Beispiel #1
0
void init (void) {
  initialize_engine ();
  width = height = 550;
  init_model();
  glEnable (GL_LINE_SMOOTH);

}
Beispiel #2
0
int main(int argc,char*argv[]) { 

#ifdef _DEBUG
    Test_DoAllTests();
#endif
    
    int res;
    main_init();
    
    res = main_preprocess_cmdline(argc, argv);
    if (res != RETURN_CONTINUE) {
        return res;
    }

    initialize_debug_system();

    Out::FPrint("Adventure Game Studio v%s Interpreter\n"
           "Copyright (c) 1999-2011 Chris Jones and " ACI_COPYRIGHT_YEARS " others\n"
#ifdef BUILD_STR
           "ACI version %s (Build: %s)\n",
           EngineVersion.ShortString.GetCStr(), EngineVersion.LongString.GetCStr(), EngineVersion.BuildInfo.GetCStr());
#else
           "ACI version %s\n", EngineVersion.ShortString.GetCStr(), EngineVersion.LongString.GetCStr());
#endif

    if ((argc>1) && (stricmp(argv[1],"--help") == 0 || argv[1][1]=='?')) {
        main_print_help();
        return 0;
    }

    Out::FPrint("*** ENGINE STARTUP ***");

#if defined(WINDOWS_VERSION)
    _set_new_handler(malloc_fail_handler);
    _set_new_mode(1);
    printfworkingspace=(char*)malloc(7000);
#endif
    debug_flags=0;

    res = main_process_cmdline(argc, argv);
    if (res != RETURN_CONTINUE) {
        return res;
    }

    main_init_crt_report();

    main_set_gamedir(argc, argv);    

    // Update shell associations and exit
    if (debug_flags & DBG_REGONLY)
        exit(0);

#ifndef USE_CUSTOM_EXCEPTION_HANDLER
    usetup.disable_exception_handling = true;
#endif

    if (usetup.disable_exception_handling)
    {
        int result = initialize_engine(argc, argv);
        platform->PostAllegroExit();
        return result;
    }
    else
    {
        return initialize_engine_with_exception_handling(argc, argv);
    }
}