Example #1
0
bool stageThreeInitialise(void)
{
	STRUCTURE *psStr;
	UDWORD i;
	DROID		*psDroid;

	debug(LOG_WZ, "== stageThreeInitalise ==");
	bTrackingTransporter = false;

	loopMissionState = LMS_NORMAL;

	if(!InitRadar()) 	// After resLoad cause it needs the game palette initialised.
	{
		return false;
	}

	// reset the clock to normal speed
	gameTimeResetMod();

	if (!init3DView())	// Initialise 3d view stuff. After resLoad cause it needs the game palette initialised.
	{
		return false;
	}

	effectResetUpdates();
	initLighting(0, 0, mapWidth, mapHeight);

	if(bMultiPlayer)
	{
		// FIXME Is this really needed?
		debug( LOG_WZ, "multiGameInit()\n" );
		multiGameInit();
		cmdDroidMultiExpBoost(true);
	}

	preProcessVisibility();

	// Load any stored templates; these need to be available ASAP
	initTemplates();

	if (!fpathInitialise())
	{
		return false;
	}

	mapInit();
	clustInitialise();
	gridReset();

	//if mission screen is up, close it.
	if(MissionResUp)
	{
		intRemoveMissionResultNoAnim();
	}

	// Re-inititialise some static variables.

	driveInitVars(false);
	resizeRadar();

	setAllPauseStates(false);

	/* decide if we have to create teams, ONLY in multiplayer mode!*/
	if (bMultiPlayer && game.alliance == ALLIANCES_TEAMS)
	{
		createTeamAlliances();

		/* Update ally vision for pre-placed structures and droids */
		for(i=0;i<MAX_PLAYERS;i++)
		{
			if(i != selectedPlayer)
			{
				/* Structures */
				for(psStr=apsStructLists[i]; psStr; psStr=psStr->psNext)
				{
					if(aiCheckAlliances(psStr->player,selectedPlayer))
					visTilesUpdate((BASE_OBJECT *)psStr);
				}

				/* Droids */
				for(psDroid=apsDroidLists[i]; psDroid; psDroid=psDroid->psNext)
				{
					if(aiCheckAlliances(psDroid->player,selectedPlayer))
					visTilesUpdate((BASE_OBJECT *)psDroid);
				}
			}
		}
	}

	// ffs JS   (and its a global!)
	if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION)
	{
		eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT);
		triggerEvent(TRIGGER_GAME_INIT);
	}

	return true;
}
Example #2
0
int realmain(int argc, char *argv[])
{
	// The libcrypto startup stuff... May or may not actually be needed for anything at all.
	ERR_load_crypto_strings();  // This is needed for descriptive error messages.
	OpenSSL_add_all_algorithms();  // Don't actually use the EVP functions, so probably not needed.
	OPENSSL_config(nullptr);  // What does this actually do?
#ifdef WZ_OS_WIN
	RAND_screen();  // Uses a screenshot as a random seed, on systems lacking /dev/random.
#endif

	wzMain(argc, argv);
	int utfargc = argc;
	const char** utfargv = (const char**)argv;

#ifdef WZ_OS_MAC
	cocoaInit();
#endif

	debug_init();
	debug_register_callback( debug_callback_stderr, NULL, NULL, NULL );
#if defined(WZ_OS_WIN) && defined(DEBUG_INSANE)
	debug_register_callback( debug_callback_win32debug, NULL, NULL, NULL );
#endif // WZ_OS_WIN && DEBUG_INSANE

	// *****
	// NOTE: Try *NOT* to use debug() output routines without some other method of informing the user.  All this output is sent to /dev/nul at this point on some platforms!
	// *****
	if (!getUTF8CmdLine(&utfargc, &utfargv))
	{
		return EXIT_FAILURE;
	}
	QTextCodec::setCodecForCStrings(QTextCodec::codecForName("UTF-8"));	// make Qt treat all C strings in Warzone as UTF-8

	setupExceptionHandler(utfargc, utfargv, version_getFormattedVersionString());

	/*** Initialize PhysicsFS ***/
	initialize_PhysicsFS(utfargv[0]);

	/*** Initialize translations ***/
	initI18n();

	// find early boot info
	if (!ParseCommandLineEarly(utfargc, utfargv))
	{
		return EXIT_FAILURE;
	}

	/* Initialize the write/config directory for PhysicsFS.
	 * This needs to be done __after__ the early commandline parsing,
	 * because the user might tell us to use an alternative configuration
	 * directory.
	 */
	initialize_ConfigDir();

	/*** Initialize directory structure ***/
	make_dir(ScreenDumpPath, "screenshots", NULL);
	make_dir(SaveGamePath, "savegames", NULL);
	PHYSFS_mkdir("savegames/campaign");
	PHYSFS_mkdir("savegames/skirmish");
	make_dir(MultiCustomMapsPath, "maps", NULL); // MUST have this to prevent crashes when getting map
	PHYSFS_mkdir("music");
	PHYSFS_mkdir("logs");		// a place to hold our netplay, mingw crash reports & WZ logs
	PHYSFS_mkdir("userdata");	// a place to store per-mod data user generated data
	memset(rulesettag, 0, sizeof(rulesettag)); // tag to add to userdata to find user generated stuff
	make_dir(MultiPlayersPath, "multiplay", NULL);
	make_dir(MultiPlayersPath, "multiplay", "players");

	if (!customDebugfile)
	{
		// there was no custom debug file specified  (--debug-file=blah)
		// so we use our write directory to store our logs.
		time_t aclock;
		struct tm *newtime;
		char buf[PATH_MAX];

		time( &aclock );					// Get time in seconds
		newtime = localtime( &aclock );		// Convert time to struct
		// Note: We are using fopen(), and not physfs routines to open the file
		// log name is logs/(or \)WZlog-MMDD_HHMMSS.txt
		snprintf(buf, sizeof(buf), "%slogs%sWZlog-%02d%02d_%02d%02d%02d.txt", PHYSFS_getWriteDir(), PHYSFS_getDirSeparator(),
			newtime->tm_mon + 1, newtime->tm_mday, newtime->tm_hour, newtime->tm_min, newtime->tm_sec );
		debug_register_callback( debug_callback_file, debug_callback_file_init, debug_callback_file_exit, buf );

