Serious-Engine/Sources/SeriousSam/SeriousSam.cpp

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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "SeriousSam/StdH.h"
#ifdef PLATFORM_WIN32
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#include <io.h>
#include <process.h>
#endif
// !!! FIXME: rcg01082002 Do something with these.
#ifdef PLATFORM_UNIX
#include <Engine/Base/SDL/SDLEvents.h>
#if !PLATFORM_MACOSX
#include <mntent.h>
#endif
#endif
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#include <fcntl.h>
#include <sys/stat.h>
#include <Engine/CurrentVersion.h>
#include <GameMP/Game.h>
#define DECL_DLL
#include <EntitiesMP/Global.h>
#include "resource.h"
#include "SplashScreen.h"
#include "MainWindow.h"
#include "GLSettings.h"
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#include "LevelInfo.h"
#include "LCDDrawing.h"
#include "CmdLine.h"
#include "Credits.h"
CGame *_pGame = NULL;
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// application state variables
BOOL _bRunning = TRUE;
BOOL _bQuitScreen = TRUE;
BOOL bMenuActive = FALSE;
BOOL bMenuRendering = FALSE;
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extern BOOL _bDefiningKey;
static BOOL _bReconsiderInput = FALSE;
PIX _pixDesktopWidth = 0; // desktop width when started (for some tests)
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static INDEX sam_iMaxFPSActive = 500;
static INDEX sam_iMaxFPSInactive = 10;
static INDEX sam_bPauseOnMinimize = TRUE; // auto-pause when window has been minimized
INDEX sam_bWideScreen = FALSE;
FLOAT sam_fPlayerOffset = 0.0f;
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// display mode settings
INDEX sam_bFullScreenActive = TRUE;
INDEX sam_iScreenSizeI = 640; // current size of the window
INDEX sam_iScreenSizeJ = 480; // current size of the window
INDEX sam_iDisplayDepth = 0; // 0==default, 1==16bit, 2==32bit
INDEX sam_iDisplayAdapter = 0;
INDEX sam_iGfxAPI = 0; // 0==OpenGL
INDEX sam_bFirstStarted = TRUE;
FLOAT sam_tmDisplayModeReport = 5.0f;
INDEX sam_bShowAllLevels = FALSE;
INDEX sam_bMentalActivated = FALSE;
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// network settings
CTString sam_strNetworkSettings = "";
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// command line
CTString sam_strCommandLine = "";
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// 0...app started for the first time
// 1...all ok
// 2...automatic fallback
static INDEX _iDisplayModeChangeFlag = 0;
static TIME _tmDisplayModeChanged = 100.0f; // when display mode was last changed
// rendering preferences for automatic settings
INDEX sam_iVideoSetup = 1; // 0==speed, 1==normal, 2==quality, 3==custom
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// automatic adjustment of audio quality
BOOL sam_bAutoAdjustAudio = TRUE;
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INDEX sam_bAutoPlayDemos = TRUE;
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static INDEX _bInAutoPlayLoop = TRUE;
// menu calling
INDEX sam_bMenuSave = FALSE;
INDEX sam_bMenuLoad = FALSE;
INDEX sam_bMenuControls = FALSE;
INDEX sam_bMenuHiScore = FALSE;
INDEX sam_bToggleConsole = FALSE;
INDEX sam_iStartCredits = FALSE;
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// for mod re-loading
CTFileName _fnmModToLoad = CTString("");
CTString _strModServerJoin = CTString("");
CTString _strURLToVisit = CTString("");
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// state variables fo addon execution
// 0 - nothing
// 1 - start (invoke console)
// 2 - console invoked, waiting for one redraw
INDEX _iAddonExecState = 0;
CTFileName _fnmAddonToExec = CTString("");
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// logo textures
static CTextureObject _toLogoCT;
static CTextureObject _toLogoODI;
static CTextureObject _toLogoEAX;
CTextureObject *_ptoLogoCT = NULL;
CTextureObject *_ptoLogoODI = NULL;
CTextureObject *_ptoLogoEAX = NULL;
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extern CTString sam_strVersion = "1.10";
extern CTString sam_strModName = TRANS("- O P E N S O U R C E -");
#if _SE_DEMO
CTString sam_strFirstLevel = "Levels\\KarnakDemo.wld";
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#else
CTString sam_strFirstLevel = "Levels\\LevelsMP\\1_0_InTheLastEpisode.wld";
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#endif
CTString sam_strIntroLevel = "Levels\\LevelsMP\\Intro.wld";
CTString sam_strGameName = "serioussamse";
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CTString sam_strTechTestLevel = "Levels\\LevelsMP\\TechTest.wld";
CTString sam_strTrainingLevel = "Levels\\KarnakDemo.wld";
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ENGINE_API extern INDEX snd_iFormat;
// main window canvas
CDrawPort *pdp;
CDrawPort *pdpNormal;
CDrawPort *pdpWideScreen;
CViewPort *pvpViewPort;
HINSTANCE _hInstance;
static void PlayDemo(void* pArgs)
{
CTString strDemoFilename = *NEXTARGUMENT(CTString*);
_gmMenuGameMode = GM_DEMO;
CTFileName fnDemo = "demos\\" + strDemoFilename + ".dem";
extern BOOL LSLoadDemo(const CTFileName &fnm);
LSLoadDemo(fnDemo);
}
static void ApplyRenderingPreferences(void)
{
ApplyGLSettings(TRUE);
}
void ApplyVideoMode(void)
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{
StartNewMode( (GfxAPIType)sam_iGfxAPI, sam_iDisplayAdapter, sam_iScreenSizeI, sam_iScreenSizeJ,
(enum DisplayDepth)sam_iDisplayDepth, sam_bFullScreenActive);
}
static void BenchMark(void)
{
_pGfx->Benchmark(pvpViewPort, pdp);
}
static void QuitGame(void)
{
_bRunning = FALSE;
_bQuitScreen = FALSE;
}
// check if another app is already running
// !!! FIXME: rcg01042002 Actually, I've abstracted this code, but it didn't
// !!! FIXME: rcg01042002 really seem to care if there was another copy
// !!! FIXME: rcg01042002 running before anyhow. What SHOULD be done is
// !!! FIXME: rcg01042002 we should see if the lockfile exists, and if not
// !!! FIXME: rcg01042002 create it and write our process ID in it. Then, if
// !!! FIXME: rcg01042002 another copy of Serious Sam is run, it sees the
// !!! FIXME: rcg01042002 file exists, opens it for reading, gets the process
// !!! FIXME: rcg01042002 ID, and sees if that process is still running. If
// !!! FIXME: rcg01042002 so, the second copy of the game should abort.
// !!! FIXME: rcg01042002 If the process ID isn't running, recreate the file
// !!! FIXME: rcg01042002 and THEN give the warning about not shutting down
// !!! FIXME: rcg01042002 properly last time. At exit, delete the file.
// !!! FIXME: rcg01042002 This is all platform independent except for the
// !!! FIXME: rcg01042002 method of determining the current process ID and
// !!! FIXME: rcg01042002 determining if a given process ID is still running,
// !!! FIXME: rcg01042002 and those are easy abstractions.
