コード例 #1
0
ファイル: BAM.CPP プロジェクト: mhjlam1/bam
int
main(int argc, char** argv)
{
   char     mess[100], *string1;
   uint16  	saverResult;
	int		loop1, loop2, framesRun, framesPerSec = 0;
	bool		fWaitToSend;
   BAM_WorldEnderPopup     *pWEPop;
	FILE	*pFile;

//	Nothing		*pNothing1 = new Nothing;
//	NothingMore	*pNothingMore1 = new NothingMore;
//	Dummy			*pDummy1 = new Dummy(0x1234);

//	pNothing1->SetValue(0x1234);
//	pNothingMore1->SetValue(0x5678);
//	pDummy1->SetValue(0x90ab);

// Unit	*pUnit = new Unit(TRUE);
//	Unit	unit1(TRUE);

/*	Jay - here's the code for the test case you said you wanted to try next:

	pFile = fopen("unit1.dat", "wb");
	fwrite(&unit1, 1, sizeof(unit1), pFile);
	fclose(pFile);
*/
	
/*
	pFile = fopen("unit1.dat", "rb");
	fread(&unit1, 1, sizeof(unit1), pFile);
	fclose(pFile);
*/

	time_t	startTime, timeDif, lastTime;
	time(&startTime);
	lastTime = startTime;

	// disable critical error handler
	_harderr(critical_error_handler);

	AInitializePlatform();

	#ifndef NDEBUG
	printf("\n\n&ReportFreeMem==0x%08X\n", (int)ReportFreeMem);
	#endif

#ifdef OS_DOS
	printf("\nBLOOD & MAGIC Copyright (C) 1996 by Tachyon Studios Inc..\n");
	printf("Developed by Tachyon Studios for Interplay Productions.\n");
   printf("BLOOD & MAGIC, FORGOTTEN REALMS and the TSR LOGO are Trademarks\n");
	printf("owned by TSR, Inc and are used under license.\n");
	printf("\nCompiled %s %s\n", __DATE__, __TIME__);
	printf("%dk free after platform initialization\n", AAvailMem() / 1024);

	if(AAvailMem() < MIN_MEM_REQ)
	{
		printf("\nWARNING: Free XMS memory is low (<%dk)!\nBAM may not run reliably\n",
			MIN_MEM_REQ / 1000);
		sleep(4);
	}

#endif

	// short-circuit any command line args
	//	argc = 1;

	if(argc > 1 && (!memcmp(argv[1], "?", 2) || !memcmp(argv[1], "-HELP", 6)))
	{
//		printf("Format: BAM [mapNum] [-NOINTRO] [-NOFOG] [-SIDEx] [-NOWIN] [-NET] [-SHOWOFF]\n");
		return(0);
	}

	// if the seed is the same, the sequence will repeat. cool!
//	ASeedRandom(41);			// for repeatability of bugs
//	ASeedRandom2(41);			// for repeatability of bugs
	ASeedRandom(startTime);	// for genuine randomness
	ASeedRandom2(startTime);	// for genuine randomness

	// If you ever don't want to see unfreed memory, like for demos,
	// then uncomment this.
//	extern bool	fPrintUnfreedPtrs;
//	fPrintUnfreedPtrs = FALSE;

	TRACK_MEM("Mono");			pMono = new Mono;
	// if we really must allocate this on the fly instead of
	// having it global, then we must tell the memmgr not to save it.
	ASetSaveStatus(AGetGrip(pMono), FALSE);
	// also, we don't want this to be purged on a restore.
	ASetPurgeStatus(AGetGrip(pMono), FALSE);

	pMono->SetWindow(0, 7, 79, 12);
	pMono->Clear();
	pMono->Out("Monochrome output initialized\n");

	#ifndef NDBEUG
	pMono->Out("&ReportFreeMem==0x%08X\n", (int)ReportFreeMem);
	sleep(4);
	#endif

	pMono->Out("EventMgr initializing\n");
	TRACK_MEM("EventMgr");		new EventMgr;
	// we are going to update ticks when we want to.
	AAutoUpdateTicks(FALSE);

	pMono->Out("ContextMgr initializing\n");
	TRACK_MEM("ContextMgr");	new ContextMgr;
	pMono->Out("ResMgr initializing\n");
	TRACK_MEM("ResMgr");			new ResourceMgr(TRUE);