		// FIXME: Change this to LOG_WZ on next release
		debug(LOG_INFO, "Using %s debug file", buf);
	}

	// NOTE: it is now safe to use debug() calls to make sure output gets captured.
	check_Physfs();
	debug(LOG_WZ, "Warzone 2100 - %s", version_getFormattedVersionString());
	debug(LOG_WZ, "Using language: %s", getLanguage());
	debug(LOG_WZ, "Backend: %s", BACKEND);
	debug(LOG_MEMORY, "sizeof: SIMPLE_OBJECT=%ld, BASE_OBJECT=%ld, DROID=%ld, STRUCTURE=%ld, FEATURE=%ld, PROJECTILE=%ld",
	      (long)sizeof(SIMPLE_OBJECT), (long)sizeof(BASE_OBJECT), (long)sizeof(DROID), (long)sizeof(STRUCTURE), (long)sizeof(FEATURE), (long)sizeof(PROJECTILE));


	/* Put in the writedir root */
	sstrcpy(KeyMapPath, "keymap.map");

	// initialise all the command line states
	war_SetDefaultStates();

	debug(LOG_MAIN, "initializing");

	PhysicsEngineHandler engine;	// register abstract physfs filesystem

	loadConfig();

	// parse the command line
	if (!ParseCommandLine(utfargc, utfargv))
	{
		return EXIT_FAILURE;
	}

	// Save new (commandline) settings
	saveConfig();

	// Find out where to find the data
	scanDataDirs();

	// Now we check the mods to see if they exist or not (specified on the command line)
	// They are all capped at 100 mods max(see clparse.c)
	// FIX ME: I know this is a bit hackish, but better than nothing for now?
	{
		char *modname;
		char modtocheck[256];
		int i = 0;
		int result = 0;

		// check global mods
		for(i=0; i < 100; i++)
		{
			modname = global_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/global/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck);
			if (!result)
			{
				debug(LOG_ERROR, "The (global) mod (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("(global) mod (%s) is enabled", modname);
			}
		}
		// check campaign mods
		for(i=0; i < 100; i++)
		{
			modname = campaign_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/campaign/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck);
			if (!result)
			{
				debug(LOG_ERROR, "The mod_ca (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("mod_ca (%s) is enabled", modname);
			}
		}
		// check multiplay mods
		for(i=0; i < 100; i++)
		{
			modname = multiplay_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/multiplay/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck);
			if (!result)
			{
				debug(LOG_ERROR, "The mod_mp (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("mod_mp (%s) is enabled", modname);
			}
		}
	}

	if (!wzMain2(war_getFSAA(), war_getFullscreen(), war_GetVsync()))
	{
		return EXIT_FAILURE;
	}
	int w = pie_GetVideoBufferWidth();
	int h = pie_GetVideoBufferHeight();

	char buf[256];
	ssprintf(buf, "Video Mode %d x %d (%s)", w, h, war_getFullscreen() ? "fullscreen" : "window");
	addDumpInfo(buf);

	debug(LOG_MAIN, "Final initialization");
	if (!frameInitialise())
	{
		return EXIT_FAILURE;
	}
	if (!screenInitialise())
	{
		return EXIT_FAILURE;
	}
	if (!pie_LoadShaders())
	{
		return EXIT_FAILURE;
	}
	war_SetWidth(pie_GetVideoBufferWidth());
	war_SetHeight(pie_GetVideoBufferHeight());

	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	pal_Init();

	pie_LoadBackDrop(SCREEN_RANDOMBDROP);
	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	if (!systemInitialise())
	{
		return EXIT_FAILURE;
	}

	//set all the pause states to false
	setAllPauseStates(false);

	// Copy this info to be used by the crash handler for the dump file
	ssprintf(buf,"Using Backend: %s", BACKEND);
	addDumpInfo(buf);
	ssprintf(buf,"Using language: %s", getLanguageName());
	addDumpInfo(buf);

	// Do the game mode specific initialisation.
	switch(GetGameMode())
	{
		case GS_TITLE_SCREEN:
			startTitleLoop();
			break;
		case GS_SAVEGAMELOAD:
			initSaveGameLoad();
			break;
		case GS_NORMAL:
			startGameLoop();
			break;
		default:
			debug(LOG_ERROR, "Weirdy game status, I'm afraid!!");
			break;
	}

#if defined(WZ_CC_MSVC) && defined(DEBUG)
	debug_MEMSTATS();
#endif
	debug(LOG_MAIN, "Entering main loop");
	wzMain3();
	saveConfig();
	systemShutdown();
#ifdef WZ_OS_WIN	// clean up the memory allocated for the command line conversion
	for (int i=0; i<argc; i++)
	{
		const char*** const utfargvF = &utfargv;
		free((void *)(*utfargvF)[i]);
	}
	free(utfargv);
#endif
	wzShutdown();
	debug(LOG_MAIN, "Completed shutting down Warzone 2100");
	return EXIT_SUCCESS;
}
Example #3
0
int WINAPI WinMain(
    HINSTANCE  hInstance,		// handle to current instance
    HINSTANCE  hPrevInstance,	// handle to previous instance
    LPSTR  lpCmdLine,			// pointer to command line
    int  nShowCmd)		 		// show state of window
{
	FRAME_STATUS	frameRet;
	BOOL			quit = FALSE;
	BOOL			Restart = FALSE;
	BOOL			paused = FALSE;//, firstTime = TRUE;
	BOOL			bGlide = FALSE;
	BOOL			bVidMem = FALSE;
	SDWORD			dispBitDepth = DISP_BITDEPTH;
	SDWORD			introVideoControl = 3;
	GAMECODE		loopStatus;
	iColour*		psPaletteBuffer;
	SDWORD			pSize;