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static CTFileName _fnmLock;
static FILE *_hLock = NULL;
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static void DirectoryLockOn(void)
{
// create lock filename
_fnmLock = _fnmUserDir + "SeriousSam.loc";
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// try to open lock file
if (_pFileSystem->Exists(_fnmLock))
CPrintF(TRANSV("WARNING: SeriousSam didn't shut down properly last time!\n"));
_hLock = fopen(_fnmLock, "w");
if (_hLock == NULL) {
FatalError(TRANS("Failed to create lockfile %s! (%s)"),
(const char *) _fnmLock, strerror(errno));
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}
}
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static void DirectoryLockOff(void)
{
// if lock is open
if (_hLock!=NULL) {
fclose(_hLock);
_hLock == NULL;
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}
unlink(_fnmLock);
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}
void End(void);
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// automaticaly manage input enable/disable toggling
static BOOL _bInputEnabled = FALSE;
void UpdateInputEnabledState(void)
{
// do nothing if window is invalid
if( _hwndMain==NULL) return;
// input should be enabled if application is active
// and no menu is active and no console is active
BOOL bShouldBeEnabled = (!IsIconic(_hwndMain) && !bMenuActive && _pGame->gm_csConsoleState==CS_OFF
&& (_pGame->gm_csComputerState==CS_OFF || _pGame->gm_csComputerState==CS_ONINBACKGROUND))
|| _bDefiningKey;
// if should be turned off
if( (!bShouldBeEnabled && _bInputEnabled) || _bReconsiderInput) {
// disable it and remember new state
_pInput->DisableInput();
_bInputEnabled = FALSE;
}
// if should be turned on
if( bShouldBeEnabled && !_bInputEnabled) {
// enable it and remember new state
_pInput->EnableInput(_hwndMain);
_bInputEnabled = TRUE;
}
_bReconsiderInput = FALSE;
}
// automaticaly manage pause toggling
static void UpdatePauseState(void)
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{
BOOL bShouldPause = (_gmRunningGameMode==GM_SINGLE_PLAYER) && (bMenuActive ||
_pGame->gm_csConsoleState ==CS_ON || _pGame->gm_csConsoleState ==CS_TURNINGON || _pGame->gm_csConsoleState ==CS_TURNINGOFF ||
_pGame->gm_csComputerState==CS_ON || _pGame->gm_csComputerState==CS_TURNINGON || _pGame->gm_csComputerState==CS_TURNINGOFF);
_pNetwork->SetLocalPause(bShouldPause);
}
// limit current frame rate if neeeded
void LimitFrameRate(void)
{
// measure passed time for each loop
static CTimerValue tvLast(-1.0f);
CTimerValue tvNow = _pTimer->GetHighPrecisionTimer();
TIME tmCurrentDelta = (tvNow-tvLast).GetSeconds();
// limit maximum frame rate
sam_iMaxFPSActive = ClampDn( (INDEX)sam_iMaxFPSActive, 1L);
sam_iMaxFPSInactive = ClampDn( (INDEX)sam_iMaxFPSInactive, 1L);
INDEX iMaxFPS = sam_iMaxFPSActive;
if( IsIconic(_hwndMain)) iMaxFPS = sam_iMaxFPSInactive;
if(_pGame->gm_CurrentSplitScreenCfg==CGame::SSC_DEDICATED) {
iMaxFPS = ClampDn(iMaxFPS, 60L); // never go very slow if dedicated server
}
TIME tmWantedDelta = 1.0f / iMaxFPS;
if( tmCurrentDelta<tmWantedDelta) _pTimer->Sleep( (tmWantedDelta-tmCurrentDelta)*1000.0f);
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// remember new time
tvLast = _pTimer->GetHighPrecisionTimer();
}
// load first demo
void StartNextDemo(void)
{
if (!sam_bAutoPlayDemos || !_bInAutoPlayLoop) {
_bInAutoPlayLoop = FALSE;
return;
}
// skip if no demos
if(_lhAutoDemos.IsEmpty()) {
_bInAutoPlayLoop = FALSE;
return;
}
// get first demo level and cycle the list
CLevelInfo *pli = LIST_HEAD(_lhAutoDemos, CLevelInfo, li_lnNode);
pli->li_lnNode.Remove();
_lhAutoDemos.AddTail(pli->li_lnNode);
// if intro
if (pli->li_fnLevel==CTFileName(sam_strIntroLevel)) {
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// start intro
_gmRunningGameMode = GM_NONE;
_pGame->gm_aiStartLocalPlayers[0] = 0;
_pGame->gm_aiStartLocalPlayers[1] = -1;
_pGame->gm_aiStartLocalPlayers[2] = -1;
_pGame->gm_aiStartLocalPlayers[3] = -1;
_pGame->gm_strNetworkProvider = "Local";
_pGame->gm_StartSplitScreenCfg = CGame::SSC_PLAY1;
_pShell->SetINDEX("gam_iStartDifficulty", CSessionProperties::GD_NORMAL);
_pShell->SetINDEX("gam_iStartMode", CSessionProperties::GM_FLYOVER);
CUniversalSessionProperties sp;
_pGame->SetSinglePlayerSession(sp);
_pGame->gm_bFirstLoading = TRUE;
if (_pGame->NewGame( sam_strIntroLevel, sam_strIntroLevel, sp)) {
_gmRunningGameMode = GM_INTRO;
}
// if not intro
} else {
// start the demo
_pGame->gm_StartSplitScreenCfg = CGame::SSC_OBSERVER;
_pGame->gm_aiStartLocalPlayers[0] = -1;
_pGame->gm_aiStartLocalPlayers[1] = -1;
_pGame->gm_aiStartLocalPlayers[2] = -1;
_pGame->gm_aiStartLocalPlayers[3] = -1;
// play the demo
_pGame->gm_strNetworkProvider = "Local";
_gmRunningGameMode = GM_NONE;
if( _pGame->StartDemoPlay( pli->li_fnLevel)) {
_gmRunningGameMode = GM_DEMO;
CON_DiscardLastLineTimes();
}
}
if (_gmRunningGameMode==GM_NONE) {
_bInAutoPlayLoop = FALSE;
}
}
BOOL _bCDPathFound = FALSE;
BOOL FileExistsOnHD(const CTString &strFile)
{
FILE *f = fopen(_fnmApplicationPath+strFile, "rb");
if (f!=NULL) {
fclose(f);
return TRUE;
} else {
return FALSE;
}
}
void TrimString(char *str)
{
int i = strlen(str);
if (str[i-1]=='\n' || str[i-1]=='\r') {
str[i-1]=0;
}
}
// run web browser and view an url
void RunBrowser(const char *strUrl)
{
#ifdef PLATFORM_WIN32
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int iResult = (int)ShellExecuteA( _hwndMain, "OPEN", strUrl, NULL, NULL, SW_SHOWMAXIMIZED);
if (iResult<32) {
// should report error?
NOTHING;
}
#else
STUBBED("Should spawn browser here");
#endif
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}
void LoadAndForceTexture(CTextureObject &to, CTextureObject *&pto, const CTFileName &fnm)
{
try {
to.SetData_t(fnm);
CTextureData *ptd = (CTextureData*)to.GetData();
ptd->Force( TEX_CONSTANT);
ptd = ptd->td_ptdBaseTexture;
if( ptd!=NULL) ptd->Force( TEX_CONSTANT);
pto = &to;
} catch( char *pchrError) {
(void*)pchrError;
pto = NULL;
}
}
#if (!defined PLATFORM_WIN32)
static char *argv0 = NULL;
#endif
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void InitializeGame(void)
{
try {
#ifdef STATICALLY_LINKED
#define fnmExpanded NULL
CPrintF(TRANSV("Loading game library '%s'...\n"), "(statically linked)");
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#else
CTFileName fnmDLL;
#ifndef NDEBUG
fnmDLL = "Bin\\Debug\\Game"+_strModExt+"D.dll";
#else
fnmDLL = "Bin\\Game"+_strModExt+".dll";
#endif
fnmDLL = CDynamicLoader::ConvertLibNameToPlatform(fnmDLL);
CTFileName fnmExpanded;
ExpandFilePath(EFP_READ | EFP_NOZIPS,fnmDLL,fnmExpanded);
CPrintF(TRANSV("Loading game library '%s'...\n"), (const char *)fnmExpanded);
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#endif
const char *err;
CDynamicLoader *hGame = CDynamicLoader::GetInstance(fnmExpanded);
if ((err = hGame->GetError()) != NULL) {
ThrowF_t("%s", err);
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}
CGame* (*GAME_Create)(void) = (CGame* (*)(void))hGame->FindSymbol("GAME_Create");
if ((err = hGame->GetError()) != NULL) {
ThrowF_t("%s", err);
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}
_pGame = GAME_Create();
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} catch (char *strError) {
FatalError("%s", strError);
}
// init game - this will load persistent symbols
_pGame->Initialize(CTString("Data\\SeriousSam.gms"));
}
BOOL Init( HINSTANCE hInstance, int nCmdShow, CTString strCmdLine)
{
_hInstance = hInstance;
ShowSplashScreen(hInstance);
// !!! FIXME: This needs to be done before DetermineDesktopWidth(), but I
// !!! FIXME: don't really want this here.
