Files
source/Standard Gaming Platform/sgp.cpp
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

1060 lines
26 KiB
C++

/* $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 <windows.h>
#include <windowsx.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#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 "input.h"
#include "zmouse.h"
#include "ExceptionHandling.h"
#include "dbt.h"
#include "INIReader.h"
#include "Console.h"
#ifdef JA2
#include "BuildDefines.h"
#include "Intro.h"
#endif
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN
#endif
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( );
int PASCAL HandledWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow);
#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
HINSTANCE ghInstance;
#ifdef JA2
void ProcessJa2CommandLineBeforeInitialization(CHAR8 *pCommandLine);
#endif
// Global Variable Declarations
RECT rcWindow;
// 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 WindowProcedure(HWND hWindow, UINT16 Message, WPARAM wParam, LPARAM lParam)
{
static BOOLEAN fRestore = FALSE;
if ( Message == WM_USER )
{
FreeConsole();
return 0L;
}
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_MOUSEWHEEL:
{
QueueEvent(MOUSE_WHEEL, wParam, lParam);
break;
}
#ifdef JA2
case WM_MOVE:
if( 1==iScreenMode )
{
GetClientRect(hWindow, &rcWindow);
ClientToScreen(hWindow, (LPPOINT)&rcWindow);
ClientToScreen(hWindow, (LPPOINT)&rcWindow+1);
}
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_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
#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:
break;
case WM_DESTROY:
ShutdownStandardGamingPlatform();
ShowCursor(TRUE);
PostQuitMessage(0);
break;
case WM_SETFOCUS:
#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 !defined( JA2 ) && !defined( UTIL )
if(!VideoInspectorIsEnabled())
SuspendVideoManager();
gfApplicationActive=FALSE;
FreeMouseCursor();
#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
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(SGPExit);
// 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;
}
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;
}
// Snap: moved the following from InitJA2SplashScreen for clarity
STRING512 CurrentDir;
STRING512 DataDir;
InitializeJA2Clock();
//InitializeJA2TimerID();
// 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);
// Snap: Get the custom Data directory location from ja2.ini (if any)
// and initialize the custom catalogue
char customDataPath[MAX_PATH];
if ( GetPrivateProfileString( "Ja2 Settings","CUSTOM_DATA_LOCATION", "", customDataPath, MAX_PATH, "..\\Ja2.ini" ) ) {
gCustomDataCat.NewCat(std::string(CurrentDir) + '\\' + customDataPath);
}
//#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 Random");
// Initialize random number generator
InitializeRandom(); // no Shutdown
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;
}
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
//
// 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");
ShutdownDebugManager();
}
int PASCAL WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR pCommandLine, int sCommandShow)
{
//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;
// 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 );
}
//rain
//NSLoadSettings();
//NSSaveSettings();
//InitResolution();
//EmergencyExitButtonInit();
//end rain
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);
// Inititialize the SGP
if (InitializeStandardGamingPlatform(hInstance, sCommandShow) == FALSE)
{ // We failed to initialize the SGP
return 0;
}
#ifdef LUACONSOLE
CreateConsole();
#endif
#ifdef JA2
#ifdef ENGLISH
SetIntroType( INTRO_SPLASH );
#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
while (gfProgramIsRunning)
{
if (PeekMessage(&Message, NULL, 0, 0, PM_NOREMOVE))
{ // We have a message on the WIN95 queue, let's get it
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);
}
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;
}
}
}
// 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;
BOOLEAN fUnloadScreens = TRUE;
// 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( )
{
// 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, "\\Ja2.ini");
iResolution = -1;
if (GetPrivateProfileString( "Ja2 Settings","SCREEN_RESOLUTION", "", zScreenResolution, 50, INIFile ))
{
iResolution = atoi(zScreenResolution);
}
#ifdef JA2EDITOR
if (GetPrivateProfileString( "Ja2 Settings","EDITOR_SCREEN_RESOLUTION", "", zScreenResolution, 50, INIFile ))
{
iResolution = atoi(zScreenResolution);
}
#endif
int iResX;
int iResY;
switch (iResolution)
{
// 640x480
case 0:
iResX = 640;
iResY = 480;
break;
// 1024x768
case 2:
iResX = 1024;
iResY = 768;
break;
// 800x600
default:
iResolution = 1;
iResX = 800;
iResY = 600;
break;
}
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 );
}
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);
}