	// NOTE - IT IS HIGHLY RECOMMENDED THAT YOU INIT THE SOUND MANAGER
	// BEFORE THE GRAPH MANAGER.  If you don't, streamed sounds will
	// stop and start during restore because of the busy loop in graph
	// manager that happens when the palette fades up.
	pMono->Out("SoundMgr initializing\n");
	TRACK_MEM("SndMgr");	new SoundMgr;
	pSoundMgr->Init();

	// BUGBUG! If we bind w/ DOS4GW/Pro we will crash here!
	//setup smacker sound stuff
	SmackSoundUseSOS3((u16)pSoundMgr->hDigiDriverHandle,0);

	pMono->Out("GraphMgr initializing\n");
	TRACK_MEM("GraphMgr");		pGraphMgr = new GraphicsMgr(MODEX_320X400);

	pMono->Out("%dk free after platform initialization\n", AAvailMem() / 1024);

//	Debugger debug1, debug2;

//	debug1.OpenWindow(0, 0, 79, 10);
//	debug2.OpenWindow(40, 11, 79, 21);
//	for(loop1 = 0; loop1 < 25; loop1++)
//	{
//		pMono->Out("\n%d", loop1);
//	}
//	sleep(2);

	TRACK_MEM("FontMgr");		pFontMgr = new FontMgr;
	// default font
	pFontMgr->SetRes(9050);
	// default font  color
	pFontMgr->ForeColor(TEXT_DEFAULT);
	pFontMgr->colors[FNT_BACK_COLOR] = CI_SKIP;

	#ifdef OS_MAC
//		#include "menubar.hpp"
//		DS9MenuBar*	pMenuBar;
//		TRACK_MEM("menuBar");	pMenuBar = new DS9MenuBar;

		TRACK_MEM("Mouse");	new Mouse;
	#else

		TRACK_MEM("Mouse");	new MouseInt;
	#endif

	if(pMouse->hideCount == 999)
	{
		// init error
		ShutDownSoundMgr();
		APrintUnfreedPtrs(FALSE);
		exit(1);
	}
	pMouse->Init(0,0,SCREEN_WIDTH-1,SCREEN_HEIGHT-1);
	pMouse->SetRes(RES_ANIM, POINTER_RES, 1);
	pMouse->Hide(); //let bamroom show it at room change time.

	// this is our global data saver
	AtSave(GlobalSave);

	// create the application instance
	TRACK_MEM("BAM App");
	pBam = new BAM_Application;
	bGlobal.gBam = pBam->gSelf;
	pBam->msgMask = E_MOUSE_DOWN | E_MOUSE_UP | E_KEY_DOWN;

	// command-line options parsed here
	memcpy(pBam->scenarioName, "9110", 5);	// default scenario
	pBam->fNoIntro = FALSE;
	pBam->fDefaultScenario = FALSE;
	pBam->fUseFog = TRUE;
	pBam->fUseWinLose = TRUE;
	pBam->playerSide = SIDE1;
	pBam->fMapEdit = FALSE;
	pBam->playerTypes[SIDE0] = PLAYER_NONE;
	pBam->playerTypes[SIDE1] = PLAYER_LOCAL;
	pBam->playerTypes[SIDE2] = PLAYER_NONE;
	pBam->playerTypes[SIDE3] = PLAYER_NONE;
	pBam->playerTypes[SIDE4] = PLAYER_NONE;

	{
		FILE	*pPentiumFile;

		pPentiumFile = fopen("PENTIUM.VAN", "rb");
		if(pPentiumFile)
		{
			fclose(pPentiumFile);
			fPentium = TRUE;
		}
	}

	for(loop1 = 1; loop1 < argc; loop1++)
	{
		strcpy(mess, argv[loop1]);
		string1 = mess;
		do
		{
			*string1 = (char) toupper(*string1);
			string1++;
		}	while(*string1);

		if(mess[0] == '-')
		{
//			#ifdef ENABLE_EDITOR
//			if(!memcmp(mess, "-EDIT", 5))				// turn on edit mode
//				pBam->fMapEdit = TRUE;
//			#endif
			