#ifdef PLATFORM_UNIX
if (SDL_Init(SDL_INIT_VIDEO) == -1)
FatalError("SDL_Init(SDL_INIT_VIDEO) failed. Reason: [%s].", SDL_GetError());
#endif
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// remember desktop width
_pixDesktopWidth = DetermineDesktopWidth();
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// prepare main window
MainWindow_Init();
OpenMainWindowInvisible();
// parse command line before initializing engine
ParseCommandLine(strCmdLine);
#ifdef PLATFORM_WIN32
char argv0[MAX_PATH];
memset(argv0, '\0', sizeof (argv0));
GetModuleFileName(NULL, argv0, sizeof (argv0) - 1);
#endif
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// initialize engine
SE_InitEngine(argv0, sam_strGameName);
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SE_LoadDefaultFonts();
// now print the output of command line parsing
CPrintF("%s", (const char *) cmd_strOutput);
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// lock the directory
DirectoryLockOn();
// load all translation tables
InitTranslation();
try {
AddTranslationTablesDir_t(CTString("Data\\Translations\\"), CTString("*.txt"));
FinishTranslationTable();
} catch (char *strError) {
FatalError("%s", strError);
}
// always disable all warnings when in serious sam
_pShell->Execute( "con_bNoWarnings=1;");
// declare shell symbols
_pShell->DeclareSymbol("user void PlayDemo(CTString);", (void *) &PlayDemo);
_pShell->DeclareSymbol("persistent INDEX sam_bFullScreen;", (void *) &sam_bFullScreenActive);
_pShell->DeclareSymbol("persistent INDEX sam_iScreenSizeI;", (void *) &sam_iScreenSizeI);
_pShell->DeclareSymbol("persistent INDEX sam_iScreenSizeJ;", (void *) &sam_iScreenSizeJ);
_pShell->DeclareSymbol("persistent INDEX sam_iDisplayDepth;", (void *) &sam_iDisplayDepth);
_pShell->DeclareSymbol("persistent INDEX sam_iDisplayAdapter;", (void *) &sam_iDisplayAdapter);
_pShell->DeclareSymbol("persistent INDEX sam_iGfxAPI;", (void *) &sam_iGfxAPI);
_pShell->DeclareSymbol("persistent INDEX sam_bFirstStarted;", (void *) &sam_bFirstStarted);
_pShell->DeclareSymbol("persistent INDEX sam_bAutoAdjustAudio;", (void *) &sam_bAutoAdjustAudio);
_pShell->DeclareSymbol("persistent user INDEX sam_bWideScreen;", (void *) &sam_bWideScreen);
_pShell->DeclareSymbol("persistent user FLOAT sam_fPlayerOffset;", (void *) &sam_fPlayerOffset);
_pShell->DeclareSymbol("persistent user INDEX sam_bAutoPlayDemos;", (void *) &sam_bAutoPlayDemos);
_pShell->DeclareSymbol("persistent user INDEX sam_iMaxFPSActive;", (void *) &sam_iMaxFPSActive);
_pShell->DeclareSymbol("persistent user INDEX sam_iMaxFPSInactive;", (void *) &sam_iMaxFPSInactive);
_pShell->DeclareSymbol("persistent user INDEX sam_bPauseOnMinimize;", (void *) &sam_bPauseOnMinimize);
_pShell->DeclareSymbol("persistent user FLOAT sam_tmDisplayModeReport;", (void *) &sam_tmDisplayModeReport);
_pShell->DeclareSymbol("persistent user CTString sam_strNetworkSettings;", (void *) &sam_strNetworkSettings);
_pShell->DeclareSymbol("persistent user CTString sam_strIntroLevel;", (void *) &sam_strIntroLevel);
_pShell->DeclareSymbol("persistent user CTString sam_strGameName;", (void *) &sam_strGameName);
_pShell->DeclareSymbol("user CTString sam_strVersion;", (void *) &sam_strVersion);
_pShell->DeclareSymbol("user CTString sam_strFirstLevel;", (void *) &sam_strFirstLevel);
_pShell->DeclareSymbol("user CTString sam_strModName;", (void *) &sam_strModName);
_pShell->DeclareSymbol("persistent INDEX sam_bShowAllLevels;", (void *) &sam_bShowAllLevels);
_pShell->DeclareSymbol("persistent INDEX sam_bMentalActivated;", (void *) &sam_bMentalActivated);
_pShell->DeclareSymbol("user void Quit(void);", (void *) &QuitGame);
_pShell->DeclareSymbol("persistent user INDEX sam_iVideoSetup;", (void *) &sam_iVideoSetup);
_pShell->DeclareSymbol("user void ApplyRenderingPreferences(void);", (void *) &ApplyRenderingPreferences);
_pShell->DeclareSymbol("user void ApplyVideoMode(void);", (void *) &ApplyVideoMode);
_pShell->DeclareSymbol("user void Benchmark(void);", (void *) &BenchMark);
_pShell->DeclareSymbol("user INDEX sam_bMenuSave;", (void *) &sam_bMenuSave);
_pShell->DeclareSymbol("user INDEX sam_bMenuLoad;", (void *) &sam_bMenuLoad);
_pShell->DeclareSymbol("user INDEX sam_bMenuControls;", (void *) &sam_bMenuControls);
_pShell->DeclareSymbol("user INDEX sam_bMenuHiScore;", (void *) &sam_bMenuHiScore);
_pShell->DeclareSymbol("user INDEX sam_bToggleConsole;",(void *) &sam_bToggleConsole);
_pShell->DeclareSymbol("INDEX sam_iStartCredits;", (void *) &sam_iStartCredits);
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InitializeGame();
_pNetwork->md_strGameID = sam_strGameName;
_pGame->LCDInit();
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if( sam_bFirstStarted) {
InfoMessage("%s", TRANS(
"SeriousSam is starting for the first time.\n"
"If you experience any problems, please consult\n"
"ReadMe file for troubleshooting information."));
}
// initialize sound library
snd_iFormat = Clamp( snd_iFormat, (INDEX)CSoundLibrary::SF_NONE, (INDEX)CSoundLibrary::SF_44100_16);
_pSound->SetFormat( (enum CSoundLibrary::SoundFormat)snd_iFormat);
if (sam_bAutoAdjustAudio) {
_pShell->Execute("include \"Scripts\\Addons\\SFX-AutoAdjust.ini\"");
}
// execute script given on command line
if (cmd_strScript!="") {
CPrintF("Command line script: '%s'\n", (const char *) cmd_strScript);
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CTString strCmd;
strCmd.PrintF("include \"%s\"", (const char *) cmd_strScript);
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_pShell->Execute(strCmd);
}
// load logo textures
LoadAndForceTexture(_toLogoCT, _ptoLogoCT, CTFILENAME("Textures\\Logo\\LogoCT.tex"));
LoadAndForceTexture(_toLogoODI, _ptoLogoODI, CTFILENAME("Textures\\Logo\\GodGamesLogo.tex"));
LoadAndForceTexture(_toLogoEAX, _ptoLogoEAX, CTFILENAME("Textures\\Logo\\LogoEAX.tex"));
// !! NOTE !! Re-enable these to allow mod support.