	(void)nShowCmd;
//	(void)lpCmdLine;
	(void)hPrevInstance;

	// initialise all the command line states
	clStartWindowed = FALSE;
	clIntroVideo = FALSE;

	// save debugging info to disk
	DBOUTPUTFILE("debug.txt");

	if (!pie_CheckForDX6())
	{
		DBERROR(("Unable to create DirectX 6 interface.\nPlease ensure DirectX 6 or later is installed."));
		return -1;
	}

	war_SetDefaultStates();

	war_SetRendMode(REND_MODE_HAL);

	if (InitGlideDLL())	// In ivis02/3dfxdyn.c - returns FALSE if no glide2x.dll is not found
	{
		bGlideFound = TRUE;
		war_SetRendMode(REND_MODE_GLIDE);//default to glide this will be over writen by Registry or Command line if found
	}

   
init://jump here from the end if re_initialising


	// initialise memory stuff, moved out of frameinit by ajl. 
	if (!memInitialise())
	{
		return FALSE;
	}

	if (!blkInitialise())
	{
		return FALSE;
	}


	loadRenderMode();//get the registry entry for clRendMode

	bDisableLobby = FALSE;

	// parse the command line
//	if (bDisableLobby || !NetPlay.bLobbyLaunched)
//	{
		if(!reInit)
		{
			if(!ParseCommandLine(lpCmdLine,bGlideFound))
			{
				return -1;
			}
		}
//	}

	// find out if the lobby stuff has been disabled
//	bDisableLobby = checkDisableLobby();
	if (!bDisableLobby &&
		!lobbyInitialise())			// ajl. Init net stuff. Lobby can modify startup conditions like commandline.
	{
		return -1;
	}

	reInit = FALSE;//just so we dont restart again

#ifdef USE_FILE_PATH
	_chdir(FILE_PATH);
#endif

	//always start windowed toggle to fullscreen later
	if (war_GetRendMode() == REND_MODE_HAL)
	{
		bGlide = FALSE;
		bVidMem = TRUE;
		dispBitDepth = DISP_HARDBITDEPTH;
	}
	else if (war_GetRendMode() == REND_MODE_REF)
	{
		bGlide = FALSE;
		bVidMem = TRUE;
		dispBitDepth = DISP_HARDBITDEPTH;
	}
	else if (war_GetRendMode() == REND_MODE_RGB)
	{
		bGlide = FALSE;
		bVidMem = FALSE;
		dispBitDepth = DISP_HARDBITDEPTH;
	}
	else if (war_GetRendMode() == REND_MODE_GLIDE)
	{
		bGlide = TRUE;
		bVidMem = FALSE;
		dispBitDepth = DISP_HARDBITDEPTH;
	}
	else
	{
		bGlide = FALSE;
		bVidMem = FALSE;
		dispBitDepth = DISP_BITDEPTH;
	}

//	frameDDEnumerate();

	if (!frameInitialise(hInstance, "Warzone 2100",
									DISP_WIDTH,DISP_HEIGHT,dispBitDepth, !clStartWindowed, bVidMem, bGlide))
	{
		return -1;
	}
	if (!wdgLoadAllWDGCatalogs())
	{
		return -1;
	}

	pie_SetFogStatus(FALSE);
	pie_ScreenFlip(CLEAR_BLACK);
	pie_ScreenFlip(CLEAR_BLACK);

	if (war_GetRendMode() == REND_MODE_GLIDE)
	{
		dbg_SetMessageBoxCallback(fxMBCallback);
		dbg_SetErrorBoxCallback(fxMBCallback);
		dbg_SetAssertCallback(fxMBCallback);
	}

	if(gameStatus == GS_VIDEO_MODE) 
	{
		introVideoControl = 0;//play video
		gameStatus = GS_TITLE_SCREEN;
	}

	//load palette
	psPaletteBuffer = (iColour*)MALLOC(256 * sizeof(iColour)+1);
	if (psPaletteBuffer == NULL)
	{
		DBERROR(("Out of memory"));
		return -1;
	}
	if (!loadFileToBuffer("palette.bin", (UBYTE*)psPaletteBuffer, (256 * sizeof(iColour)+1),(UDWORD*)&pSize))
	{
		DBERROR(("Couldn't load palette data"));
		return -1;
	}
	pal_AddNewPalette(psPaletteBuffer);
	FREE(psPaletteBuffer);

	if (war_GetRendMode() == REND_MODE_GLIDE)
	{
		pie_LoadBackDrop(SCREEN_RANDOMBDROP,TRUE);
	}
	else
	{
		pie_LoadBackDrop(SCREEN_RANDOMBDROP,FALSE);
	}
	pie_SetFogStatus(FALSE);
	pie_ScreenFlip(CLEAR_BLACK);

	quit = FALSE;

	/* check CDROM drive available */
	if ( cdspan_CheckCDAvailable() == FALSE )
	{
		DBERROR( ("Cannot detect CDROM drive\n") );
		quit = TRUE;
	}

	if (!systemInitialise())
	{
		return -1;
	}
	
// If windowed mode not requested then toggle to full screen. Doing
// it here rather than in the call to frameInitialise fixes a problem
// where machines with an NVidia and a 3DFX would kill the 3dfx display. (Definitly a HACK, PD)
/*	if(!clStartWindowed)
	{
		screenToggleMode();
	}
*/
	//set all the pause states to false
	setAllPauseStates(FALSE);

	while (!quit)
	{
// Do the game mode specific initialisation.
		switch(gameStatus)
		{
			case GS_TITLE_SCREEN:
				screen_RestartBackDrop();


