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/* ScummVM - Scumm Interpreter
 * Copyright (C) 2001  Ludvig Strigeus
 * Copyright (C) 2001-2005 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.
 *
 * $Header$
 *
 */

/*! \mainpage %ScummVM Source Reference
 *
 * These pages contains a cross referenced documentation for the %ScummVM source code,
 * generated with Doxygen (http://www.doxygen.org) directly from the source.
 * Currently not much is actually properly documented, but at least you can get an overview
 * of almost all the classes, methods and variables, and how they interact.
 */
 
#include "stdafx.h"
#include "base/engine.h"
#include "base/gameDetector.h"
#include "base/plugins.h"
#include "base/version.h"
#include "common/config-manager.h"
#include "common/file.h"
#include "common/system.h"
#include "common/timer.h"
#include "gui/newgui.h"
#include "gui/launcher.h"
#include "gui/message.h"
#include "sound/mididrv.h"

#ifdef _WIN32_WCE
#include "backends/wince/CELauncherDialog.h" 
#endif

#ifdef __DC__
#include "backends/dc/DCLauncherDialog.h"
#endif

#ifdef __PALM_OS__
#include "args.h"
#endif

/*
 * Version string and build date string. These can be used by anything that
 * wants to display this information to the user (e.g. about dialog).
 *
 * Note: it would be very nice if we could instead of (or in addition to) the
 * build date present a date which corresponds to the date our source files
 * were last changed. To understand the difference, imagine that a user
 * makes a checkout of CVS on January 1, then after a week compiles it
 * (e.g. after doing a 'make clean'). The build date then will say January 8
 * even though the files were last changed on January 1.
 *
 * Another problem is that __DATE__/__TIME__ depend on the local time zone.
 *
 * It's clear that such a "last changed" date would be much more useful to us
 * for feedback purposes. After all, when somebody files a bug report, we
 * don't care about the build date, we want to know which date their checkout
 * was made. This is even more important now since anon CVS lags a few
 * days behind developer CVS.
 *
 * So, how could we implement this? At least on unix systems, a special script
 * could do it. Basically, that script would run over all .cpp/.h files and
 * parse the CVS 'Header' keyword we have in our file headers.
 * That line contains a date/time in GMT. Now, the script just has to collect
 * all these times and find the latest. This time then would be inserted into
 * a header file or so (common/date.h ?) which engine.cpp then could
 * include and put into a global variable analog to gScummVMBuildDate.
 *
 * Drawback: scanning all source/header files will be rather slow. Also, this
 * only works on systems which can run powerful enough scripts (so I guess
 * Visual C++ would be out of the game here? don't know VC enough to be sure).
 *
 * Another approach would be to somehow get CVS to update a global file
 * (e.g. LAST_CHANGED) whenever any checkins are made. That would be
 * faster and work w/o much "logic" on the client side, in particular no
 * scripts have to be run. The problem with this is that I am not even
 * sure it's actually possible! Modifying files during commit time is trivial
 * to setup, but I have no idea if/how one can also change files which are not
 * currently being commit'ed.
 */
const char *gScummVMVersion = "0.8.0CVS";
const char *gScummVMBuildDate = __DATE__ " " __TIME__;
const char *gScummVMFullVersion = "ScummVM 0.8.0CVS (" __DATE__ " " __TIME__ ")";
const char *gScummVMFeatures = ""
#ifdef USE_VORBIS
	"Vorbis "
#endif

#ifdef USE_FLAC
	"FLAC "
#endif

#ifdef USE_MAD
	"MP3 "
#endif

#ifdef USE_ALSA
	"ALSA "
#endif

#ifdef USE_ZLIB
	"zLib "
#endif

#ifdef USE_MPEG2
	"MPEG2 "
#endif

#ifdef USE_FLUIDSYNTH
	"FluidSynth "
#endif

	;

#if defined(__amigaos4__)
// Set the stack cookie, 640 KB should be enough for everyone
const char* stackCookie = "$STACK: 655360\0";
#endif

#if defined(WIN32) && defined(NO_CONSOLE)
#include <cstdio>
#define STDOUT_FILE	TEXT("stdout.txt")
#define STDERR_FILE	TEXT("stderr.txt")
#endif

#if defined(QTOPIA)
// FIXME - why exactly is this needed?
extern "C" int main(int argc, char *argv[]);
#endif

#if defined(MACOSX) || defined(QTOPIA)
#include <SDL.h>
#elif !defined(__MORPHOS__) && !defined(__DC__) && !defined(__GP32__)
#undef main
#endif

