // TEST SoundServiceStreams(); if (gfGameInitialized) { ShutdownGame(); } ShutdownButtonSystem(); MSYS_Shutdown(); #ifndef UTIL ShutdownSoundManager(); #endif DestroyEnglishTransTable( ); // has to go before ShutdownFontManager() ShutdownFontManager(); ShutdownClockManager(); // must shutdown before VideoManager, 'cause it uses ghWindow #ifdef SGP_VIDEO_DEBUGGING PerformVideoInfoDumpIntoFile( "SGPVideoShutdownDump.txt", FALSE ); #endif ShutdownVideoSurfaceManager(); ShutdownVideoObjectManager(); ShutdownVideoManager(); ShutdownInputManager(); ShutdownContainers(); ShutdownFileManager(); #ifdef JA2 ShutdownMutexManager(); #endif #ifdef EXTREME_MEMORY_DEBUGGING DumpMemoryInfoIntoFile( "ExtremeMemoryDump.txt", FALSE ); #endif ShutdownMemoryManager(); // must go last (except for Debug), for MemDebugCounter to work right... // // Make sure we unregister the last remaining debug topic before shutting // down the debugging layer UnRegisterDebugTopic(TOPIC_SGP, "Standard Gaming Platform"); DeleteCriticalSection(&gcsGameLoop); ShutdownDebugManager(); sgp::Logger::instance().shutdown(); vfs::Log::flushDeleteAll(); if(vfslog) delete vfslog; vfs::CVirtualFileSystem::shutdownVFS(); vfs::ObjectAllocator::clear(); } #ifdef USE_VFS #include "MPJoinScreen.h" vfs::String getGameID() { static vfs::String _id; static bool has_id = false; if(!has_id) { CUniqueServerId::uniqueRandomString(_id); has_id = true; } return _id; } #endif #include "debug_util.h" #include class VfsLogAdapter : public vfs::Aspects::ILogger { public: VfsLogAdapter(sgp::Logger_ID ID, bool stacktrace = false) : _id(ID), _trace(stacktrace) {}; virtual void Msg(const wchar_t* msg) { SGP_LOG(_id, msg); if(_trace) { sgp::dumpStackTrace(msg); } } virtual void Msg(const char* msg) { SGP_LOG(_id, msg); if(_trace) { sgp::dumpStackTrace(msg); } } private: sgp::Logger_ID _id; bool _trace; }; //#include //#include "sgp_mutex.h" //class VfsMutex : public vfs::Aspects::IMutex //{ //public: // virtual void lock(){ // _mutex.lock(); // } // virtual void unlock(){ // _mutex.unlock(); // } //private: // sgp::Mutex _mutex; //}; //class VfsMutexFactory : public vfs::Aspects::IMutexFactory //{ //public: // virtual vfs::Aspects::IMutex* createMutex() // { // return new VfsMutex(); // } //}; int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow) { #ifdef _DEBUG // Use this one ONLY if you're having memory corruption issues that can be repeated in a short time // Otherwise it will just run out of memory. /****************************************************************************************************/ /* */ /* DEBUG MEMORY ALLOCATION ON THE HEAP : uncomment when required */ /* ------------------------------------------------------------------------ */ /* */ /* _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_EVERY_1024_DF); */ /* _CrtSetReportMode(_CRT_ASSERT, _CRTDBG_MODE_DEBUG ); */ /* */ /****************************************************************************************************/ #endif //If we are to use exception handling #ifdef ENABLE_EXCEPTION_HANDLING int Result = -1; __try { Result = HandledWinMain(hInstance, hPrevInstance, pCommandLine, sCommandShow); } __except( RecordExceptionInfo( GetExceptionInformation() )) { // Do nothing here - RecordExceptionInfo() has already done // everything that is needed. Actually