//LoadStringVar(CTString("Data\\Var\\Sam_Version.var"), sam_strVersion);
//LoadStringVar(CTString("Data\\Var\\ModName.var"), sam_strModName);
CPrintF(TRANSV("Serious Sam version: %s\n"), (const char *) sam_strVersion);
CPrintF(TRANSV("Active mod: %s\n"), (const char *) sam_strModName);
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InitializeMenus();
// if there is a mod
if (_fnmMod!="") {
// execute the mod startup script
_pShell->Execute(CTString("include \"Scripts\\Mod_startup.ini\";"));
}
// init gl settings module
InitGLSettings();
// init level-info subsystem
LoadLevelsList();
LoadDemosList();
// apply application mode
StartNewMode( (GfxAPIType)sam_iGfxAPI, sam_iDisplayAdapter, sam_iScreenSizeI, sam_iScreenSizeJ,
(enum DisplayDepth)sam_iDisplayDepth, sam_bFullScreenActive);
// set default mode reporting
if( sam_bFirstStarted) {
_iDisplayModeChangeFlag = 0;
sam_bFirstStarted = FALSE;
}
HideSplashScreen();
if (cmd_strPassword!="") {
_pShell->SetString("net_strConnectPassword", cmd_strPassword);
}
#if TECHTESTONLY
cmd_strWorld = CTString("Levels\\TechTestElsa.wld");
#endif
// if connecting to server from command line
if (cmd_strServer!="") {
CTString strPort = "";
if (cmd_iPort>0) {
_pShell->SetINDEX("net_iPort", cmd_iPort);
strPort.PrintF(":%d", cmd_iPort);
}
CPrintF(TRANSV("Command line connection: '%s%s'\n"), (const char *) cmd_strServer, (const char *) strPort);
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// go to join menu
_pGame->gam_strJoinAddress = cmd_strServer;
if (cmd_bQuickJoin) {
extern void JoinNetworkGame(void);
JoinNetworkGame();
} else {
StartMenus("join");
}
// if starting world from command line
} else if (cmd_strWorld!="") {
CPrintF(TRANSV("Command line world: '%s'\n"), (const char *) cmd_strWorld);
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// try to start the game with that level
try {
if (cmd_iGoToMarker>=0) {
CPrintF(TRANSV("Command line marker: %d\n"), cmd_iGoToMarker);
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CTString strCommand;
strCommand.PrintF("cht_iGoToMarker = %d;", cmd_iGoToMarker);
_pShell->Execute(strCommand);
}
_pGame->gam_strCustomLevel = cmd_strWorld;
if (cmd_bServer) {
extern void StartNetworkGame(void);
StartNetworkGame();
} else {
extern void StartSinglePlayerGame(void);
StartSinglePlayerGame();
}
} catch (char *strError) {
CPrintF(TRANSV("Cannot start '%s': '%s'\n"), (const char *) cmd_strWorld, strError);
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}
// if no relevant starting at command line
} else {
StartNextDemo();
}
return TRUE;
}
void End(void)
{
_pGame->DisableLoadingHook();
// cleanup level-info subsystem
ClearLevelsList();
ClearDemosList();
// destroy the main window and its canvas
if (pvpViewPort!=NULL) {
_pGfx->DestroyWindowCanvas( pvpViewPort);
pvpViewPort = NULL;
pdpNormal = NULL;
}
CloseMainWindow();
MainWindow_End();
DestroyMenus();
_pGame->End();
_pGame->LCDEnd();
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// unlock the directory
DirectoryLockOff();
SE_EndEngine();
}
// print display mode info if needed
void PrintDisplayModeInfo(void)
{
// skip if timed out
if( _pTimer->GetRealTimeTick() > (_tmDisplayModeChanged+sam_tmDisplayModeReport)) return;
// cache some general vars
SLONG slDPWidth = pdp->GetWidth();
SLONG slDPHeight = pdp->GetHeight();
if( pdp->IsDualHead()) slDPWidth/=2;
CDisplayMode dm;
dm.dm_pixSizeI = slDPWidth;
dm.dm_pixSizeJ = slDPHeight;
// determine proper text scale for statistics display
FLOAT fTextScale = (FLOAT)slDPWidth/640.0f;
// get resolution
CTString strRes;
extern CTString _strPreferencesDescription;
strRes.PrintF( "%dx%dx%s", slDPWidth, slDPHeight, (const char *) _pGfx->gl_dmCurrentDisplayMode.DepthString());
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if( dm.IsDualHead()) strRes += TRANS(" DualMonitor");
if( dm.IsWideScreen()) strRes += TRANS(" WideScreen");
if( _pGfx->gl_eCurrentAPI==GAT_OGL) strRes += " (OpenGL)";
#ifdef PLATFORM_WIN32
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else if( _pGfx->gl_eCurrentAPI==GAT_D3D) strRes += " (Direct3D)";
#endif
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CTString strDescr;
strDescr.PrintF("\n%s (%s)\n", (const char *) _strPreferencesDescription, (const char *) RenderingPreferencesDescription(sam_iVideoSetup));
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strRes+=strDescr;
// tell if application is started for the first time, or failed to set mode
if( _iDisplayModeChangeFlag==0) {
strRes += TRANS("Display mode set by default!");
} else if( _iDisplayModeChangeFlag==2) {
strRes += TRANS("Last mode set failed!");
}
// print it all
pdp->SetFont( _pfdDisplayFont);
pdp->SetTextScaling( fTextScale);
pdp->SetTextAspect( 1.0f);
pdp->PutText( strRes, slDPWidth*0.05f, slDPHeight*0.85f, _pGame->LCDGetColor(C_GREEN|255, "display mode"));
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}
// do the main game loop and render screen
void DoGame(void)
{
#ifdef SINGLE_THREADED
_pTimer->HandleTimerHandlers();
#endif
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// set flag if not in game
if( !_pGame->gm_bGameOn) _gmRunningGameMode = GM_NONE;
if( _gmRunningGameMode==GM_DEMO && _pNetwork->IsDemoPlayFinished()
||_gmRunningGameMode==GM_INTRO && _pNetwork->IsGameFinished()) {
_pGame->StopGame();
_gmRunningGameMode = GM_NONE;
// load next demo
StartNextDemo();
if (!_bInAutoPlayLoop) {
// start menu
StartMenus();
}
}
// do the main game loop
if( _gmRunningGameMode != GM_NONE) {
_pGame->GameMainLoop();
// if game is not started
} else {
// just handle broadcast messages
_pNetwork->GameInactive();
}
if (sam_iStartCredits>0) {
Credits_On(sam_iStartCredits);
sam_iStartCredits = 0;
}
if (sam_iStartCredits<0) {
Credits_Off();
sam_iStartCredits = 0;
}
if( _gmRunningGameMode==GM_NONE) {
Credits_Off();
sam_iStartCredits = 0;
}
// redraw the view
if( !IsIconic(_hwndMain) && pdp!=NULL && pdp->Lock())
{
if( _gmRunningGameMode!=GM_NONE && !bMenuActive ) {
// handle pretouching of textures and shadowmaps
pdp->Unlock();
