/* ScummVM - Scumm Interpreter * Copyright (C) 2001 Ludvig Strigeus * Copyright (C) 2001/2002 The ScummVM project * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * $Header$ * */ #include "stdafx.h" #include "engine.h" #include "gameDetector.h" #include "config-file.h" #include "gui/newgui.h" #include "gui/launcher.h" #include "gui/message.h" Config *g_config = 0; NewGui *g_gui = 0; #if defined(QTOPIA) // FIXME - why exactly is this needed? extern "C" int main(int argc, char *argv[]); #endif #if defined(MACOSX) || defined(QTOPIA) #include #elif !defined(__MORPHOS__) && !defined(__DC__) #undef main #endif #if defined(UNIX) #include #ifndef MAXPATHLEN #define MAXPATHLEN 256 #endif #define DEFAULT_CONFIG_FILE ".scummvmrc" #else #define DEFAULT_CONFIG_FILE "scummvm.ini" #endif #if defined(UNIX) #include #ifndef SCUMM_NEED_ALIGNMENT static void handle_errors(int sig_num) { error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT "); } #endif /* This function is here to test if the endianness / alignement compiled it is matching with the one at run-time. */ static void do_memory_test(void) { unsigned char test[8] = { 0x11, 0x22, 0x33, 0x44, 0x55, 0x66, 0x77, 0x88 }; unsigned int value; /* First test endianness */ #ifdef SCUMM_LITTLE_ENDIAN if (*((int *) test) != 0x44332211) { error("Compiled as LITTLE_ENDIAN on a big endian system. Please rebuild "); } value = 0x55443322; #else if (*((int *) test) != 0x11223344) { error("Compiled as BIG_ENDIAN on a little endian system. Please rebuild "); } value = 0x22334455; #endif /* Then check if one really supports unaligned memory accesses */ #ifndef SCUMM_NEED_ALIGNMENT signal(SIGBUS, handle_errors); signal(SIGABRT, handle_errors); signal(SIGSEGV, handle_errors); if (*((unsigned int *) ((char *) test + 1)) != value) { error("Your system does not support unaligned memory accesses. Please rebuild with SCUMM_NEED_ALIGNMENT "); } signal(SIGBUS, SIG_DFL); signal(SIGABRT, SIG_DFL); signal(SIGSEGV, SIG_DFL); #endif } #endif static void launcherDialog(GameDetector &detector, OSystem *system) { // FIXME - we need to call init_size() here so that we can display for example // the launcher dialog. But the Engine object will also call it again (possibly // with a different widht/height!9 However, this method is not for all OSystem // implementations reentrant (it is so now for the SDL backend). Thus we need // to fix all backends to support it, if they don't already. system->init_size(320, 200); // FIXME - mouse cursors are currently always set via 8 bit data. // Thus for now we need to setup a dummy palette. On the long run, we might // want to add a set_mouse_cursor_overlay() method to OSystem, which would serve // two purposes: // 1) allow for 16 bit mouse cursors in overlay mode // 2) no need to backup & restore the mouse cursor before/after the overlay is shown const byte dummy_palette[] = { 0, 0, 0, 0, 0, 0, 171, 0, 0, 171, 0, 0, 0, 171, 171, 0, 171, 0, 0, 0, 171, 0, 171, 0, 171, 87, 0, 0, 171, 171, 171, 0, 87, 87, 87, 0, 87, 87, 255, 0, 87, 255, 87, 0, 87, 255, 255, 0, 255, 87, 87, 0, 255, 87, 255, 0, 255, 255, 87, 0, 255, 255, 255, 0, }; system->set_palette(dummy_palette, 0, 16); // FIXME - hack we use because LauncherDialog accesses g_system extern OSystem *g_system; g_system = system; LauncherDialog dlg(g_gui, detector); dlg.runModal(); } int main(int argc, char *argv[]) { GameDetector detector; OSystem::Property prop; #if defined(UNIX) /* On Unix, do a quick endian / alignement check before starting */ do_memory_test(); char scummhome[MAXPATHLEN]; if(getenv("HOME") != NULL) sprintf(scummhome,"%s/%s", getenv("HOME"), DEFAULT_CONFIG_FILE); else strcpy(scummhome,DEFAULT_CONFIG_FILE); #else char scummhome[255]; #if defined (WIN32) && !defined(_WIN32_WCE) GetWindowsDirectory(scummhome, 255); strcat(scummhome, "\\"); strcat(scummhome, DEFAULT_CONFIG_FILE); #else strcpy(scummhome, DEFAULT_CONFIG_FILE); #endif #endif // Read the config file g_config = new Config(scummhome, "scummvm"); g_config->set("versioninfo", SCUMMVM_VERSION); // Parse the command line information detector._saveconfig = false; detector.updateconfig(); detector.parseCommandLine(argc, argv); // Create the system object OSystem *system = detector.createSystem(); // Set initial window caption prop.caption = "ScummVM"; system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop); // Create the GUI manager g_gui = new NewGui(system); // Unless a game was specified, show the launcher dialog if (detector._gameFileName.isEmpty()) launcherDialog(detector, system); // Verify the given game name if (detector.detectMain()) { system->quit(); return (-1); } // Set the window caption to the game name prop.caption = detector.getGameName().c_str(); system->property(OSystem::PROP_SET_WINDOW_CAPTION, &prop); // Create the game engine Engine *engine = Engine::createFromDetector(&detector, system); // Run the game engine engine->go(); // Free up memory delete engine; delete g_gui; delete g_config; // ...and quit (the return 0 should never be reached) system->quit(); return 0; } void *operator new(size_t size) { return calloc(size, 1); } void operator delete(void *ptr) { free(ptr); }