Files
source/sgp/sgp.cpp
T
fd2c74727e Make LANGUAGE switchable in runtime (#653)
squashed into a single commit because doing it in steps that all
compiled involved a lot of boilerplate that is pointless to commit to
the repository. GH still has the PR for reference.

g_lang, MAX_MESSAGES_ON_MAP_BOTTOM, and GetLanguagePrefix() were
compile-time constants selected by the ENGLISH/GERMAN/... build
define. They're now runtime, defaulting to the same per-exe value the
define used to pick, and overridable at startup from [Ja2 Settings]
LANGUAGE in Ja2.ini.

-

XMLTacticalMessages is filled at runtime from NewTacticalMessages.xml,
never from compiled-in per-language data: all 8 per-language definitions
were the identical all-zero { L"" }. Delete them and define one shared
buffer in Utils/XML_Language.cpp (the loader) instead of pointer-rebinding
it like the static tables — this drops 9 dead 800KB zero-buffers (8
namespaced copies in LanguageStrings.cpp plus the standalone one) and
leaves no bind-ordering hazard for the XML load path.

-

ExportStrings.cpp privately recompiled one language's full text table
by #including the raw _<LANG>Text.cpp inside namespace Loc, keyed off
the exe-level ENGLISH/GERMAN/... compile macro (whichever the build
happened to select). That's redundant with the pointer globals every
other subsystem already uses (Text.h / LanguageStrings.cpp).

Drop the private copy; the unqualified table names in Loc::ExportStrings
now resolve to the global pointer externs, which BindLanguageStrings has
already rebound to the runtime g_lang by the time this runs (EXPORT_STRINGS
ini flag, checked after GetRuntimeSettings in sgp.cpp). gs_Lang (used only
by Loc::Translate for the Polish/Russian byte remap on raw .edt exports) is
now derived from g_lang via ToLocLanguage, so the export always matches
whatever language is actually active instead of a compile-time pick.

-

Editor/popupmenu.cpp and Strategic/Scheduling.cpp kept their own
call-site extern of gszScheduleActions as CHAR16[NUM_SCHEDULE_ACTIONS][20]
after the real definition changed into a rebindable pointer
(CHAR16 (*)[20], LanguageStrings.cpp). MSVC decays the outer array
dimension when mangling globals, so both declarations produce the same
symbol (?gszScheduleActions@@3PAY0BE@_WA) and the mismatch linked
silently -- but the array-typed TUs then indexed the 4-byte pointer
slot itself as string data, so the editor schedule popup and the map
schedule message text read garbage.

-

add text.def to be single-source of truth on symbol names and use it
 .much simpler, less error prone if adding more strings

-

add pseudo interface for language state. MAX_SAGES_ON_BOTTOM must always
 change in lockstep with g_lang. this isn't foolproof but better