_pGame->GameRedrawView( pdp, (_pGame->gm_csConsoleState!=CS_OFF || bMenuActive)?0:GRV_SHOWEXTRAS);
pdp->Lock();
_pGame->ComputerRender(pdp);
pdp->Unlock();
CDrawPort dpScroller(pdp, TRUE);
dpScroller.Lock();
if (Credits_Render(&dpScroller)==0) {
Credits_Off();
}
dpScroller.Unlock();
pdp->Lock();
} else {
pdp->Fill( _pGame->LCDGetColor(C_dGREEN|CT_OPAQUE, "bcg fill"));
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}
// do menu
if( bMenuRendering) {
// clear z-buffer
pdp->FillZBuffer( ZBUF_BACK);
// remember if we should render menus next tick
bMenuRendering = DoMenu(pdp);
}
// print display mode info if needed
PrintDisplayModeInfo();
// render console
_pGame->ConsoleRender(pdp);
// done with all
pdp->Unlock();
// clear upper and lower parts of screen if in wide screen mode
if( pdp==pdpWideScreen && pdpNormal->Lock()) {
const PIX pixWidth = pdpWideScreen->GetWidth();
const PIX pixHeight = (pdpNormal->GetHeight() - pdpWideScreen->GetHeight()) /2;
const PIX pixJOfs = pixHeight + pdpWideScreen->GetHeight()-1;
pdpNormal->Fill( 0, 0, pixWidth, pixHeight, C_BLACK|CT_OPAQUE);
pdpNormal->Fill( 0, pixJOfs, pixWidth, pixHeight, C_BLACK|CT_OPAQUE);
pdpNormal->Unlock();
}
// show
pvpViewPort->SwapBuffers();
}
}
void TeleportPlayer(int iPosition)
{
CTString strCommand;
strCommand.PrintF( "cht_iGoToMarker = %d;", iPosition);
_pShell->Execute(strCommand);
}
CTextureObject _toStarField;
static FLOAT _fLastVolume = 1.0f;
void RenderStarfield(CDrawPort *pdp, FLOAT fStrength)
{
CTextureData *ptd = (CTextureData *)_toStarField.GetData();
// skip if no texture
if(ptd==NULL) return;
PIX pixSizeI = pdp->GetWidth();
PIX pixSizeJ = pdp->GetHeight();
FLOAT fStretch = pixSizeI/640.0f;
fStretch*=FLOAT(ptd->GetPixWidth())/ptd->GetWidth();
PIXaabbox2D boxScreen(PIX2D(0,0), PIX2D(pixSizeI, pixSizeJ));
MEXaabbox2D boxTexture(MEX2D(0, 0), MEX2D(pixSizeI/fStretch, pixSizeJ/fStretch));
pdp->PutTexture(&_toStarField, boxScreen, boxTexture, LerpColor(C_BLACK, C_WHITE, fStrength)|CT_OPAQUE);
}
FLOAT RenderQuitScreen(CDrawPort *pdp, CViewPort *pvp)
{
CDrawPort dpQuit(pdp, TRUE);
CDrawPort dpWide;
dpQuit.MakeWideScreen(&dpWide);
// redraw the view
if (!dpWide.Lock()) {
return 0;
}
dpWide.Fill(C_BLACK|CT_OPAQUE);
RenderStarfield(&dpWide, _fLastVolume);
FLOAT fVolume = Credits_Render(&dpWide);
_fLastVolume = fVolume;
dpWide.Unlock();
pvp->SwapBuffers();
return fVolume;
}
void QuitScreenLoop(void)
{
Credits_On(3);
CSoundObject soMusic;
try {
_toStarField.SetData_t(CTFILENAME("Textures\\Background\\Night01\\Stars01.tex"));
soMusic.Play_t(CTFILENAME("Music\\Credits.mp3"), SOF_NONGAME|SOF_MUSIC|SOF_LOOP);
} catch (char *strError) {
CPrintF("%s\n", strError);
}
// while it is still running
FOREVER {
FLOAT fVolume = RenderQuitScreen(pdp, pvpViewPort);
if (fVolume<=0) {
return;
}
// assure we can listen to non-3d sounds
soMusic.SetVolume(fVolume, fVolume);
_pSound->UpdateSounds();
// while there are any messages in the message queue
MSG msg;
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
// if it is not a keyboard or mouse message
if(msg.message==WM_LBUTTONDOWN||
msg.message==WM_RBUTTONDOWN||
msg.message==WM_KEYDOWN) {
return;
}
}
//_pTimer->Sleep(5);
#ifdef SINGLE_THREADED
_pTimer->HandleTimerHandlers();
#endif
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}
}
int SubMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
(void)hPrevInstance;
if( !Init( hInstance, nCmdShow, lpCmdLine )) return FALSE;
// initialy, application is running and active, console and menu are off
_bRunning = TRUE;
_bQuitScreen = TRUE;
_pGame->gm_csConsoleState = CS_OFF;
_pGame->gm_csComputerState = CS_OFF;
// bMenuActive = FALSE;
// bMenuRendering = FALSE;
// while it is still running
while( _bRunning && _fnmModToLoad=="")
{
// while there are any messages in the message queue
MSG msg;
while( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE)) {
// if it is not a mouse message
if( !(msg.message>=WM_MOUSEFIRST && msg.message<=WM_MOUSELAST) ) {
// if not system key messages
if( !(msg.message==WM_KEYDOWN && msg.wParam==VK_F10
||msg.message==WM_SYSKEYDOWN)) {
// dispatch it
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
// system commands (also send by the application itself)
#ifdef PLATFORM_WIN32
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if( msg.message==WM_SYSCOMMAND)
{
switch( msg.wParam & ~0x0F) {
// if should minimize
case SC_MINIMIZE:
if( _bWindowChanging) break;
_bWindowChanging = TRUE;
_bReconsiderInput = TRUE;
// if allowed, not already paused and only in single player game mode
if( sam_bPauseOnMinimize && !_pNetwork->IsPaused() && _gmRunningGameMode==GM_SINGLE_PLAYER) {
// pause game
_pNetwork->TogglePause();
}
// if in full screen
if( sam_bFullScreenActive) {
// reset display mode and minimize window
_pGfx->ResetDisplayMode();
ShowWindow(_hwndMain, SW_MINIMIZE);
// if not in full screen
} else {
// just minimize the window
ShowWindow(_hwndMain, SW_MINIMIZE);
}
break;
// if should restore
case SC_RESTORE:
if( _bWindowChanging) break;
_bWindowChanging = TRUE;
_bReconsiderInput = TRUE;
// if in full screen
if( sam_bFullScreenActive) {
ShowWindow(_hwndMain, SW_SHOWNORMAL);
// set the display mode once again
StartNewMode( (GfxAPIType)sam_iGfxAPI, sam_iDisplayAdapter, sam_iScreenSizeI, sam_iScreenSizeJ,
(enum DisplayDepth)sam_iDisplayDepth, sam_bFullScreenActive);
// if not in full screen
} else {
// restore window
ShowWindow(_hwndMain, SW_SHOWNORMAL);
}
break;
// if should maximize
case SC_MAXIMIZE:
if( _bWindowChanging) break;
_bWindowChanging = TRUE;
_bReconsiderInput = TRUE;
// go to full screen
StartNewMode( (GfxAPIType)sam_iGfxAPI, sam_iDisplayAdapter, sam_iScreenSizeI, sam_iScreenSizeJ,
(enum DisplayDepth)sam_iDisplayDepth, TRUE);
ShowWindow( _hwndMain, SW_SHOWNORMAL);
break;
}
}
#endif
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// toggle full-screen on alt-enter
if( msg.message==WM_SYSKEYDOWN && msg.wParam==VK_RETURN && !IsIconic(_hwndMain)) {
// !!! FIXME: This can be more efficient under Linux with
// !!! FIXME: SDL_WM_ToggleFullScreen(), since the GL context is just
// !!! FIXME: reused there... --ryan.