this code won't even // get called unless you return EXCEPTION_EXECUTE_HANDLER from // the __except clause. } return Result; } //Do not place code in between WinMain and Handled WinMain int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow) { //DO NOT REMOVE, used for exception handing list above in WinMain #endif MSG Message; HWND hPrevInstanceWindow; UINT32 uiTimer = 0; #ifdef USE_VFS vfs::Log::setSharedString( getGameID() ); #endif //if(!vfs::Aspects::getMutexFactory()) //{ // vfs::Aspects::setMutexFactory( new VfsMutexFactory() ); //} sgp::Logger_ID VFS_LOG = sgp::Logger::instance().createLogger(); sgp::Logger::instance().connectFile(VFS_LOG, L"vfs.log", false, sgp::Logger::FLUSH_ON_DELETE); VfsLogAdapter* vfslog = new VfsLogAdapter(VFS_LOG, false); VfsLogAdapter* vfslog_error = new VfsLogAdapter(VFS_LOG, true); vfs::Aspects::setLogger(vfslog, vfslog, vfslog_error, NULL /* vfslog */); // Make sure that only one instance of this application is running at once // // Look for prev instance by searching for the window hPrevInstanceWindow = FindWindowEx( NULL, NULL, APPLICATION_NAME, APPLICATION_NAME ); // One is found, bring it up! if ( hPrevInstanceWindow != NULL ) { SetForegroundWindow( hPrevInstanceWindow ); ShowWindow( hPrevInstanceWindow, SW_RESTORE ); return( 0 ); } FastDebugMsg("Initializing Random"); // Initialize random number generator InitializeRandom(); // no Shutdown //rain //NSLoadSettings(); //NSSaveSettings(); //InitResolution(); //EmergencyExitButtonInit(); //end rain #ifdef _DEBUG // Use this one ONLY if you're having memory corruption issues that can be repeated in a short time // Otherwise it will just run out of memory. //_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_DELAY_FREE_MEM_DF | _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_ALWAYS_DF); /****************************************************************************************************/ /* */ /* DEBUG MEMORY ALLOCATION ON THE HEAP : uncomment when required */ /* ------------------------------------------------------------------------ */ /* */ /*.._CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF | _CRTDBG_CHECK_EVERY_1024_DF); */ /* */ /****************************************************************************************************/ #endif ghInstance = hInstance; // Copy commandline! #ifdef JA2 strncpy( gzCommandLine, pCommandLine, 100); gzCommandLine[99]='\0'; //Process the command line BEFORE initialization ProcessJa2CommandLineBeforeInitialization( pCommandLine ); #else ProcessCommandLine(pCommandLine); #endif // Mem Usage giStartMem = MemGetFree( ) / 1024; #ifdef JA2 // Handle Check for CD if ( !HandleJA2CDCheck( ) ) { return( 0 ); } #else if(!RunSetup()) { return(0); } #endif // ShowCursor(FALSE); #ifdef USE_VFS //vfs::Path exe_dir, exe_file; //os::getExecutablePath(exe_dir, exe_file); //os::setCurrectDirectory(exe_dir); #else STRING512 sExecutableDir; GetExecutableDirectory( sExecutableDir ); SetCurrentDirectory(sExecutableDir); #endif try { // Inititialize the SGP if (InitializeStandardGamingPlatform(hInstance, sCommandShow) == FALSE) { // We failed to initialize the SGP return 0; } } HANDLE_FATAL_ERROR; #ifdef USE_VFS vfs::Log::flushReleaseAll(); #endif #ifdef LUACONSOLE if (1==iScreenMode) { CreateConsole(); } #endif #ifdef JA2 # ifdef ENGLISH