			if(!memcmp(mess, "-NOINTRO", 9))		// turn off opening cinematic
				pBam->fNoIntro = TRUE;
			else if(!memcmp(mess, "-NOWIN", 6))	// turn on win/lose conditions
				pBam->fUseWinLose = FALSE;
			else if(!memcmp(mess, "-NOFOG", 6))		// turn off fog
				pBam->fUseFog = FALSE;
			else if(!memcmp(mess, "-NET", 4))		// network play
			{
				pBam->fNetworkTest = TRUE;
				bGlobal.storyLine = NETGAME;
				ASeedRandom(42);	// need sync'ed RNGs
			}
			else if(!memcmp(mess, "-PENTIUM", 8))
			{
				fPentium = TRUE;
			}
			else if(!memcmp(mess, "-MUSIC", 6))
			{
				bGlobal.altMusicNum = atoi(mess + 6);
			}
			else if(!memcmp(mess, "-AIUNITS", 8))
			{
				bGlobal.aiUnitMultiplier = atoi(mess + 8);
			}
			else if(!memcmp(mess, "-AI", 3))
			{
				bGlobal.aiOveride = atoi(mess + 3);
			}
			else if(!memcmp(mess, "-FRENCH", 7))
			{
				SetLanguage(LANG_FRENCH);
			}
			else if(!memcmp(mess, "-GERMAN", 7))
			{
				SetLanguage(LANG_GERMAN);
			}
			else if(!memcmp(mess, "-ENGLISH", 8))
			{
				SetLanguage(LANG_ENGLISH);
			}
			else if(!memcmp(mess, "-SHOWOFF", 8))	// storefront demo mode
			{
				bGlobal.storyLine = SHOW_OFF;
			}
			else if(!memcmp(mess, "-HACKRES", 8))	// allow single resource replacement
			{
				pResMgr->fSearchStuffsFirst = FALSE;
			}
			else if(!memcmp(mess, "-SIDE", 5))	// set player side (1 or 2)
			{
				switch(mess[5])
				{
					case '0':
						pBam->playerSide = SIDE0;
						pBam->playerTypes[SIDE1] = PLAYER_NONE;
						pBam->playerTypes[SIDE2] = PLAYER_NONE;
						break;

					case '1':
						pBam->playerSide = SIDE1;
						pBam->playerTypes[SIDE1] = PLAYER_LOCAL;
						pBam->playerTypes[SIDE2] = PLAYER_NONE;
						break;

					case '2':
						pBam->playerSide = SIDE2;
						pBam->playerTypes[SIDE1] = PLAYER_NONE;
						pBam->playerTypes[SIDE2] = PLAYER_LOCAL;
						break;

					default:
						pMono->Out("Invalid option to command line arg -SIDEx\n");
						break;
				}
			}
		}
		else if(atoi(argv[loop1]))
		{
			memcpy(pBam->scenarioName, argv[loop1], 8);
			pBam->fDefaultScenario = TRUE;
		}
	}

	#ifdef ENABLE_EDITOR
	if(pBam->fMapEdit)				// if editor mode, then turn off fog
		pBam->fUseFog = FALSE;
		pBam->fShowTileNums = TRUE;
	#endif

	// initialize game start, 
	pBam->Activate(TRUE);

	pContextMgr->msgMask = E_MOUSE_DOWN | E_MOUSE_UP | E_KEY_DOWN;

	#ifdef COUNT_FRAMES
		FrameCounter	fps;
	#endif // COUNT_FRAMES

	TRACK_MEM("TCommMgr");		new TCommMgr;

	if(pBam->fNetworkTest)	// if set up network from command line
	{
//		TNetwork			*pComm;
//		TModem			*pComm;
		TComm::ERROR	errVal;
		int	int1;

//		pMono->Out("New TCommMgr\n");
//		TRACK_MEM("TCommMgr");		pCommMgr = new TCommMgr;	//it isn't an object -no gSelf

		TRACK_MEM("TNetwork");		pComm = new TNetwork;
//		pComm = new TModem;
//		((TModem*) pComm)->SetPort(3);
//		((TModem*) pComm)->SetBaud(19200);