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StartNewMode( (GfxAPIType)sam_iGfxAPI, sam_iDisplayAdapter, sam_iScreenSizeI, sam_iScreenSizeJ,
(enum DisplayDepth)sam_iDisplayDepth, !sam_bFullScreenActive);
if (_pInput != NULL) // rcg02042003 hack for SDL vs. Win32.
_pInput->ClearRelativeMouseMotion();
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}
// if application should stop
if( msg.message==WM_QUIT || msg.message==WM_CLOSE) {
// stop running
_bRunning = FALSE;
_bQuitScreen = FALSE;
}
#ifdef PLATFORM_WIN32
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// if application is deactivated or minimized
if( (msg.message==WM_ACTIVATE && (LOWORD(msg.wParam)==WA_INACTIVE || HIWORD(msg.wParam)))
|| msg.message==WM_CANCELMODE
|| msg.message==WM_KILLFOCUS
|| (msg.message==WM_ACTIVATEAPP && !msg.wParam)) {
// if application is running and in full screen mode
if( !_bWindowChanging && _bRunning) {
// minimize if in full screen
if( sam_bFullScreenActive) PostMessage(NULL, WM_SYSCOMMAND, SC_MINIMIZE, 0);
// just disable input if not in full screen
else _pInput->DisableInput();
}
}
// if application is activated or minimized
else if( (msg.message==WM_ACTIVATE && (LOWORD(msg.wParam)==WA_ACTIVE || LOWORD(msg.wParam)==WA_CLICKACTIVE))
|| msg.message==WM_SETFOCUS
|| (msg.message==WM_ACTIVATEAPP && msg.wParam)) {
// enable input back again if needed
_bReconsiderInput = TRUE;
}
#endif
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if (msg.message==WM_KEYDOWN && msg.wParam==VK_ESCAPE &&
(_gmRunningGameMode==GM_DEMO || _gmRunningGameMode==GM_INTRO)) {
_pGame->StopGame();
_gmRunningGameMode=GM_NONE;
}
if (_pGame->gm_csConsoleState==CS_TALK && msg.message==WM_KEYDOWN && msg.wParam==VK_ESCAPE) {
if (_pInput != NULL) // rcg02042003 hack for SDL vs. Win32.
_pInput->ClearRelativeMouseMotion();
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_pGame->gm_csConsoleState = CS_OFF;
msg.message=WM_NULL;
}
BOOL bMenuForced = (_gmRunningGameMode==GM_NONE &&
(_pGame->gm_csConsoleState==CS_OFF || _pGame->gm_csConsoleState==CS_TURNINGOFF));
BOOL bMenuToggle = (msg.message==WM_KEYDOWN && msg.wParam==VK_ESCAPE
&& (_pGame->gm_csComputerState==CS_OFF || _pGame->gm_csComputerState==CS_ONINBACKGROUND));
if( !bMenuActive) {
if( bMenuForced || bMenuToggle) {
// if console is active
if( _pGame->gm_csConsoleState==CS_ON || _pGame->gm_csConsoleState==CS_TURNINGON) {
// deactivate it
_pGame->gm_csConsoleState = CS_TURNINGOFF;
_iAddonExecState = 0;
}
// delete key down message so menu would not exit because of it
msg.message=WM_NULL;
// start menu
StartMenus();
}
} else {
if (bMenuForced && bMenuToggle && pgmCurrentMenu->gm_pgmParentMenu == NULL) {
// delete key down message so menu would not exit because of it
msg.message=WM_NULL;
}
}
// if neither menu nor console is running
if (!bMenuActive && (_pGame->gm_csConsoleState==CS_OFF || _pGame->gm_csConsoleState==CS_TURNINGOFF)) {
// if current menu is not root
if (!IsMenusInRoot()) {
// start current menu
StartMenus();
}
}
if (sam_bMenuSave) {
sam_bMenuSave = FALSE;
StartMenus("save");
}
if (sam_bMenuLoad) {
sam_bMenuLoad = FALSE;
StartMenus("load");
}
if (sam_bMenuControls) {
sam_bMenuControls = FALSE;
StartMenus("controls");
}
if (sam_bMenuHiScore) {
sam_bMenuHiScore = FALSE;
StartMenus("hiscore");
}
// interpret console key presses
if (_iAddonExecState==0) {
if (msg.message==WM_KEYDOWN) {
_pGame->ConsoleKeyDown(msg);
if (_pGame->gm_csConsoleState!=CS_ON) {
_pGame->ComputerKeyDown(msg);
}
} else if (msg.message==WM_KEYUP) {
// special handler for talk (not to invoke return key bind)
if( msg.wParam==VK_RETURN && _pGame->gm_csConsoleState==CS_TALK)
{
if (_pInput != NULL) // rcg02042003 hack for SDL vs. Win32.
_pInput->ClearRelativeMouseMotion();
_pGame->gm_csConsoleState = CS_OFF;
}
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} else if (msg.message==WM_CHAR) {
_pGame->ConsoleChar(msg);
}
if (msg.message==WM_LBUTTONDOWN
||msg.message==WM_RBUTTONDOWN
||msg.message==WM_LBUTTONDBLCLK
||msg.message==WM_RBUTTONDBLCLK
||msg.message==WM_LBUTTONUP
||msg.message==WM_RBUTTONUP) {
if (_pGame->gm_csConsoleState!=CS_ON) {
_pGame->ComputerKeyDown(msg);
}
}
}
// if menu is active and no input on
if( bMenuActive && !_pInput->IsInputEnabled()) {
// pass keyboard/mouse messages to menu
if(msg.message==WM_KEYDOWN) {
MenuOnKeyDown( msg.wParam);
} else if (msg.message==WM_LBUTTONDOWN || msg.message==WM_LBUTTONDBLCLK) {
MenuOnKeyDown(VK_LBUTTON);
} else if (msg.message==WM_RBUTTONDOWN || msg.message==WM_RBUTTONDBLCLK) {
MenuOnKeyDown(VK_RBUTTON);
} else if (msg.message==WM_MOUSEMOVE) {
MenuOnMouseMove(LOWORD(msg.lParam), HIWORD(msg.lParam));
#ifndef WM_MOUSEWHEEL
#define WM_MOUSEWHEEL 0x020A
#endif
} else if (msg.message==WM_MOUSEWHEEL) {
SWORD swDir = SWORD(UWORD(HIWORD(msg.wParam)));
if (swDir>0) {
MenuOnKeyDown(11);
} else if (swDir<0) {
MenuOnKeyDown(10);
}
} else if (msg.message==WM_CHAR) {
MenuOnChar(msg);
}
}
// if toggling console
BOOL bConsoleKey = sam_bToggleConsole || msg.message==WM_KEYDOWN &&
// !!! FIXME: rcg11162001 This sucks.