try { SetIntroType( INTRO_SPLASH ); } HANDLE_FATAL_ERROR; # endif #endif gfApplicationActive = TRUE; gfProgramIsRunning = TRUE; FastDebugMsg("Running Game"); // At this point the SGP is set up, which means all I/O, Memory, tools, etc... are available. All we need to do is // attend to the gaming mechanics themselves Message.wParam = 0; try { MAGIC(); while (gfProgramIsRunning) { if (!GetMessage(&Message, NULL, 0, 0)) { // It's quitting time return Message.wParam; } // Ok, now that we have the message, let's handle it TranslateMessage(&Message); DispatchMessage(&Message); } } catch(sgp::Exception &ex) { SGP_ERROR(ex.what()); SHOWEXCEPTION(ex); } catch(vfs::Exception &ex) { SGP_ERROR(ex.what()); SHOWEXCEPTION(ex); } catch(std::exception &ex) { sgp::Exception nex(ex.what()); SGP_ERROR(nex.what()); SHOWEXCEPTION(nex); } catch(const char* msg) { sgp::Exception ex(msg); SGP_ERROR(ex.what()); SHOWEXCEPTION(ex); } catch(...) { sgp::Exception ex("Caught undefined exception"); SGP_ERROR( ex.what() ); SHOWEXCEPTION(ex); } #if 0 else { // Windows hasn't processed any messages, therefore we handle the rest #ifdef LUACONSOLE PollConsole( ); #endif if (gfApplicationActive == FALSE) { // Well we got nothing to do but to wait for a message to activate WaitMessage(); } else { // Well, the game is active, so we handle the game stuff GameLoop(); // After this frame, reset input given flag gfSGPInputReceived = FALSE; } } } #endif // This is the normal exit point FastDebugMsg("Exiting Game"); PostQuitMessage(0); // SGPExit() will be called next through the atexit() mechanism... This way we correctly process both normal exits and // emergency aborts (such as those caused by a failed assertion). // return wParam of the last message received return Message.wParam; } void SGPExit(void) { static BOOLEAN fAlreadyExiting = FALSE; // helps prevent heap crashes when multiple assertions occur and call us if ( fAlreadyExiting ) { return; } fAlreadyExiting = TRUE; gfProgramIsRunning = FALSE; // Wizardry only #if !defined( JA2 ) && !defined( UTIL ) if (gfGameInitialized) { // ARM: if in DEBUG mode & we've ShutdownWithErrorBox, don't unload screens and release data structs to permit easier debugging #ifdef _DEBUG if (gfIgnoreMessages) { fUnloadScreens = FALSE; } #endif GameloopExit(fUnloadScreens); } #endif ShutdownStandardGamingPlatform(); // ShowCursor(TRUE); if(strlen(gzErrorMsg)) { MessageBox(NULL, gzErrorMsg, "Error", MB_OK | MB_ICONERROR ); } #ifndef JA2 VideoDumpMemoryLeaks(); #endif } void GetRuntimeSettings( ) { int iMaximize; #ifndef USE_VFS CHAR8 zMaximize[ 50 ]; CHAR8 zWindowedMode[ 50 ]; // Runtime settings - for now use INI file - later use registry STRING512 INIFile; // Path to the ini file CHAR8 zScreenResolution[ 50 ]; // Get Executable Directory GetExecutableDirectory( INIFile ); strcat(INIFile, "\\"); strcat(INIFile, GAME_INI_FILE); #else vfs::PropertyContainer oProps; oProps.initFromIniFile(GAME_INI_FILE); PopulateSectionFromCommandLine(oProps, "Ja2 Settings"); #endif #ifndef USE_VFS if (GetPrivateProfileString( "Ja2 Settings","SCREEN_RESOLUTION", "", zScreenResolution, 50, INIFile )) { iResolution = atoi(zScreenResolution); } if (GetPrivateProfileString( "Ja2 Settings","SCREEN_MODE_WINDOWED_MAXIMIZE", "", zMaximize, 50, INIFile )) { iMaximize = atoi(zMaximize); } if (GetPrivateProfileString( "Ja2 