---------

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-07-21 05:33:03 -03:00

1423 lines
37 KiB
C++

/* $Id: sgp.c,v 1.4 2004/03/19 06:16:04 digicrab Exp $ */
//its test what doeas it do?
#include "builddefines.h"
#include "types.h"
#include <windows.h>
#include <string.h>
#include "sgp.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"
#include "JA2 Splash.h"
#include "Timer Control.h"
#include "Utilities.h"
#include "GameSettings.h"
#include "zmouse.h"
#include <vfs/Aspects/vfs_settings.h>
#include <vfs/Core/vfs.h>
#include <vfs/Core/vfs_init.h>
#include <vfs/Tools/vfs_log.h>
#include <vfs/Tools/vfs_file_logger.h>
#include "sgp_logger.h"
#include "Text.h"
#include "ExportStrings.h"
#include "ImportStrings.h"
#include <excpt.h>
#include "INIReader.h"
#include "connect.h"
#include "wine.h"
#include "Intro.h"
#include <Music Control.h>
#include <language.hpp>
#define USE_CONSOLE 0
#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::Path> vfs_config_ini;
static bool s_DebugKeyboardInput = false;
static vfs::Path s_CodePage;
static vfs::FileLogger *vfslog = NULL;
int iWindowedMode;
static void SHOWEXCEPTION(sgp::Exception& ex)
{
try {
_ExceptionMessage(ex);
}
catch(sgp::Exception &ex2) {
SGP_ERROR(ex2.what());
exit(0);
}
}
static 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;
extern BOOLEAN gfPauseDueToPlayerGamePause;
extern int iScreenMode;
extern BOOL bScreenModeCmdLine;
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);
static void PopulateSectionFromCommandLine(vfs::PropertyContainer &oProps, vfs::String const& sSection);
HINSTANCE ghInstance;
void ProcessJa2CommandLineBeforeInitialization(CHAR8 *pCommandLine);
// Global Variable Declarations
RECT rcWindow;
POINT ptWindowSize;
// moved from header file: 24mar98:HJH
//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;
BOOLEAN gfDontUseDDBlits = FALSE;
// There were TWO of them??!?! -- DB
//CHAR8 gzCommandLine[ 100 ];
CHAR8 gzCommandLine[100]; // Command line given
CHAR8 gzErrorMsg[2048]="";
BOOLEAN gfIgnoreMessages=FALSE;
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;
static vfs::Path sp_force_load_jsd_xml_file;
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;
// }
*/
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;
}
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)
{
RestoreVideoManager();
RestoreVideoSurfaces(); // Restore any video surfaces
// unpause the JA2 Global clock
if ( !gfPauseDueToPlayerGamePause )
{
PauseTime( FALSE );
}
gfApplicationActive = TRUE;
}
break;
case FALSE: // We are suspending direct draw
if (iScreenMode == 0)
{
// pause the JA2 Global clock
//PauseTime( TRUE );
SuspendVideoManager();
// 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
// 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)
{
RestoreCursorClipRect( );
}
break;
case WM_KILLFOCUS:
if (iScreenMode == 0)
{
// Set a flag to restore surfaces once a WM_ACTIVEATEAPP is received
fRestore = TRUE;
}
break;
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;
case WM_SYSKEYUP:
case WM_KEYUP:
KeyUp(wParam, lParam);
break;
case WM_SYSKEYDOWN:
case WM_KEYDOWN:
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)
{
}
}
}
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);
// 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;
}
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 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;
}
//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);
}
}
if(g_bUseXML_Strings)
{
if(s_bExportStrings)
{
Loc::ExportStrings();
}
Loc::ImportStrings();
}
InitJA2SplashScreen();
// 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)
if (InitializeSoundManager() == FALSE)
{
// We were unable to initialize the sound manager
FastDebugMsg("FAILED : Initializing Sound Manager");
return FALSE;
}
FastDebugMsg("Initializing Music");
InitializeMusicLists();
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)
{
//
// Shut down the different components of the SGP
//
ClearTimerNotifyCallbacks();
// TEST
SoundServiceStreams();
if (gfGameInitialized)
{
ShutdownGame();
}
ShutdownButtonSystem();
MSYS_Shutdown();
ShutdownSoundManager();
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();
ShutdownFileManager();
#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();
}
#include "MPJoinScreen.h"
static vfs::String getGameID()
{
static vfs::String _id;
static bool has_id = false;
if(!has_id)
{
CUniqueServerId::uniqueRandomString(_id);
has_id = true;
}
return _id;
}
#include "debug_util.h"
#include <vfs/Aspects/vfs_logging.h>