#ifdef PLATFORM_UNIX
(msg.wParam == SDLK_BACKQUOTE
#else
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(MapVirtualKey(msg.wParam, 0)==41 // scan code for '~'
#endif
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|| msg.wParam==VK_F1 || (msg.wParam==VK_ESCAPE && _iAddonExecState==3));
if(bConsoleKey && !_bDefiningKey)
{
sam_bToggleConsole = FALSE;
if( _iAddonExecState==3) _iAddonExecState = 0;
// if it is up, or pulling up
if( _pGame->gm_csConsoleState==CS_OFF || _pGame->gm_csConsoleState==CS_TURNINGOFF) {
// start it moving down and disable menu
_pGame->gm_csConsoleState = CS_TURNINGON;
// stop all IFeel effects
IFeel_StopEffect(NULL);
if( bMenuActive) {
StopMenus(FALSE);
}
// if it is down, or dropping down
} else if( _pGame->gm_csConsoleState==CS_ON || _pGame->gm_csConsoleState==CS_TURNINGON) {
// start it moving up
_pGame->gm_csConsoleState = CS_TURNINGOFF;
}
}
if (_pShell->GetINDEX("con_bTalk") && _pGame->gm_csConsoleState==CS_OFF) {
_pShell->SetINDEX("con_bTalk", FALSE);
_pGame->gm_csConsoleState = CS_TALK;
}
// if pause pressed
if (msg.message==WM_KEYDOWN && msg.wParam==VK_PAUSE) {
// toggle pause
_pNetwork->TogglePause();
}
#ifdef PLATFORM_WIN32
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// if command sent from external application
if (msg.message==WM_COMMAND) {
// if teleport player
if (msg.wParam==1001) {
// teleport player
TeleportPlayer(msg.lParam);
// restore
PostMessage(NULL, WM_SYSCOMMAND, SC_RESTORE, 0);
}
}
#endif
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// if demo is playing
if (_gmRunningGameMode==GM_DEMO ||
_gmRunningGameMode==GM_INTRO ) {
// check if escape is pressed
BOOL bEscape = (msg.message==WM_KEYDOWN && msg.wParam==VK_ESCAPE);
// check if console-invoke key is pressed
BOOL bTilde = (msg.message==WM_KEYDOWN &&
(msg.wParam==VK_F1 ||
// !!! FIXME: ugly.
#ifdef PLATFORM_UNIX
msg.wParam == SDLK_BACKQUOTE
#else
MapVirtualKey(msg.wParam, 0)==41 // scan code for '~'
#endif
));
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// check if any key is pressed
BOOL bAnyKey = (
(msg.message==WM_KEYDOWN && (msg.wParam==VK_SPACE || msg.wParam==VK_RETURN))||
msg.message==WM_LBUTTONDOWN||msg.message==WM_RBUTTONDOWN);
// if escape is pressed
if (bEscape) {
// stop demo
_pGame->StopGame();
_bInAutoPlayLoop = FALSE;
_gmRunningGameMode = GM_NONE;
// if any other key is pressed except console invoking
} else if (bAnyKey && !bTilde) {
// if not in menu or in console
if (!bMenuActive && !bMenuRendering && _pGame->gm_csConsoleState==CS_OFF) {
// skip to next demo
_pGame->StopGame();
_gmRunningGameMode = GM_NONE;
StartNextDemo();
}
}
}
} // loop while there are messages
// when all messages are removed, window has surely changed
_bWindowChanging = FALSE;
// get real cursor position
if( _pGame->gm_csComputerState!=CS_OFF && _pGame->gm_csComputerState!=CS_ONINBACKGROUND) {
POINT pt;
::GetCursorPos(&pt);
::ScreenToClient(_hwndMain, &pt);
_pGame->ComputerMouseMove(pt.x, pt.y);
}
// if addon is to be executed
if (_iAddonExecState==1) {
// print header and start console
CPrintF(TRANSV("---- Executing addon: '%s'\n"), (const char*)_fnmAddonToExec);
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sam_bToggleConsole = TRUE;
_iAddonExecState = 2;
// if addon is ready for execution
} else if (_iAddonExecState==2 && _pGame->gm_csConsoleState == CS_ON) {
// execute it
CTString strCmd;
strCmd.PrintF("include \"%s\"", (const char*)_fnmAddonToExec);
_pShell->Execute(strCmd);
CPrintF(TRANSV("Addon done, press Escape to close console\n"));
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_iAddonExecState = 3;
}
// automaticaly manage input enable/disable toggling
UpdateInputEnabledState();
// automaticaly manage pause toggling
UpdatePauseState();
// notify game whether menu is active
_pGame->gm_bMenuOn = bMenuActive;
// do the main game loop and render screen
DoGame();
// limit current frame rate if neeeded
LimitFrameRate();
} // end of main application loop
_pInput->DisableInput();
_pGame->StopGame();
// invoke quit screen if needed
if( _bQuitScreen && _fnmModToLoad=="") QuitScreenLoop();
End();
return TRUE;
}
void CheckModReload(void)
{
#ifdef PLATFORM_WIN32
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if (_fnmModToLoad!="") {
#ifndef NDEBUG
CTString strDebug = "Debug\\";
#else
CTString strDebug = "";
#endif
CTString strCommand = _fnmApplicationPath+"Bin\\"+strDebug+"SeriousSam.exe";
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//+mod "+_fnmModToLoad.FileName()+"\"";
CTString strMod = _fnmModToLoad.FileName();
const char *argv[7];
argv[0] = strCommand;
argv[1] = "+game";
argv[2] = strMod;
argv[3] = NULL;
if (_strModServerJoin!="") {
argv[3] = "+connect";
argv[4] = _strModServerJoin;
argv[5] = "+quickjoin";
argv[6] = NULL;
}
_execv(strCommand, argv);
}
#else
STUBBED("reload ourself?");
#endif
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}
void CheckTeaser(void)
{
#ifdef PLATFORM_WIN32
CTFileName fnmTeaser = _fnmApplicationPath+CTString("Bin\\AfterSam.exe");
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if (fopen(fnmTeaser, "r")!=NULL) {
Sleep(500);
_execl(fnmTeaser, "\""+fnmTeaser+"\"", NULL);
}
#else
STUBBED("load teaser");
#endif
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}
void CheckBrowser(void)
{
if (_strURLToVisit!="") {
RunBrowser(_strURLToVisit);
}
}
int CommonMainline( HINSTANCE hInstance, HINSTANCE hPrevInstance,
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LPSTR lpCmdLine, int nCmdShow)
{
int iResult;
CTSTREAM_BEGIN {
iResult = SubMain(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
} CTSTREAM_END;
CheckModReload();
CheckTeaser();
CheckBrowser();
return iResult;
}
#ifdef PLATFORM_WIN32
int PASCAL WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow)
{
return(CommonMainline(hInstance, hPrevInstance, lpCmdLine, nCmdShow));
}
#else
// !!! FIXME: rcg01052002 This should really get dumped to the game's
// !!! FIXME: rcg01052002 console so it's in the log file, too.
#ifdef BETAEXPIRE
static inline void check_beta(void)
{
bool bail = false;
setbuf(stderr, NULL);
fprintf(stderr, "\n\n\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
if ( time(NULL) > (BETAEXPIRE + 30 * 24 * 60 * 60) ) {
fprintf(stderr,
"Sorry, but this beta of the game has expired, and will no\n"
" longer run. This is to prevent tech support on out-of-date\n"
" and prerelease versions of the game. Please go to\n"
" http://www.croteam.com/ for information on getting a release\n"
" version that does not expire.\n");
bail = true;
} else {
fprintf(stderr, " Warning: This is a beta version of SERIOUS SAM.\n");
}
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "\n\n\n");
if (bail) {
_exit(0);
}
} // check_beta
#endif
// !!! FIXME: rcg01102002 This should really get dumped to the game's
// !!! FIXME: rcg01102002 console so it's in the log file, too.
