/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #if defined __unix__ && !(defined __APPLE__) #include "linuxstuff.h" #endif #if 0 #ifdef _WIN32 #include "winstuff.h" #endif #include #include #include #include #include #include #include #include #include #if !defined(HAVE_GLES2) #include "GLee.h" #else #include #include "eglport/eglport.h" #endif #include #include #endif #include "allfiles.h" #include "debug.h" #include "platform-dependent.h" #include "language.h" #include "stringy.h" #include "sludger.h" #include "backdrop.h" #include "language.h" #include "newfatal.h" #include "people.h" #include "floor.h" #include "objtypes.h" #include "talk.h" #include "statusba.h" #include "transition.h" #include "CommonCode/specialsettings.h" #include "timing.h" #include "sound.h" #include "sludger.h" #include "graphics.h" #include "helpers.h" #include "graphics/surface.h" #include "common/debug.h" #include "sludge.h" namespace Sludge { #ifdef _WIN32 #define PATHSLASH '\\' #else #define PATHSLASH '/' #endif extern bool runningFullscreen; #ifndef MAX_PATH #define MAX_PATH 1024 // maximum size of a path name #endif HWND hMainWindow = NULL; int realWinWidth = 640, realWinHeight = 480; extern float cameraZoom; extern int specialSettings; extern inputType input; extern variableStack *noStack; extern Graphics::Surface backdropSurface; Graphics::Surface renderSurface; int dialogValue = 0; char *gameName = NULL; char *gamePath = NULL; char *bundleFolder; void setGameFilePath(char *f) { char currentDir[1000]; #if 0 if (!getcwd(currentDir, 998)) { debugOut("Can't get current directory.\n"); } int got = -1, a; for (a = 0; f[a]; a ++) { if (f[a] == PATHSLASH) got = a; } if (got != -1) { f[got] = 0; if (chdir(f)) { debugOut("Error: Failed changing to directory %s\n", f); } f[got] = PATHSLASH; } gamePath = new char[400]; if (!checkNew(gamePath)) return; if (!getcwd(gamePath, 398)) { debugOut("Can't get game directory.\n"); } if (chdir(currentDir)) { debugOut("Error: Failed changing to directory %s\n", currentDir); } #endif } void saveHSI(Common::WriteStream *writer); extern bool reallyWantToQuit; #ifdef _WIN32 #undef main #endif int weAreDoneSoQuit; void checkInput() { static bool fakeRightclick = false; #if 0 SDL_Event event; /* Check for events */ while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_VIDEORESIZE: realWinWidth = event.resize.w; realWinHeight = event.resize.h; setGraphicsWindow(false, true, true); break; case SDL_MOUSEMOTION: input.justMoved = true; input.mouseX = event.motion.x * ((float)winWidth / cameraZoom) / realWinWidth; input.mouseY = event.motion.y * ((float)winHeight / cameraZoom) / realWinHeight; break; case SDL_MOUSEBUTTONDOWN: if (event.button.button == SDL_BUTTON_LEFT) { if (SDL_GetModState() & KMOD_CTRL) { input.rightClick = true; fakeRightclick = true; } else { input.leftClick = true; fakeRightclick = false; } } if (event.button.button == SDL_BUTTON_RIGHT) input.rightClick = true; input.mouseX = event.motion.x * ((float)winWidth / cameraZoom) / realWinWidth; input.mouseY = event.motion.y * ((float)winHeight / cameraZoom) / realWinHeight; break; case SDL_MOUSEBUTTONUP: if (event.button.button == SDL_BUTTON_LEFT) { if (fakeRightclick) { fakeRightclick = false; input.rightRelease = true; } else { input.leftRelease = true; } } if (event.button.button == SDL_BUTTON_RIGHT) input.rightRelease = true; input.mouseX = event.motion.x * ((float)winWidth / cameraZoom) / realWinWidth; input.mouseY = event.motion.y * ((float)winHeight / cameraZoom) / realWinHeight; break; case SDL_KEYDOWN: // A Windows key is pressed - let's leave fullscreen. if (runningFullscreen) { if (event.key.keysym.sym == SDLK_LSUPER || event.key.keysym.sym == SDLK_LSUPER) { setGraphicsWindow(!runningFullscreen); } } // Ignore Command keypresses - they're for the OS to handle. if (event.key.keysym.mod & KMOD_META) { // Command+F - let's switch to/from full screen if ('f' == event.key.keysym.unicode) { setGraphicsWindow(!runningFullscreen); } break; } else if (event.key.keysym.mod & KMOD_ALT) { // Alt + Enter also switches full screen mode if (SDLK_RETURN == event.key.keysym.sym) { setGraphicsWindow(!runningFullscreen); } if (SDLK_a == event.key.keysym.sym) { gameSettings.antiAlias = !gameSettings.antiAlias; break; } // Allow Alt+F4 to quit if (SDLK_F4 == event.key.keysym.sym) { SDL_Event event; event.type = SDL_QUIT; SDL_PushEvent(&event); } break; } switch (event.key.keysym.sym) { case SDLK_BACKSPACE: case SDLK_DELETE: // Ok, mapping these to the same key is weird, I admit. But good? input.keyPressed = 127; break; case SDLK_TAB: input.keyPressed = 9; break; case SDLK_RETURN: input.keyPressed = 13; break; case SDLK_ESCAPE: input.keyPressed = 27; break; case SDLK_PAGEUP: input.keyPressed = 63276; break; case SDLK_PAGEDOWN: input.keyPressed = 63277; break; case SDLK_END: input.keyPressed = 63275; break; case SDLK_HOME: input.keyPressed = 63273; break; case SDLK_LEFT: input.keyPressed = 63234; break; case SDLK_UP: input.keyPressed = 63232; break; case SDLK_RIGHT: input.keyPressed = 63235; break; case SDLK_DOWN: input.keyPressed = 63233; break; case SDLK_F1: input.keyPressed = 63236; break; case SDLK_F2: input.keyPressed = 63237; break; case SDLK_F3: input.keyPressed = 63238; break; case SDLK_F4: input.keyPressed = 63239; break; case SDLK_F5: input.keyPressed = 63240; break; case SDLK_F6: input.keyPressed = 63241; break; case SDLK_F7: input.keyPressed = 63242; break; case SDLK_F8: input.keyPressed = 63243; break; case SDLK_F9: input.keyPressed = 63244; break; case SDLK_F10: input.keyPressed = 63245; break; case SDLK_F11: input.keyPressed = 63246; break; case SDLK_F12: input.keyPressed = 63247; break; default: input.keyPressed = event.key.keysym.unicode; break; } break; case SDL_QUIT: if (reallyWantToQuit) { // The game file has requested that we quit weAreDoneSoQuit = 1; } else { // The request is from elsewhere - ask for confirmation. setGraphicsWindow(false); //fprintf (stderr, "%s %s\n", gameName, getNumberedString(2)); if (msgBoxQuestion(gameName, getNumberedString(2))) { weAreDoneSoQuit = 1; } } break; default: break; } } #endif } int main_loop(char *filename) #if 0 try #endif { /* Dimensions of our window. */ winWidth = 640; winHeight = 480; char *sludgeFile; #if 0 time_t t; srand((unsigned) time(&t)); // bundleFolder is used to look for the game file // and later to find the shader programs #ifdef __APPLE__ // bundleFolder is set in applicationDidFinishLaunching. #elif defined __unix__ bundleFolder = copyString(DATADIR); // DATADIR is defined in the Makefile. #else bundleFolder = copyString(argv[0]); int lastSlash = -1; for (int i = 0; bundleFolder[i]; i ++) { if (bundleFolder[i] == PATHSLASH) lastSlash = i; } bundleFolder[lastSlash + 1] = NULL; #endif #endif sludgeFile = filename; if (!sludgeFile) { sludgeFile = joinStrings(bundleFolder, "gamedata.slg"); if (!