#if defined (ALLEGRO_BACKEND)
#include "allegro.h"
#endif

#if defined(UNIX)
#include <signal.h>

#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 (signal %d)", sig_num);
}
#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

/**
 * The debug level. Initially set to -1, indicating that no debug output
 * should be shown. Positive values usually imply an increasing number of
 * debug output shall be generated, the higher the value, the more verbose the
 * information (although the exact semantics are up to the engines).
 */
int gDebugLevel = -1;

static void setupDummyPalette(OSystem &system) {
	// 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 setMouseCursor_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.setPalette(dummy_palette, 0, 16);
}

static bool launcherDialog(GameDetector &detector, OSystem &system) {

	system.beginGFXTransaction();
		// Set the user specified graphics mode (if any).
		system.setGraphicsMode(ConfMan.get("gfx_mode").c_str());
	
		// Make GUI 640 x 400
		system.initSize(320, 200, (detector._force1xOverlay ? 1 : 2));
	system.endGFXTransaction();

	
	// Clear the main screen
	system.clearScreen();

	// Setup a dummy palette, for the mouse cursor
	setupDummyPalette(system);

#if defined(_WIN32_WCE)
	CELauncherDialog dlg(detector);
#elif defined(__DC__)
	DCLauncherDialog dlg(detector);
#else
	GUI::LauncherDialog dlg(detector);
#endif
	return (dlg.runModal() != -1);
}

static int runGame(GameDetector &detector, OSystem &system) {
	// Create the game engine
	Engine *engine = detector.createEngine(&system);
	if (!engine) {
		// TODO: Show an error dialog or so?
		//GUI::MessageDialog alert("ScummVM could not find any game in the specified directory!");
		//alert.runModal();
		warning("Failed to instantiate engine for target %s", detector._targetName.c_str());
		return 0;
	}


	// Set the window caption to the game name
	Common::String caption(ConfMan.get("description", detector._targetName));

	if (caption.isEmpty() && detector._game.description)
		caption = detector._game.description;
	if (caption.isEmpty())	
		caption = detector._targetName;
	if (!caption.isEmpty())	{
		system.setWindowCaption(caption.c_str());
	}
	
	// Add extrapath (if any) to the directory search list
	if (ConfMan.hasKey("extrapath"))
		Common::File::addDefaultDirectory(ConfMan.get("extrapath"));

	if (ConfMan.hasKey("extrapath", Common::ConfigManager::kApplicationDomain))
		Common::File::addDefaultDirectory(ConfMan.get("extrapath", Common::ConfigManager::kApplicationDomain));

	int result;

	// Init the engine (this might change the screen parameters
	result = engine->init(detector);

	// Run the game engine if the initialization was successful.
	if (result == 0) {
		result = engine->go();
	}

	// Free up memory
	delete engine;

	// Stop all sound processing now (this prevents some race conditions later on)
	system.clearSoundCallback();
	
	return result;
}

#ifdef _WIN32_WCE
extern "C" int scummvm_main(GameDetector &detector, int argc, char *argv[]) {
#elif defined(__PLAYSTATION2__)
extern "C" int scummvm_main(int argc, char *argv[]) {
#else
extern "C" int main(int argc, char *argv[]) {
#endif
	char *cfgFilename = NULL, *s=argv[1];
	bool running = true;

#if defined(UNIX)
	/* On Unix, do a quick endian / alignement check before starting */
	do_memory_test();
#endif

// Code copied from SDL_main
#if defined(WIN32) && defined(NO_CONSOLE)

	/* Flush the output in case anything is queued */
	fclose(stdout);
	fclose(stderr);

	/* Redirect standard input and standard output */
	FILE *newfp = freopen(STDOUT_FILE, "w", stdout);
	if (newfp == NULL) {	/* This happens on NT */
#if !defined(stdout)
		stdout = fopen(STDOUT_FILE, "w");
#else
		newfp = fopen(STDOUT_FILE, "w");
		if (newfp) {
			*stdout = *newfp;
		}
#endif
	}
	newfp = freopen(STDERR_FILE, "w", stderr);
	if (newfp == NULL) {	/* This happens on NT */
#if !defined(stderr)
		stderr = fopen(STDERR_FILE, "w");
#else
		newfp = fopen(STDERR_FILE, "w");
		if (newfp) {
			*stderr = *newfp;
		}
#endif
	}
	setlinebuf(stdout);	/* Line buffered */
	setbuf(stderr, NULL);			/* No buffering */