#ifdef PROFILING_ENABLED
static inline void warn_profiling(void)
{
setbuf(stderr, NULL);
fprintf(stderr, "\n\n\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, " Warning: Profiling is enabled in this binary!\n");
fprintf(stderr, " DO NOT SHIP A BINARY WITH THIS ENABLED!\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "*********************************************************\n");
fprintf(stderr, "\n\n\n");
} // check_beta
#endif
int main(int argc, char **argv)
{
#ifdef BETAEXPIRE
// !!! FIXME: This is Unix-centric (at least, non-win32) if put in main().
check_beta();
#endif
#ifdef PROFILING_ENABLED
// !!! FIXME: This is Unix-centric (at least, non-win32) if put in main().
warn_profiling();
#endif
argv0 = argv[0];
CTString cmdLine;
for (int i = 1; i < argc; i++) {
cmdLine += " \"";
cmdLine += argv[i];
cmdLine += "\"";
}
return(CommonMainline(NULL, NULL, (char *) ((const char *) cmdLine), 0));
}
#endif
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// try to start a new display mode
BOOL TryToSetDisplayMode( enum GfxAPIType eGfxAPI, INDEX iAdapter, PIX pixSizeI, PIX pixSizeJ,
enum DisplayDepth eColorDepth, BOOL bFullScreenMode)
{
CDisplayMode dmTmp;
dmTmp.dm_ddDepth = eColorDepth;
CPrintF( TRANS(" Starting display mode: %dx%dx%s (%s)\n"),
pixSizeI, pixSizeJ, (const char *) dmTmp.DepthString(),
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bFullScreenMode ? TRANS("fullscreen") : TRANS("window"));
// mark to start ignoring window size/position messages until settled down
_bWindowChanging = TRUE;
// destroy canvas if existing
_pGame->DisableLoadingHook();
if( pvpViewPort!=NULL) {
_pGfx->DestroyWindowCanvas( pvpViewPort);
pvpViewPort = NULL;
pdpNormal = NULL;
}
// close the application window
CloseMainWindow();
// try to set new display mode
BOOL bSuccess;
if( bFullScreenMode) {
#ifdef SE1_D3D
if( eGfxAPI==GAT_D3D) OpenMainWindowFullScreen( pixSizeI, pixSizeJ);
#endif // SE1_D3D
bSuccess = _pGfx->SetDisplayMode( eGfxAPI, iAdapter, pixSizeI, pixSizeJ, eColorDepth);
if( bSuccess && eGfxAPI==GAT_OGL) OpenMainWindowFullScreen( pixSizeI, pixSizeJ);
} else {
#ifdef SE1_D3D
if( eGfxAPI==GAT_D3D) OpenMainWindowNormal( pixSizeI, pixSizeJ);
#endif // SE1_D3D
bSuccess = _pGfx->ResetDisplayMode( eGfxAPI);
if( bSuccess && eGfxAPI==GAT_OGL) OpenMainWindowNormal( pixSizeI, pixSizeJ);
#ifdef SE1_D3D
if( bSuccess && eGfxAPI==GAT_D3D) ResetMainWindowNormal();
#endif // SE1_D3D
}
// if new mode was set
if( bSuccess) {
// create canvas
ASSERT( pvpViewPort==NULL);
ASSERT( pdpNormal==NULL);
_pGfx->CreateWindowCanvas( _hwndMain, &pvpViewPort, &pdpNormal);
// erase context of both buffers (for the sake of wide-screen)
pdp = pdpNormal;
if( pdp!=NULL && pdp->Lock()) {
pdp->Fill(C_BLACK|CT_OPAQUE);
pdp->Unlock();
pvpViewPort->SwapBuffers();
pdp->Lock();
pdp->Fill(C_BLACK|CT_OPAQUE);
pdp->Unlock();
pvpViewPort->SwapBuffers();
}
// lets try some wide screen screaming :)
const PIX pixYBegAdj = pdp->GetHeight() * 21/24;
const PIX pixYEndAdj = pdp->GetHeight() * 3/24;
const PIX pixXEnd = pdp->GetWidth();
pdpWideScreen = new CDrawPort( pdp, PIXaabbox2D( PIX2D(0,pixYBegAdj), PIX2D(pixXEnd, pixYEndAdj)));
pdpWideScreen->dp_fWideAdjustment = 9.0f / 12.0f;
if( sam_bWideScreen) pdp = pdpWideScreen;
// initial screen fill and swap, just to get context running
BOOL bSuccess = FALSE;
if( pdp!=NULL && pdp->Lock()) {
pdp->Fill(_pGame->LCDGetColor(C_dGREEN|CT_OPAQUE, "bcg fill"));
2016-03-11 14:57:17 +01:00
pdp->Unlock();
pvpViewPort->SwapBuffers();
bSuccess = TRUE;
}
_pGame->EnableLoadingHook(pdp);
// if the mode is not working, or is not accelerated
if( !bSuccess || !_pGfx->IsCurrentModeAccelerated())
{ // report error
CPrintF( TRANS("This mode does not support hardware acceleration.\n"));
// destroy canvas if existing
if( pvpViewPort!=NULL) {
_pGame->DisableLoadingHook();
_pGfx->DestroyWindowCanvas( pvpViewPort);
pvpViewPort = NULL;
pdpNormal = NULL;
}
// close the application window
CloseMainWindow();
// report failure
return FALSE;
}
// remember new settings
sam_bFullScreenActive = bFullScreenMode;
sam_iScreenSizeI = pixSizeI;
sam_iScreenSizeJ = pixSizeJ;
sam_iDisplayDepth = eColorDepth;
sam_iDisplayAdapter = iAdapter;
sam_iGfxAPI = eGfxAPI;
// report success
return TRUE;
}
// if couldn't set new mode
else {
// close the application window
CloseMainWindow();
// report failure
return FALSE;
}
}
// list of possible display modes for recovery
const INDEX aDefaultModes[][3] =
{ // color, API, adapter
{ DD_DEFAULT, GAT_OGL, 0},
{ DD_16BIT, GAT_OGL, 0},
{ DD_16BIT, GAT_OGL, 1}, // 3dfx Voodoo2
#ifdef SE1_D3D
{ DD_DEFAULT, GAT_D3D, 0},
{ DD_16BIT, GAT_D3D, 0},
{ DD_16BIT, GAT_D3D, 1},
#endif // SE1_D3D
};
const INDEX ctDefaultModes = ARRAYCOUNT(aDefaultModes);
// start new display mode
void StartNewMode( enum GfxAPIType eGfxAPI, INDEX iAdapter, PIX pixSizeI, PIX pixSizeJ,
enum DisplayDepth eColorDepth, BOOL bFullScreenMode)
{
CPrintF( TRANS("\n* START NEW DISPLAY MODE ...\n"));
// try to set the mode
BOOL bSuccess = TryToSetDisplayMode( eGfxAPI, iAdapter, pixSizeI, pixSizeJ, eColorDepth, bFullScreenMode);
// if failed
if( !bSuccess)
{
// report failure and reset to default resolution
_iDisplayModeChangeFlag = 2; // failure
CPrintF( TRANS("Requested display mode could not be set!\n"));
pixSizeI = 640;
pixSizeJ = 480;
bFullScreenMode = TRUE;
// try to revert to one of recovery modes
for( INDEX iMode=0; iMode<ctDefaultModes; iMode++) {
eColorDepth = (DisplayDepth)aDefaultModes[iMode][0];
eGfxAPI = (GfxAPIType) aDefaultModes[iMode][1];
iAdapter = aDefaultModes[iMode][2];
CPrintF(TRANSV("\nTrying recovery mode %d...\n"), iMode);
2016-03-11 14:57:17 +01:00
bSuccess = TryToSetDisplayMode( eGfxAPI, iAdapter, pixSizeI, pixSizeJ, eColorDepth, bFullScreenMode);
if( bSuccess) break;
}
// if all failed
if( !bSuccess) {
FatalError(TRANS(
"Cannot set display mode!\n"
"Serious Sam was unable to find display mode with hardware acceleration.\n"
"Make sure you install proper drivers for your video card as recommended\n"
"in documentation and set your desktop to 16 bit (65536 colors).\n"
"Please see ReadMe file for troubleshooting information.\n"));
}
// if succeeded
} else {
_iDisplayModeChangeFlag = 1; // all ok
}
// apply 3D-acc settings
ApplyGLSettings(FALSE);
// remember time of mode setting
_tmDisplayModeChanged = _pTimer->GetRealTimeTick();
}