				if (!frontendInitialise("wrf\\frontend.wrf"))
				{
					goto exit;
				}

				frontendInitialised = TRUE;
				frontendInitVars();
				//if intro required set up the video
				if (introVideoControl <= 1)
				{
					seq_ClearSeqList();
					seq_AddSeqToList("eidos-logo.rpl",NULL, NULL, FALSE,0);
					seq_AddSeqToList("pumpkin.rpl",NULL, NULL, FALSE,0);
					seq_AddSeqToList("titles.rpl",NULL, NULL, FALSE,0);
					seq_AddSeqToList("devastation.rpl",NULL,"devastation.txa", FALSE,0);

					seq_StartNextFullScreenVideo();
					introVideoControl = 2;
				}
				break;

			case GS_SAVEGAMELOAD:
				screen_RestartBackDrop();
				gameStatus = GS_NORMAL;
				// load up a save game
				if (!loadGameInit(saveGameName,FALSE))
				{
					goto exit;
				}
				/*if (!levLoadData(pLevelName, saveGameName)) {
					return -1;
				}*/
				screen_StopBackDrop();
				break;
			case GS_NORMAL:
				if (!levLoadData(pLevelName, NULL, 0)) {
					goto exit;
				}
				//after data is loaded check the research stats are valid
				if (!checkResearchStats())
				{
					DBERROR(("Invalid Research Stats"));
					goto exit;
				}
				//and check the structure stats are valid
				if (!checkStructureStats())
				{
					DBERROR(("Invalid Structure Stats"));
					goto exit;
				}

				//set a flag for the trigger/event system to indicate initialisation is complete
				gameInitialised = TRUE;
				screen_StopBackDrop();
				break;
			case GS_VIDEO_MODE:
				DBERROR(("Video_mode no longer valid"));
				if (introVideoControl == 0)
				{
					videoInitialised = TRUE;
				}
				break;

			default:
				DBERROR(("Unknown game status on startup!"));
		}

		
		DBPRINTF(("Entering main loop\n"));

		Restart = FALSE;
		//firstTime = TRUE;

		while (!Restart)
		{
			frameRet = frameUpdate();
			
			if (pie_GetRenderEngine() == ENGINE_D3D)
			{
				if ( frameRet == FRAME_SETFOCUS )
				{
					D3DTestCooperativeLevel( TRUE );
				}
				else
				{
					D3DTestCooperativeLevel( FALSE );
				}
			}

			switch (frameRet)
			{
			case FRAME_KILLFOCUS:
				paused = TRUE;
				gameTimeStop();
				if (pie_GetRenderEngine() == ENGINE_GLIDE)
				{
					if (!gl_Deactivate())
					{
						quit = TRUE;
						Restart = TRUE;
					}
				}
				mixer_SaveIngameVols();
				mixer_RestoreWinVols();
				audio_StopAll();
				break;
			case FRAME_SETFOCUS:
				paused = FALSE;
				gameTimeStart();
				if (!dispModeChange())
				{
					quit = TRUE;
					Restart = TRUE;
				}
				if (pie_GetRenderEngine() == ENGINE_GLIDE)
				{
					if (!gl_Reactivate())
					{
						quit = TRUE;
						Restart = TRUE;
					}
				}
				else if (pie_GetRenderEngine() == ENGINE_D3D)
				{
					dtm_RestoreTextures();
				}
				mixer_SaveWinVols();
				mixer_RestoreIngameVols();
				break;
			case FRAME_QUIT:
				quit = TRUE;
				Restart = TRUE;
				break;
			}

			lastStatus = gameStatus;

			if ((!paused) && (!quit))
			{
				switch(gameStatus)
				{
				case	GS_TITLE_SCREEN:
					pie_SetSwirlyBoxes(TRUE);
					if (loop_GetVideoStatus())
					{
						videoLoop();
					}
					else
					{
						switch(titleLoop()) {
							case TITLECODE_QUITGAME:
								DBPRINTF(("TITLECODE_QUITGAME\n"));
								Restart = TRUE;
								quit = TRUE;
								break;

	//						case TITLECODE_ATTRACT:
	//							DBPRINTF(("TITLECODE_ATTRACT\n"));
	//							break;

							case TITLECODE_SAVEGAMELOAD:
								DBPRINTF(("TITLECODE_SAVEGAMELOAD\n"));
								gameStatus = GS_SAVEGAMELOAD;
								Restart = TRUE;
								break;
							case TITLECODE_STARTGAME:
								DBPRINTF(("TITLECODE_STARTGAME\n"));
								gameStatus = GS_NORMAL;
								Restart = TRUE;
								break;

							case TITLECODE_SHOWINTRO:	
								DBPRINTF(("TITLECODE_SHOWINTRO\n"));
								seq_ClearSeqList();
								seq_AddSeqToList("eidos-logo.rpl",NULL,NULL, FALSE,0);
								seq_AddSeqToList("pumpkin.rpl",NULL,NULL, FALSE,0);
								seq_AddSeqToList("titles.rpl",NULL,NULL, FALSE,0);
								seq_AddSeqToList("devastation.rpl",NULL,"devastation.txa", FALSE,0);
								seq_StartNextFullScreenVideo();
								introVideoControl = 2;//play the video but dont init the sound system
								break;

							case TITLECODE_CONTINUE:
								break;

							default:
								DBERROR(("Unknown code returned by titleLoop"));
						}
					}
					pie_SetSwirlyBoxes(FALSE);
					break;
			