Settings","SCREEN_MODE_WINDOWED", "", zWindowedMode, 50, INIFile )) { iWindowedMode = atoi(zWindowedMode); } #else vfs::String loc = oProps.getStringProperty("Ja2 Settings", L"LOCALE"); if(!loc.empty()) { SGP_THROW_IFFALSE( setlocale(LC_ALL, loc.utf8().c_str()), _BS(L"invalid locale : ") << loc << _BS::wget ); } iResolution = (int)oProps.getIntProperty(L"Ja2 Settings", L"SCREEN_RESOLUTION", -1); // WANNE: Always enable //iMaximize = (int)oProps.getIntProperty(L"Ja2 Settings", L"SCREEN_MODE_WINDOWED_MAXIMIZE", -1); iMaximize = 1; iWindowedMode = (int)oProps.getIntProperty(L"Ja2 Settings", L"SCREEN_MODE_WINDOWED", -1); vfs::Settings::setUseUnicode( !oProps.getBoolProperty(L"Ja2 Settings", L"VFS_NO_UNICODE", false) ); std::list ini_list; vfs::String vfs_config_file; if(oProps.getStringProperty(L"Ja2 Settings", L"VFS_CONFIG", vfs_config_file)) { vfs::PropertyContainer temp_cont; temp_cont.initFromIniFile(vfs_config_file); vfs::String temp_str; if(temp_cont.getStringProperty(L"vfs_config", L"VFS_CONFIG_INI", temp_str)) { oProps.setStringProperty(L"Ja2 Settings", L"VFS_CONFIG_INI", temp_str); } } if(oProps.getStringListProperty(L"Ja2 Settings", L"VFS_CONFIG_INI", ini_list, L"")) { vfs_config_ini.clear(); for(std::list::iterator it = ini_list.begin(); it != ini_list.end(); ++it) { vfs_config_ini.push_back(*it); } } else { vfs_config_ini.push_back(L"vfs_config.ini"); } std::list merge_list; if(oProps.getStringListProperty(L"Ja2 Settings", L"MERGE_INI_FILES", merge_list, L"")) { for(std::list::iterator it = merge_list.begin(); it != merge_list.end(); ++it) { CIniReader::RegisterFileForMerging(*it); } } std::list merge_list_ub; if(oProps.getStringListProperty(L"Ja2 Settings", L"MERGE_INI_FILES_UB", merge_list_ub, L"")) { for(std::list::iterator it = merge_list_ub.begin(); it != merge_list_ub.end(); ++it) { CIniReader::RegisterFileForMerging(*it); } } #endif #ifdef USE_VFS extern bool g_bUsePngItemImages; g_bUsePngItemImages = oProps.getBoolProperty(L"Ja2 Settings", L"USE_PNG_ITEM_IMAGES", false); g_bUseXML_Structures = oProps.getBoolProperty(L"Ja2 Settings", L"USE_XML_STRUCTURES", false); // WANNE: Always use XML tilesets (ja2Set.dat.xml), because now we have P4-P9 items integrated. The old method (ja2set.dat) will not work anymore! // To generate ja2Set.dat.xml, set "USE_XML_TILESETS = 1" in ja2.ini then start the game with the official (4870) ja2 1.13 executable. // Yes, you have to start a game with an older executable where p4-p9 is not integrated (see: TileDat.h -> enum TileTypeDefines) // Once the game reaches the main menu, the ja2Set.dat.xml file will be // available in the "Profiles" folder of the MOD //g_bUseXML_Tilesets = true; // WANNE: Yes, make it optional again //Madd: moved to ja2_options.ini instead //g_bUseXML_Tilesets = oProps.getBoolProperty(L"Ja2 Settings", L"USE_XML_TILESETS", false); g_bUseXML_Strings = oProps.getBoolProperty(L"Ja2 Settings", L"USE_XML_STRINGS", false); s_bExportStrings = oProps.getBoolProperty(L"Ja2 Settings", L"EXPORT_STRINGS", false); sp_force_load_jsd_xml_file = oProps.getStringProperty(L"Ja2 Settings", L"FORCE_LOAD_JSD_XML_FILE", L""); #endif #ifdef JA2EDITOR #ifndef USE_VFS if (GetPrivateProfileString( "Ja2 Settings","EDITOR_SCREEN_RESOLUTION", "", zScreenResolution, 50, INIFile )) { iResolution = atoi(zScreenResolution); } #else