(fileExists(sludgeFile))) { delete sludgeFile; sludgeFile = joinStrings(bundleFolder, "gamedata"); if (!(fileExists(sludgeFile))) { #if 0 sludgeFile = grabFileName(); #endif } } } #if 0 #if defined __unix__ && !(defined __APPLE__) if (!fileExists(sludgeFile)) { fprintf(stderr, "Game file not found.\n"); printCmdlineUsage(); return 0; } #endif #endif // The player pressed cancel in the file selection dialogue, // so we should quit now. if (!sludgeFile) return 0; // OK, so we DO want to start up, then... setGameFilePath(sludgeFile); if (!initSludge(sludgeFile)) return 0; #if 0 /* Initialize the SDL library */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { msgBox("Startup Error: Couldn't initialize SDL.", SDL_GetError()); exit(1); } #endif if (gameIcon) { #if 0 if (SDL_Surface *programIcon = SDL_CreateRGBSurfaceFrom(gameIcon, iconW, iconH, 32, iconW * 4, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000)) { SDL_WM_SetIcon(programIcon, NULL); SDL_FreeSurface(programIcon); } #endif delete gameIcon; } #if 0 // Needed to make menu shortcuts work (on Mac), i.e. Command+Q for quit SDL_putenv((char *)"SDL_ENABLEAPPEVENTS=1"); setupOpenGLStuff(); #endif #ifdef _WIN32 SDL_SysWMinfo wmInfo; SDL_VERSION(&wmInfo.version); SDL_GetWMInfo(&wmInfo); hMainWindow = wmInfo.window; #endif registerWindowForFatal(); if (!killResizeBackdrop(winWidth, winHeight)) return fatal("Couldn't allocate memory for backdrop"); blankScreen(0, 0, winWidth, winHeight); if (!initPeople()) return fatal("Couldn't initialise people stuff"); if (!initFloor()) return fatal("Couldn't initialise floor stuff"); if (!initObjectTypes()) return fatal("Couldn't initialise object type stuff"); initSpeech(); initStatusBar(); resetRandW(); gameName = getNumberedString(1); #if 0 SDL_WM_SetCaption(gameName, gameName); if ((specialSettings & (SPECIAL_MOUSE_1 | SPECIAL_MOUSE_2)) == SPECIAL_MOUSE_1) { // Hide the standard mouse cursor! // This is done in a weird way because there's bugs with SDL_ShowCursor(SDL_DISABLE); SDL_Cursor *cursor = NULL; Uint8 data = 0; SDL_FreeCursor(cursor); cursor = SDL_CreateCursor(&data, &data, 1, 1, 0, 0); SDL_SetCursor(cursor); } if (!(specialSettings & SPECIAL_SILENT)) { initSoundStuff(hMainWindow); } #endif startNewFunctionNum(0, 0, NULL, noStack); #if 0 Init_Timer(); SDL_EnableUNICODE(1); #endif renderSurface.create(g_system->getWidth(), g_system->getHeight(), g_system->getScreenFormat()); weAreDoneSoQuit = 0; while (!weAreDoneSoQuit) { checkInput(); walkAllPeople(); handleInput(); sludgeDisplay(); g_system->delayMillis(100); #if 0 Wait_Frame(); #endif } debugOut("Bye!\n\n"); delete[] gamePath; #if 0 killSoundStuff(); #endif #if defined(HAVE_GLES2) EGL_Close(); #endif #if 0 /* Clean up the SDL library */ SDL_Quit(); #endif displayFatal(); return (0); } #if 0 catch (std::exception &ex) { //NOTE by reference, not value std::cerr << "std::exception caught: " << ex.what() << std::endl; return -1; } catch (...) { std::cerr << "Unknown exception was never caught" << std::endl; return -2; } #endif } // End of namespace Sludge