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 <vfs/Aspects/vfs_synchronization.h>
//#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;
// Make sure the game works out of the box on Linux/macOS/Android (WINE)
if (wine_add_dll_overrides())
{
/* newly added dll overrides only work after a restart */
char exe_path[MAX_PATH] = { 0 };
GetModuleFileNameA(NULL, exe_path, _countof(exe_path));
ShellExecuteA(NULL, "open", exe_path, pCommandLine, NULL, sCommandShow);
return 0;
}
vfs::Log::setSharedString( getGameID() );
//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!
strncpy( gzCommandLine, pCommandLine, 100);
gzCommandLine[99]='\0';
//Process the command line BEFORE initialization
ProcessJa2CommandLineBeforeInitialization( pCommandLine );
// Handle Check for CD
if ( !HandleJA2CDCheck( ) )
{
return( 0 );
}
// ShowCursor(FALSE);
try
{
// Inititialize the SGP
if (InitializeStandardGamingPlatform(hInstance, sCommandShow) == FALSE)
{
// We failed to initialize the SGP
return 0;
}
}
HANDLE_FATAL_ERROR;
vfs::Log::flushReleaseAll();
#ifdef LUACONSOLE
if (1==iScreenMode)
{
CreateConsole();
}
#endif
if( g_lang == i18n::Lang::en ) {
try
{
SetIntroType( INTRO_SPLASH );
}
HANDLE_FATAL_ERROR;
}
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);
}
// 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
ShutdownStandardGamingPlatform();
// ShowCursor(TRUE);
if(strlen(gzErrorMsg))
{
MessageBox(NULL, gzErrorMsg, "Error", MB_OK | MB_ICONERROR );
}
}
void GetRuntimeSettings( )
{
int iMaximize;
/* Detect cnc-ddraw and disable windowed mode */
BOOL bCncDdraw = GetProcAddress(GetModuleHandleW(L"ddraw.dll"), "GameHandlesClose") != NULL;
vfs::PropertyContainer oProps;
oProps.initFromIniFile(GAME_INI_FILE);
PopulateSectionFromCommandLine(oProps, "Ja2 Settings");
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 );
}
vfs::String language = oProps.getStringProperty("Ja2 Settings", L"LANGUAGE");
if(!language.empty())
{
std::string languageName = language.utf8();
SetLanguageFromName(languageName);
}
// Rebind every language table pointer to the resolved g_lang. Unconditional:
// with no LANGUAGE key this binds the build default, matching the static
// lang_default initialization the pointers start with.
BindLanguageStrings(g_lang);
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 = bCncDdraw ? 0 : (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<vfs::String> 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<vfs::String>::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<vfs::String> merge_list;
if(oProps.getStringListProperty(L"Ja2 Settings", L"MERGE_INI_FILES", merge_list, L""))
{
for(std::list<vfs::String>::iterator it = merge_list.begin(); it != merge_list.end(); ++it)
{
CIniReader::RegisterFileForMerging(*it);
}
}
std::list<vfs::String> merge_list_ub;
if(oProps.getStringListProperty(L"Ja2 Settings", L"MERGE_INI_FILES_UB", merge_list_ub, L""))
{
for(std::list<vfs::String>::iterator it = merge_list_ub.begin(); it != merge_list_ub.end(); ++it)
{
CIniReader::RegisterFileForMerging(*it);
}
}
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"");
#ifdef JA2EDITOR
iResolution = (int)oProps.getIntProperty("Ja2 Settings","EDITOR_SCREEN_RESOLUTION", -1);
#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;
}
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 = bCncDdraw ? 0 : (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);
fTooltipScaleFactor = ((float)oProps.getFloatProperty("Ja2 Settings", "TOOLTIP_SCALE_FACTOR", 100)) / 100;
if (fTooltipScaleFactor < 1) fTooltipScaleFactor = 1;
// haydent: mouse scrolling
iDisableMouseScrolling = (int)oProps.getIntProperty("Ja2 Settings","DISABLE_MOUSE_SCROLLING", iDisableMouseScrolling);
// 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 );
}
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);
}
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);
}
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<argc && argv[i+1] && ( argv[i+1][0] != L'-' && argv[i+1][0] != L'/' ) ) )//dnl ch79 291113
{
param = argv[++i];
argv[i] = NULL;
}
if (param != NULL)
{
oProps.setStringProperty(sSection, pkey, param);
}
}
}
}
static LONG __stdcall SGPExceptionFilter(int exceptionCount, EXCEPTION_POINTERS* pExceptInfo)
{
#ifdef ENABLE_EXCEPTION_HANDLING
extern BOOL ERGetFirstModuleException(EXCEPTION_POINTERS*, HMODULE, LPSTR, INT, LPSTR, INT, INT *);
extern STR GetExceptionString( DWORD uiExceptionCode );
CHAR funcName[64], sourceName[MAX_PATH];
INT lineNum = 0;
if (exceptionCount >= 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;
}