/*				case GS_SAVEGAMELOAD:
					if (loopNewLevel)
					{
						//the start of a campaign/expand mission
						DBPRINTF(("GAMECODE_NEWLEVEL\n"));
						loopNewLevel = FALSE;
						// gameStatus is unchanged, just loading additional data
						Restart = TRUE;
					}
					break;
*/
				case	GS_NORMAL:
					if (loop_GetVideoStatus())
					{
						videoLoop();
					}
					else
					{
						loopStatus = gameLoop();
						switch(loopStatus) {
							case GAMECODE_QUITGAME:
								DBPRINTF(("GAMECODE_QUITGAME\n"));
								gameStatus = GS_TITLE_SCREEN;
								Restart = TRUE;
/*#ifdef NON_INTERACT
								quit = TRUE;
#endif*/

								if(NetPlay.bLobbyLaunched)
								{
//									changeTitleMode(QUIT);
									quit = TRUE;
								}
								break;
							case GAMECODE_FASTEXIT:
								DBPRINTF(("GAMECODE_FASTEXIT\n"));
								Restart = TRUE;
								quit = TRUE;
								break;

							case GAMECODE_LOADGAME:
								DBPRINTF(("GAMECODE_LOADGAME\n"));
								Restart = TRUE;
								gameStatus = GS_SAVEGAMELOAD;
								break;

							case GAMECODE_PLAYVIDEO:
								DBPRINTF(("GAMECODE_PLAYVIDEO\n"));
//dont schange mode any more								gameStatus = GS_VIDEO_MODE;
								Restart = FALSE;
								break;

							case GAMECODE_NEWLEVEL:
								DBPRINTF(("GAMECODE_NEWLEVEL\n"));
								// gameStatus is unchanged, just loading additional data
								Restart = TRUE;
								break;

							case GAMECODE_RESTARTGAME:
								DBPRINTF(("GAMECODE_RESTARTGAME\n"));
								Restart = TRUE;
								break;

							case GAMECODE_CONTINUE:
								break;

							default:
								DBERROR(("Unknown code returned by gameLoop"));
						}
					}
					break;

				case	GS_VIDEO_MODE:
				DBERROR(("Video_mode no longer valid"));
					if (loop_GetVideoStatus())
					{
						videoLoop();
					}
					else
					{
						if (introVideoControl <= 1)
						{
								seq_ClearSeqList();

								seq_AddSeqToList("factory.rpl",NULL,NULL, FALSE,0);
								seq_StartNextFullScreenVideo();//"sequences\\factory.rpl","sequences\\factory.wav");
								introVideoControl = 2;
						}
						else
						{
								DBPRINTF(("VIDEO_QUIT\n"));
								if (introVideoControl == 2)//finished playing intro video
								{
									gameStatus = GS_TITLE_SCREEN;
									if (videoInitialised)
									{
										Restart = TRUE;
									}
									introVideoControl = 3;
								}
								else
								{
									gameStatus = GS_NORMAL;
								}
						}
					}

					break;
		
				default:
					DBERROR(("Weirdy game status I'm afraid!!"));
					break;
				}

				gameTimeUpdate();
			}
		}	// End of !Restart loop.

// Do game mode specific shutdown.	
		switch(lastStatus) {
			case GS_TITLE_SCREEN:
				if (!frontendShutdown())
				{
					goto exit;
				}
				frontendInitialised = FALSE;
				break;

/*			case GS_SAVEGAMELOAD:
				//get the next level to load up
				gameStatus = GS_NORMAL;
				break;*/
			case GS_NORMAL:
				if (loopStatus != GAMECODE_NEWLEVEL)
				{
					initLoadingScreen(TRUE,FALSE);	// returning to f.e. do a loader.render not active
					pie_EnableFog(FALSE);//dont let the normal loop code set status on
					fogStatus = 0;
					if (loopStatus != GAMECODE_LOADGAME)
					{
						levReleaseAll();
					}
				}
				gameInitialised = FALSE;
				break;

			case	GS_VIDEO_MODE:
				DBERROR(("Video_mode no longer valid"));
				if (videoInitialised)
				{
					videoInitialised = FALSE;
				}
				break;

			default:
				DBERROR(("Unknown game status on shutdown!"));
				break;
		}
	
	} // End of !quit loop.

	DBPRINTF(("Shuting down application\n"));

	systemShutdown();

	pal_ShutDown();

	frameShutDown();

	ShutdownGlideDLL();

	if (reInit) goto init;

	PostQuitMessage(0);

	return 0;

exit:

	DBPRINTF(("Shutting down after fail\n"));

	systemShutdown();

	pal_ShutDown();

	frameShutDown();

	ShutdownGlideDLL();

	PostQuitMessage(1);

	return 1;

}
Example #4
0
int main(int argc, char *argv[])
{
	QApplication app(argc, argv);
	int utfargc = argc;
	const char** utfargv = (const char**)argv;

#ifdef WZ_OS_MAC
	cocoaInit();
#endif

	debug_init();
	debug_register_callback( debug_callback_stderr, NULL, NULL, NULL );
#if defined(WZ_OS_WIN) && defined(DEBUG_INSANE)
	debug_register_callback( debug_callback_win32debug, NULL, NULL, NULL );
#endif // WZ_OS_WIN && DEBUG_INSANE

	// *****
	// NOTE: Try *NOT* to use debug() output routines without some other method of informing the user.  All this output is sent to /dev/nul at this point on some platforms!
	// *****
	if (!getUTF8CmdLine(&utfargc, &utfargv))
	{
		return EXIT_FAILURE;
	}
	QTextCodec::setCodecForCStrings(QTextCodec::codecForName("UTF-8"));	// make Qt treat all C strings in Warzone as UTF-8

	setupExceptionHandler(utfargc, utfargv, version_getFormattedVersionString());

	/*** Initialize PhysicsFS ***/
	initialize_PhysicsFS(utfargv[0]);

	/*** Initialize translations ***/
	initI18n();

	// find early boot info
	if (!ParseCommandLineEarly(utfargc, utfargv))
	{
		return EXIT_FAILURE;
	}

	/* Initialize the write/config directory for PhysicsFS.
	 * This needs to be done __after__ the early commandline parsing,
	 * because the user might tell us to use an alternative configuration
	 * directory.
	 */
	initialize_ConfigDir();