iResolution = (int)oProps.getIntProperty("Ja2 Settings","EDITOR_SCREEN_RESOLUTION", -1); #endif #endif int iResX; int iResY; switch (iResolution) { case _640x480: iResX = 640; iResY = 480; break; case _960x540: iResX = 960; iResY = 540; break; case _800x600: iResX = 800; iResY = 600; break; case _1024x600: iResX = 1024; iResY = 600; break; case _1280x720: iResX = 1280; iResY = 720; break; case _1024x768: iResX = 1024; iResY = 768; break; case _1280x768: iResX = 1280; iResY = 768; break; case _1360x768: iResX = 1360; iResY = 768; break; case _1366x768: iResX = 1366; iResY = 768; break; case _1280x800: iResX = 1280; iResY = 800; break; case _1440x900: iResX = 1440; iResY = 900; break; case _1600x900: iResX = 1600; iResY = 900; break; case _1280x960: iResX = 1280; iResY = 960; break; case _1440x960: iResX = 1440; iResY = 960; break; case _1770x1000: iResX = 1770; iResY = 1000; break; case _1280x1024: iResX = 1280; iResY = 1024; break; case _1360x1024: iResX = 1360; iResY = 1024; break; case _1600x1024: iResX = 1600; iResY = 1024; break; case _1440x1050: iResX = 1440; iResY = 1050; break; case _1680x1050: iResX = 1680; iResY = 1050; break; case _1920x1080: iResX = 1920; iResY = 1080; break; case _1600x1200: iResX = 1600; iResY = 1200; break; case _1920x1200: iResX = 1920; iResY = 1200; break; case _2560x1440: iResX = 2560; iResY = 1440; break; case _2560x1600: iResX = 2560; iResY = 1600; break; case _CustomRes: iResX = max( (int)oProps.getIntProperty(L"Ja2 Settings", L"CUSTOM_SCREEN_RESOLUTION_X", -1), 640 ); iResY = max( (int)oProps.getIntProperty(L"Ja2 Settings", L"CUSTOM_SCREEN_RESOLUTION_Y", -1), 480 ); if (iResX < 800 || iResY < 600) iResolution = _640x480; else if (iResX < 1024 || iResY < 768) iResolution = _800x600; else iResolution = _1024x768; break; default: // 800x600 iResolution = _800x600; iResX = 800; iResY = 600; break; } if (iWindowedMode == 1 && iMaximize == 1) { if ((iResX - 16) >= 1024) iResX = iResX - 16; if ((iResY - 70) >= 768) iResY = iResY - 70; } // Adjust again #ifndef USE_VFS gbPixelDepth = GetPrivateProfileInt( "SGP", "PIXEL_DEPTH", PIXEL_DEPTH, INIFile ); SCREEN_WIDTH = GetPrivateProfileInt( "SGP", "WIDTH", iResX, INIFile ); SCREEN_HEIGHT = GetPrivateProfileInt( "SGP", "HEIGHT", iResY, INIFile ); iScreenWidthOffset = (SCREEN_WIDTH - 640) / 2; iScreenHeightOffset = (SCREEN_HEIGHT - 480) / 2; /* Sergeant_Kolja. 2007-02-20: runtime Windowed mode instead of compile-time */ /* 1 for Windowed, 0 for Fullscreen */ if( !bScreenModeCmdLine ) iScreenMode = (int) GetPrivateProfileInt( "Ja2 Settings","SCREEN_MODE_WINDOWED", iScreenMode, INIFile ); // WANNE: Should we play the intro? iPlayIntro = (int) GetPrivateProfileInt( "Ja2 Settings","PLAY_INTRO", iPlayIntro, INIFile ); iUseWinFonts = (int) GetPrivateProfileInt( "Ja2 Settings","USE_WINFONTS", iUseWinFonts, INIFile,); // haydent: mouse scrolling iDisableMouseScrolling = (int) GetPrivateProfileInt( "Ja2 Settings","DISABLE_MOUSE_SCROLLING", iDisableMouseScrolling, INIFile ); #else gbPixelDepth = PIXEL_DEPTH; SCREEN_WIDTH = iResX; SCREEN_HEIGHT = iResY; iScreenWidthOffset = (SCREEN_WIDTH - 640) / 2; iScreenHeightOffset = (SCREEN_HEIGHT - 480) / 2; if (iResolution >= _640x480 && iResolution < _800x600) { xResOffset = ((SCREEN_WIDTH - 640) / 2); yResOffset = ((SCREEN_HEIGHT - 480) / 2); } else if (iResolution < _1024x768) { xResOffset = ((SCREEN_WIDTH - 800) / 2); yResOffset = ((SCREEN_HEIGHT - 600) / 2); } else { xResOffset = ((SCREEN_WIDTH - 1024) / 2); yResOffset = ((SCREEN_HEIGHT - 768) / 2); } xResSize = (SCREEN_WIDTH - 2 * xResOffset); // one of the following: 1024 or 800 or 640 yResSize = (SCREEN_HEIGHT - 2 * yResOffset); // one of the follownig: 768 or 600 or 480 /* Sergeant_Kolja. 