#endif //defined(WIN32) && defined(USE_CONSOLE)


	// Quick preparse of command-line, looking for alt configfile path
	for (int i = argc - 1; i >= 1; i--) {
		s = argv[i];
		bool shortOpt = (s[0] == '-' && tolower(s[1]) == 'c');
		bool longOpt  = (s[0] == '-' && s[1] == '-'  && s[2] == 'c' && s[3] == 'o' \
				 && s[4] == 'n' && s[5] == 'f' && s[6] == 'i' && s[7] == 'g');

		if (shortOpt || longOpt) {
			if (longOpt) s+=9;
			if (shortOpt) s+=2;

			if (*s == '\0')
				break;

			cfgFilename = s;
			break;
		}
	}
	if (cfgFilename != NULL)
		ConfMan.loadConfigFile(cfgFilename);
	else
		ConfMan.loadDefaultConfigFile();

	if (ConfMan.hasKey("debuglevel"))
		gDebugLevel = ConfMan.getInt("debuglevel");

	// Update the config file
	ConfMan.set("versioninfo", gScummVMVersion, Common::ConfigManager::kApplicationDomain);

	// Load the plugins
	PluginManager::instance().loadPlugins();

	// Ensure the system object exists (it may have already been created 
	// at an earlier point, though!)
	OSystem &system = OSystem::instance();

	// Parse the command line information
#ifndef _WIN32_WCE
	GameDetector detector;
#endif
	detector.parseCommandLine(argc, argv);

#ifdef __PALM_OS__
	ArgsFree(argv);
#endif

	// Init the backend. Must take place after all config data (including
	// the command line params) was read.
	system.initBackend();

	// Create the timer services
	Common::g_timer = new Common::Timer(&system);

	// Set initial window caption
	system.setWindowCaption(gScummVMFullVersion);

	// Unless a game was specified, show the launcher dialog
	if (detector._targetName.isEmpty())
		running = launcherDialog(detector, system);
	else
		// Setup a dummy palette, for the mouse cursor, in case an error
		// dialog has to be shown. See bug #1097467.
		setupDummyPalette(system);

	// FIXME: We're now looping the launcher. This, of course, doesn't
	// work as well as it should. In theory everything should be destroyed
	// cleanly, so this is now enabled to encourage people to fix bits :)
	while (running) {
		// Verify the given game name is a valid supported game
		if (detector.detectMain()) {
			// Unload all plugins not needed for this game,
			// to save memory
			PluginManager::instance().unloadPluginsExcept(detector._plugin);

			int result = runGame(detector, system);
			if (result == 0)
				break;

			// There are some command-line options that it's
			// unlikely that we want to preserve now that we're
			// going to start a different game.
			ConfMan.removeKey("boot_param", ConfMan.kTransientDomain);
			ConfMan.removeKey("save_slot", ConfMan.kTransientDomain);

			// PluginManager::instance().unloadPlugins();
			PluginManager::instance().loadPlugins();
		}

		running = launcherDialog(detector, system);
	}

	// ...and quit (the return 0 should never be reached)
	delete Common::g_timer;
	system.quit();
	
	error("If you are seeing this, your OSystem backend is not working properly");

	return 0;
}
// allegro needs this for some reason...
#if defined(ALLEGRO_BACKEND)
END_OF_MAIN();
#endif

static void debugHelper(char *buf) {
#ifndef _WIN32_WCE
	printf("%s\n", buf);
#endif

#if defined( USE_WINDBG )
	strcat(buf, "\n");
#if defined( _WIN32_WCE )
	TCHAR buf_unicode[1024];
	MultiByteToWideChar(CP_ACP, 0, buf, strlen(buf) + 1, buf_unicode, sizeof(buf_unicode));
	OutputDebugString(buf_unicode);
#else
	OutputDebugString(buf);
#endif
#endif

	fflush(stdout);
}

void CDECL debug(int level, const char *s, ...) {
	char buf[STRINGBUFLEN];
	va_list va;

	if (level > gDebugLevel)
		return;

	va_start(va, s);
	vsnprintf(buf, STRINGBUFLEN, s, va);
	va_end(va);
	
	debugHelper(buf);
}

void CDECL debug(const char *s, ...) {
	char buf[STRINGBUFLEN];
	va_list va;

	va_start(va, s);
	vsnprintf(buf, STRINGBUFLEN, s, va);
	va_end(va);

	debugHelper(buf);
}