	/*** Initialize directory structure ***/
	make_dir(ScreenDumpPath, "screenshots", NULL);
	make_dir(SaveGamePath, "savegames", NULL);
	make_dir(MultiCustomMapsPath, "maps", NULL); // MUST have this to prevent crashes when getting map
	PHYSFS_mkdir("music");
	PHYSFS_mkdir("logs");		// a place to hold our netplay, mingw crash reports & WZ logs
	make_dir(MultiPlayersPath, "multiplay", NULL);
	make_dir(MultiPlayersPath, "multiplay", "players");

	if (!customDebugfile)
	{
		// there was no custom debug file specified  (--debug-file=blah)
		// so we use our write directory to store our logs.
		time_t aclock;
		struct tm *newtime;
		char buf[PATH_MAX];

		time( &aclock );					// Get time in seconds
		newtime = localtime( &aclock );		// Convert time to struct
		// Note: We are using fopen(), and not physfs routines to open the file
		// log name is logs/(or \)WZlog-MMDD_HHMMSS.txt
		snprintf(buf, sizeof(buf), "%slogs%sWZlog-%02d%02d_%02d%02d%02d.txt", PHYSFS_getWriteDir(), PHYSFS_getDirSeparator(),
			newtime->tm_mon, newtime->tm_mday, newtime->tm_hour, newtime->tm_min, newtime->tm_sec );
		debug_register_callback( debug_callback_file, debug_callback_file_init, debug_callback_file_exit, buf );
	}

	// NOTE: it is now safe to use debug() calls to make sure output gets captured.
	check_Physfs();
	debug(LOG_WZ, "Warzone 2100 - %s", version_getFormattedVersionString());
	debug(LOG_WZ, "Using language: %s", getLanguage());
	debug(LOG_MEMORY, "sizeof: SIMPLE_OBJECT=%ld, BASE_OBJECT=%ld, DROID=%ld, STRUCTURE=%ld, FEATURE=%ld, PROJECTILE=%ld",
	      (long)sizeof(SIMPLE_OBJECT), (long)sizeof(BASE_OBJECT), (long)sizeof(DROID), (long)sizeof(STRUCTURE), (long)sizeof(FEATURE), (long)sizeof(PROJECTILE));


	/* Put in the writedir root */
	sstrcpy(KeyMapPath, "keymap.map");

	// initialise all the command line states
	war_SetDefaultStates();

	debug(LOG_MAIN, "initializing");

	PhysicsEngineHandler engine;	// register abstract physfs filesystem

	loadConfig();

	// parse the command line
	if (!ParseCommandLine(utfargc, utfargv))
	{
		return EXIT_FAILURE;
	}

	// Save new (commandline) settings
	saveConfig();

	// Find out where to find the data
	scanDataDirs();

	// This needs to be done after "scanDataDirs"
	// for the root cert from cacert.
	NETinit(true);

	// Must be run before OpenGL driver is properly initialized due to
	// strange conflicts - Per
	if (selfTest)
	{
		memset(enabled_debug, 0, sizeof(*enabled_debug) * LOG_LAST);
		fprintf(stdout, "Carrying out self-test:\n");
		playListTest();
		audioTest();
		soundTest();
	}

	// Now we check the mods to see if they exist or not (specified on the command line)
	// They are all capped at 100 mods max(see clparse.c)
	// FIX ME: I know this is a bit hackish, but better than nothing for now?
	{
		char *modname;
		char modtocheck[256];
		int i = 0;
		int result = 0;

		// check global mods
		for(i=0; i < 100; i++)
		{
			modname = global_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/global/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck);
			if (!result)
			{
				debug(LOG_ERROR, "The (global) mod (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("(global) mod (%s) is enabled", modname);
			}
		}
		// check campaign mods
		for(i=0; i < 100; i++)
		{
			modname = campaign_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/campaign/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck);
			if (!result)
			{
				debug(LOG_ERROR, "The mod_ca (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("mod_ca (%s) is enabled", modname);
			}
		}
		// check multiplay mods
		for(i=0; i < 100; i++)
		{
			modname = multiplay_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/multiplay/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck);
			if (!result)
			{
				debug(LOG_ERROR, "The mod_mp (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("mod_mp (%s) is enabled", modname);
			}
		}
	}

	debug(LOG_MAIN, "Qt initialization");
	QGL::setPreferredPaintEngine(QPaintEngine::OpenGL); // Workaround for incorrect text rendering on nany platforms.

	// Setting up OpenGL
	QGLFormat format;
	format.setDoubleBuffer(true);
	format.setAlpha(true);
	int w = pie_GetVideoBufferWidth();
	int h = pie_GetVideoBufferHeight();

	if (war_getFSAA())
	{
		format.setSampleBuffers(true);
		format.setSamples(war_getFSAA());
	}
	WzMainWindow mainwindow(QSize(w, h), format);
	mainwindow.setMinimumResolution(QSize(800, 600));
	if (!mainwindow.context()->isValid())
	{
		QMessageBox::critical(NULL, "Oops!", "Warzone2100 failed to create an OpenGL context. This probably means that your graphics drivers are out of date. Try updating them!");
		return EXIT_FAILURE;
	}

	screenWidth = w;
	screenHeight = h;
	if (war_getFullscreen())
	{
		mainwindow.resize(w,h);
		mainwindow.showFullScreen();
		if(w>mainwindow.width()) {
			w = mainwindow.width();
		}
		if(h>mainwindow.height()) {
			h = mainwindow.height();
		}
		pie_SetVideoBufferWidth(w);
		pie_SetVideoBufferHeight(h);
	}
	else
	{
		mainwindow.show();
		mainwindow.setMinimumSize(w, h);
		mainwindow.setMaximumSize(w, h);
	}

	mainwindow.setSwapInterval(war_GetVsync());
	war_SetVsync(mainwindow.swapInterval() > 0);

	mainwindow.setReadyToPaint();

	char buf[256];
	ssprintf(buf, "Video Mode %d x %d (%s)", w, h, war_getFullscreen() ? "fullscreen" : "window");
	addDumpInfo(buf);

	debug(LOG_MAIN, "Final initialization");
	if (!frameInitialise())
	{
		return EXIT_FAILURE;
	}
	war_SetWidth(pie_GetVideoBufferWidth());
	war_SetHeight(pie_GetVideoBufferHeight());