2007-02-20: runtime Windowed mode instead of compile-time */ /* 1 for Windowed, 0 for Fullscreen */ if( !bScreenModeCmdLine ) { iScreenMode = (int)oProps.getIntProperty("Ja2 Settings","SCREEN_MODE_WINDOWED", iScreenMode); } // WANNE: Should we play the intro? iPlayIntro = (int)oProps.getIntProperty("Ja2 Settings","PLAY_INTRO", iPlayIntro); iUseWinFonts= (int)oProps.getIntProperty("Ja2 Settings","USE_WINFONTS", iUseWinFonts); // haydent: mouse scrolling iDisableMouseScrolling = (int)oProps.getIntProperty("Ja2 Settings","DISABLE_MOUSE_SCROLLING", iDisableMouseScrolling); #ifdef USE_CODE_PAGE s_DebugKeyboardInput = oProps.getBoolProperty(L"Ja2 Settings", L"DEBUG_KEYS", false); s_CodePage = oProps.getStringProperty(L"Ja2 Settings", L"CODE_PAGE"); #endif // USE_CODE_PAGE // WANNE: Highspeed Timer always ON (no more optional in the ja2.ini) // get timer/clock initialization state //SetHiSpeedClockMode( oProps.getBoolProperty("Ja2 Settings", "HIGHSPEED_TIMER", false) ? TRUE : FALSE ); SetHiSpeedClockMode( TRUE ); #endif } void SafeSGPExit(void) { // SGPExit tends to use resources that are already uninitialized so handle __try { SGPExit(); } __except( EXCEPTION_EXECUTE_HANDLER ) { // The application is in exit and best effort to clean up // has failed so just ignore and continue silently } } void ShutdownWithErrorBox(CHAR8 *pcMessage) { strncpy(gzErrorMsg, pcMessage, 255); gzErrorMsg[255]='\0'; gfIgnoreMessages=TRUE; exit(0); } #if !defined(JA2) && !defined(UTILS) void ProcessCommandLine(CHAR8 *pCommandLine) { CHAR8 cSeparators[] = "\t ="; CHAR8 *pCopy=NULL, *pToken; pCopy = (CHAR8 *)MemAlloc(strlen(pCommandLine) + 1); Assert(pCopy); if(!pCopy) { return; } memcpy(pCopy, pCommandLine, strlen(pCommandLine)+1); pToken=strtok(pCopy, cSeparators); while(pToken) { if(!_strnicmp(pToken, "/NOSOUND", 8)) { SoundEnableSound(FALSE); } else if(!_strnicmp(pToken, "/INSPECTOR", 10)) { VideoInspectorEnable(); } else if(!_strnicmp(pToken, "/VIDEOCFG", 9)) { pToken=strtok(NULL, cSeparators); VideoSetConfigFile(pToken); } else if(!_strnicmp(pToken, "/LOAD", 5)) { gfLoadAtStartup=TRUE; } else if(!_strnicmp(pToken, "/WINDOW", 7)) { VideoFullScreen(FALSE); } else if(!_strnicmp(pToken, "/BC", 7)) { gfUsingBoundsChecker = TRUE; } else if(!_strnicmp(pToken, "/CAPTURE", 7)) { gfCapturingVideo = TRUE; } else if(!_strnicmp(pToken, "/NOOCT", 6)) { NoOct(); } else if(!_strnicmp(pToken, "/STRINGDATA", 11)) { pToken=strtok(NULL, cSeparators); gzStringDataOverride = (CHAR8 *)MemAlloc(strlen(pToken) + 1); strcpy(gzStringDataOverride, pToken); } pToken=strtok(NULL, cSeparators); } MemFree(pCopy); } BOOLEAN RunSetup(void) { if(!FileExists(VideoGetConfigFile())) { _spawnl(_P_WAIT, "3DSetup.EXE", "3DSetup.EXE", VideoGetConfigFile(), NULL); } return(FileExists(VideoGetConfigFile())); } #endif void ProcessJa2CommandLineBeforeInitialization(CHAR8 *pCommandLine) { CHAR8 cSeparators[]="\t ="; CHAR8 *pCopy=NULL, *pToken; pCopy=(CHAR8 *)MemAlloc(strlen(pCommandLine) + 1); Assert(pCopy); if(!pCopy) return; memcpy(pCopy, pCommandLine, strlen(pCommandLine)+1); pToken=strtok(pCopy, cSeparators); while(pToken) { //if its the NO SOUND option if(!