	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	pal_Init();

	pie_LoadBackDrop(SCREEN_RANDOMBDROP);
	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	if (!systemInitialise())
	{
		return EXIT_FAILURE;
	}

	//set all the pause states to false
	setAllPauseStates(false);

	/* Runtime unit testing */
	if (selfTest)
	{
		parseTest();
		levTest();
		mapTest();
		fprintf(stdout, "All tests PASSED!\n");
		exit(0);
	}

	// Copy this info to be used by the crash handler for the dump file
	ssprintf(buf,"Using language: %s", getLanguageName());
	addDumpInfo(buf);

	// Do the game mode specific initialisation.
	switch(GetGameMode())
	{
		case GS_TITLE_SCREEN:
			startTitleLoop();
			break;
		case GS_SAVEGAMELOAD:
			initSaveGameLoad();
			break;
		case GS_NORMAL:
			startGameLoop();
			break;
		default:
			debug(LOG_ERROR, "Weirdy game status, I'm afraid!!");
			break;
	}

#if defined(WZ_CC_MSVC) && defined(DEBUG)
	debug_MEMSTATS();
#endif
	debug(LOG_MAIN, "Entering main loop");
	app.exec();
	saveConfig();
	systemShutdown();
	debug(LOG_MAIN, "Completed shutting down Warzone 2100");
	return EXIT_SUCCESS;
}
Example #5
0
int main(int argc, char *argv[])
{
	int utfargc = argc;
	const char** utfargv = (const char**)argv;

#ifdef WZ_OS_MAC
	cocoaInit();
#endif

	debug_init();
	debug_register_callback( debug_callback_stderr, NULL, NULL, NULL );
#if defined(WZ_OS_WIN) && defined(DEBUG_INSANE)
	debug_register_callback( debug_callback_win32debug, NULL, NULL, NULL );
#endif // WZ_OS_WIN && DEBUG_INSANE

	if (!getUTF8CmdLine(&utfargc, &utfargv))
	{
		return -1;
	}

	setupExceptionHandler(utfargc, utfargv);

	/*** Initialize PhysicsFS ***/
	initialize_PhysicsFS(utfargv[0]);

	/*** Initialize translations ***/
	initI18n();

	// find early boot info
	if ( !ParseCommandLineEarly(utfargc, utfargv) ) {
		return -1;
	}

	debug(LOG_WZ, "Using language: %s", getLanguage());

	debug(LOG_MEMORY, "sizeof: SIMPLE_OBJECT=%ld, BASE_OBJECT=%ld, DROID=%ld, STRUCTURE=%ld, FEATURE=%ld, PROJECTILE=%ld",
	      (long)sizeof(SIMPLE_OBJECT), (long)sizeof(BASE_OBJECT), (long)sizeof(DROID), (long)sizeof(STRUCTURE), (long)sizeof(FEATURE), (long)sizeof(PROJECTILE));

	/* Initialize the write/config directory for PhysicsFS.
	 * This needs to be done __after__ the early commandline parsing,
	 * because the user might tell us to use an alternative configuration
	 * directory.
	 */
	initialize_ConfigDir();

	/*** Initialize directory structure ***/
	make_dir(ScreenDumpPath, "screenshots", NULL);
	make_dir(SaveGamePath, "savegame", NULL);
	make_dir(MultiCustomMapsPath, "maps", NULL); // MUST have this to prevent crashes when getting map
	PHYSFS_mkdir("music");
	PHYSFS_mkdir("logs");		// a place to hold our netplay, mingw crash reports & WZ logs
	make_dir(MultiPlayersPath, "multiplay", NULL);
	make_dir(MultiPlayersPath, "multiplay", "players");

	if (!customDebugfile)
	{
		// there was no custom debug file specified  (--debug-file=blah)
		// so we use our write directory to store our logs.
		time_t aclock;
		struct tm *newtime;
		char buf[PATH_MAX];

		time( &aclock );					// Get time in seconds
		newtime = localtime( &aclock );		// Convert time to struct
		// Note: We are using fopen(), and not physfs routines to open the file
		// log name is logs/(or \)WZlog-MMDD_HHMMSS.txt
		snprintf(buf, sizeof(buf), "%slogs%sWZlog-%02d%02d_%02d%02d%02d.txt", PHYSFS_getWriteDir(), PHYSFS_getDirSeparator(),
			newtime->tm_mon, newtime->tm_mday, newtime->tm_hour, newtime->tm_min, newtime->tm_sec );
		debug_register_callback( debug_callback_file, debug_callback_file_init, debug_callback_file_exit, buf );
	}
	debug(LOG_WZ, "Warzone 2100 - %s", version_getFormattedVersionString());

	/* Put these files in the writedir root */
	setRegistryFilePath("config");
	sstrcpy(KeyMapPath, "keymap.map");

	// initialise all the command line states
	war_SetDefaultStates();

	debug(LOG_MAIN, "initializing");

	loadConfig();

	NETinit(true);

	// parse the command line
	if (!ParseCommandLine(utfargc, utfargv)) {
		return -1;
	}

	// Save new (commandline) settings
	saveConfig();

	// Find out where to find the data
	scanDataDirs();

	// Must be run before OpenGL driver is properly initialized due to
	// strange conflicts - Per
	if (selfTest)
	{
		memset(enabled_debug, 0, sizeof(*enabled_debug) * LOG_LAST);
		fprintf(stdout, "Carrying out self-test:\n");
		playListTest();
		audioTest();
		soundTest();
	}

	// Now we check the mods to see if they exsist or not (specified on the command line)
	// They are all capped at 100 mods max(see clparse.c)
	// FIX ME: I know this is a bit hackish, but better than nothing for now?
	{
		char *modname;
		char modtocheck[256];
		int i = 0;
		int result = 0;

		// check global mods
		for(i=0; i < 100; i++)
		{
			modname = global_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/global/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck); 
			if (!result)
			{
				debug(LOG_ERROR, "The (global) mod (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("(global) mod (%s) is enabled", modname);
			}
		}
		// check campaign mods
		for(i=0; i < 100; i++)
		{
			modname = campaign_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/campaign/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck); 
			if (!result)
			{
				debug(LOG_ERROR, "The mod_ca (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("mod_ca (%s) is enabled", modname);
			}
		}
		// check multiplay mods
		for(i=0; i < 100; i++)
		{
			modname = multiplay_mods[i];
			if (modname == NULL)
			{
				break;
			}
			ssprintf(modtocheck, "mods/multiplay/%s", modname);
			result = PHYSFS_exists(modtocheck);
			result |= PHYSFS_isDirectory(modtocheck); 
			if (!result)
			{
				debug(LOG_ERROR, "The mod_mp (%s) you have specified doesn't exist!", modname);
			}
			else
			{
				info("mod_mp (%s) is enabled", modname);
			}
		}
	}

	if (!frameInitialise( "Warzone 2100", pie_GetVideoBufferWidth(), pie_GetVideoBufferHeight(), pie_GetVideoBufferDepth(), war_getFSAA(), war_getFullscreen(), war_GetVsync()))
	{
		return -1;
	}
	war_SetWidth(pie_GetVideoBufferWidth());
	war_SetHeight(pie_GetVideoBufferHeight());

	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	pal_Init();

	pie_LoadBackDrop(SCREEN_RANDOMBDROP);
	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	if (!systemInitialise())
	{
		return -1;
	}

	//set all the pause states to false
	setAllPauseStates(false);

	/* Runtime unit testing */
	if (selfTest)
	{
		tagTest();
		parseTest();
		levTest();
		mapTest();
		fprintf(stdout, "All tests PASSED!\n");
		exit(0);
	}

	{
		// Copy this info to be used by the crash handler for the dump file
		char buf[256];

		ssprintf(buf,"Using language: %s", getLanguageName());
		addDumpInfo(buf);
	}
	// Do the game mode specific initialisation.
	switch(GetGameMode())
	{
		case GS_TITLE_SCREEN:
			startTitleLoop();
			break;
		case GS_SAVEGAMELOAD:
			initSaveGameLoad();
			break;
		case GS_NORMAL:
			startGameLoop();
			break;
		default:
			debug(LOG_ERROR, "Weirdy game status, I'm afraid!!");
			break;
	}

	debug(LOG_MAIN, "Entering main loop");

	// Enter the mainloop
	mainLoop();
	debug(LOG_MAIN, "Shutting down Warzone 2100");

#if defined(WZ_CC_MSVC) && defined(DEBUG)
	debug_MEMSTATS();
#endif

	atexit(systemShutdown);
	return EXIT_SUCCESS;
}
Example #6
0
bool stageThreeInitialise()
{
	STRUCTURE *psStr;
	UDWORD i;
	DROID *psDroid;
	bool fromSave = (getSaveGameType() == GTYPE_SAVE_START || getSaveGameType() == GTYPE_SAVE_MIDMISSION);

	debug(LOG_WZ, "== stageThreeInitialise ==");

	loopMissionState = LMS_NORMAL;

	if (!InitRadar()) 	// After resLoad cause it needs the game palette initialised.
	{
		return false;
	}

	// reset the clock to normal speed
	gameTimeResetMod();

	if (!init3DView())	// Initialise 3d view stuff. After resLoad cause it needs the game palette initialised.
	{
		return false;
	}

	effectResetUpdates();
	initLighting(0, 0, mapWidth, mapHeight);
	pie_InitLighting();

	if (fromSave)
	{
		// these two lines are the biggest hack in the world.
		// the reticule seems to get detached from 'reticuleup'
		// this forces it back in sync...
		intRemoveReticule();
		intAddReticule();
	}

	if (bMultiPlayer)
	{
		if (!fromSave)
		{
			multiGameInit();
		}
		initTemplates();
	}

	preProcessVisibility();

	prepareScripts(getLevelLoadType() == GTYPE_SAVE_MIDMISSION || getLevelLoadType() == GTYPE_SAVE_START);

	if (!fpathInitialise())
	{
		return false;
	}

	mapInit();
	gridReset();

	//if mission screen is up, close it.
	if (MissionResUp)
	{
		intRemoveMissionResultNoAnim();
	}

	// Re-inititialise some static variables.

	resizeRadar();

	setAllPauseStates(false);

	/* decide if we have to create teams, ONLY in multiplayer mode!*/
	if (bMultiPlayer && alliancesSharedVision(game.alliance))
	{
		createTeamAlliances();

		/* Update ally vision for pre-placed structures and droids */
		for (i = 0; i < MAX_PLAYERS; i++)
		{
			if (i != selectedPlayer)
			{
				/* Structures */
				for (psStr = apsStructLists[i]; psStr; psStr = psStr->psNext)
				{
					if (aiCheckAlliances(psStr->player, selectedPlayer))
					{
						visTilesUpdate((BASE_OBJECT *)psStr);
					}
				}

				/* Droids */
				for (psDroid = apsDroidLists[i]; psDroid; psDroid = psDroid->psNext)
				{
					if (aiCheckAlliances(psDroid->player, selectedPlayer))
					{
						visTilesUpdate((BASE_OBJECT *)psDroid);
					}
				}
			}
		}
	}

	countUpdate();
	if (getLevelLoadType() != GTYPE_SAVE_MIDMISSION)
	{
		if (getDebugMappingStatus())
		{
			triggerEventCheatMode(true);
		}
		eventFireCallbackTrigger((TRIGGER_TYPE)CALL_GAMEINIT);
		triggerEvent(TRIGGER_GAME_INIT);
	}

	return true;
}