_strnicmp(pToken, "/NOSOUND", 8)) { //disable the sound SoundEnableSound(FALSE); } else if(!_strnicmp(pToken, "/FULLSCREEN", 11)) { //overwrite Graphic setting from JA2_settings.ini iScreenMode=0; /* 1 for Windowed, 0 for Fullscreen */ bScreenModeCmdLine = TRUE; /* if set TRUE, INI is no longer evaluated */ /* no resolution read from Args. Still from INI, but could be added here, too...*/ } else if(!_strnicmp(pToken, "/WINDOW", 7)) { //overwrite Graphic setting from JA2_settings.ini iScreenMode=1; /* 1 for Windowed, 0 for Fullscreen */ bScreenModeCmdLine = TRUE; /* if set TRUE, INI is no longer evaluated */ /* no resolution read from Args. Still from INI, but could be added here, too...*/ } //get the next token pToken=strtok(NULL, cSeparators); } MemFree(pCopy); } #ifdef USE_VFS static void PopulateSectionFromCommandLine(vfs::PropertyContainer &oProps, vfs::String const& sSection) { const wchar_t* lpCommandLine = GetCommandLineW(); int argc = 0, nchars = 0; ParseCommandLine( lpCommandLine, NULL, NULL, &argc, &nchars); wchar_t **argv = (wchar_t **)_alloca(argc * sizeof(wchar_t *) + nchars * sizeof(wchar_t)); ParseCommandLine( lpCommandLine, argv, (wchar_t *)(((char*)argv) + argc * sizeof(wchar_t*)), &argc, &nchars); for (int i = 1; i < argc; i++) { wchar_t *arg = argv[i]; if (arg == NULL) continue; if (arg[0] == L'-' || arg[0] == L'/') { wchar_t *pkey = arg+1; wchar_t *psep = wcspbrk(arg, L":="); wchar_t *param = (psep ? psep+1 : NULL); if (psep) *psep = 0; if ( (param == NULL || param[0] == 0) && ( i+1= 1) { bool showAssert = true; __try{ // the exception handler writer can fail with exceptions too RecordExceptionInfo(pExceptInfo); LPCSTR exceptMsg = GetExceptionString(pExceptInfo->ExceptionRecord->ExceptionCode); if ( ERGetFirstModuleException(pExceptInfo, NULL, funcName, _countof(funcName), sourceName, _countof(sourceName), &lineNum ) ) { _FailMessage(exceptMsg, lineNum, funcName, sourceName); showAssert = false; } } __except (EXCEPTION_EXECUTE_HANDLER) {} if (showAssert) AssertMsg(FALSE, "Unhanded exception processing GameLoop unable to recover."); } #endif return EXCEPTION_EXECUTE_HANDLER; } static void SGPGameLoop() { try { GameLoop(); } catch(sgp::Exception &ex) { SGP_ERROR(ex.what()); SHOWEXCEPTION(ex); } catch(vfs::Exception &ex) { SGP_ERROR(ex.what()); SHOWEXCEPTION(ex); } catch(std::exception &ex) { sgp::Exception nex(ex.what()); SGP_ERROR(nex.what()); SHOWEXCEPTION(nex); } catch(const char* msg) { sgp::Exception ex(msg); SGP_ERROR(ex.what()); SHOWEXCEPTION(ex); } } static bool CallGameLoop(bool wait) { static int numUnsuccessfulTries = 0; if (wait) { EnterCriticalSection(&gcsGameLoop); } else { if ( !TryEnterCriticalSection(&gcsGameLoop) ) return false; } __try { __try { SGPGameLoop(); numUnsuccessfulTries = 0; } __except( SGPExceptionFilter(++numUnsuccessfulTries, GetExceptionInformation()) ) { } } __finally { LeaveCriticalSection(&gcsGameLoop); } // Give it several attempts to recover from random exceptions and to display error screen if (numUnsuccessfulTries > 5) ShutdownWithErrorBox("Unhandled exception. Unable to recover."); return true; }