		#ifdef OS_MAC
		int	commInitArg = 0;	// ignored by DOS/TIGRE
			// player 1 is caller, player two is listener
			// at least for now, using command line args to specify direction
			if (pBam->playerTypes[SIDE1] == PLAYER_LOCAL)
			{
				commInitArg = TCommMacintosh::kATalkCaller;
			}
			else
			{
				commInitArg = TCommMacintosh::kATalkListener;
			}
			pCommMgr->Init(pComm, commInitArg);
		#else
			pCommMgr->SetUserAbortFn ((pIntFnInt) CycleConnection);
			pCommMgr->Init(pComm);
		#endif

		pMono->Out("Attempting connection...\n");
		int1 = (int)pCommMgr->Connect();
		errVal = (TComm::ERROR)int1;

		if(errVal != TComm::ALL_OK)
		{
			pMono->Out("Main() - error, commMgr->Connect() failed\n");
			sleep(1);
			pBam->fNetworkTest = FALSE;
		}
		else
		{
			pMono->Out("Main() - connection established\n");
			pBam->playerTypes[(pBam->playerSide == SIDE1)? SIDE2: SIDE1] = pCommMgr->GetUserID();
			pMono->Out("User ID==%d\n", pCommMgr->GetUserID());
//			sleep(2);
		}
	}

	pMono->Out("TIGRE engine initialized\n");
	ReportFreeMem();

	// side1 and side2 MUST have a player setting of some kind
	if(pBam->playerTypes[SIDE1] == PLAYER_NONE)
		pBam->playerTypes[SIDE1] = PLAYER_COMPUTER;
	if(pBam->playerTypes[SIDE2] == PLAYER_NONE)
		pBam->playerTypes[SIDE2] = PLAYER_COMPUTER;

	// initial room
	if(pBam->fDefaultScenario)
	{
		SetDefaults(pBam->scenarioName);
		bGlobal.roomMgr.NewRoom(BR_WORLD);			// skip everything, go to game
	}
	else if(bGlobal.storyLine == SHOW_OFF)
	{
		bGlobal.roomMgr.NewRoom(BR_WORLD);			// skip everything, go to game
	}
	else if(pBam->fNoIntro)
		bGlobal.roomMgr.NewRoom(BR_MENU);			// skip intro, go to story selector
	else bGlobal.roomMgr.NewRoom(BR_CINE);		// skip nothing

	bGlobal.roomMgr.CheckRoomChange();

	#ifdef OS_MAC
		#include "menubar.hpp"
		DS9MenuBar *pMenuBar;
		TRACK_MEM("menuBar");	MenuBar.Init();
	#endif
	
	ticks_t	currTicks = ATicks();
	int		snapShot = 0;

	// anti-piracy stuff 
	pFile = fopen("HMICARDS.386", "rb");
	if(!pFile)
		bGlobal.antiPiracyCrashFlag &= 0xFFFFF0FF;
	else
	{
		for(loop1 = 0; loop1 < 5; loop1++)
		{
			char string1[128];
			unsigned long lineCheck1, lineCheck2;

			fread(string1, 32, 1, pFile);								// camoflage string
			fread(string1, 128, 1, pFile);							// encrypted string
			fread(&lineCheck1, sizeof(lineCheck1), 1, pFile);		// line checksum

			// verify checksum
			for(lineCheck2 = 0, loop2 = 0; loop2 < 128; loop2++)
				lineCheck2 = lineCheck2 + string1[loop2];
			lineCheck2 ^= 0xF61E22C9;
			if(lineCheck1 != lineCheck2)
			{
				// failure - set the delayed crash flag
				fclose(pFile);
				bGlobal.antiPiracyCrashFlag &= 0xFFFFF0FF;
			}
		}
		fclose(pFile);
	}

	//=======================================================================
	//MAIN GAME LOOP
	//=======================================================================

	ReportFreeMem();

	enum timerTags {TIMER_CYC_PER_FRAME = 0, TIMER_UPDATE_TICKS, TIMER_CONTEXT_CYCLE,
		TIMER_ANIMATE, TIMER_SYNC_SEND, TIMER_SYNC_RECV, TIMER_MAX};
	DebugTimer	timers[TIMER_MAX];

	while (!pContextMgr->fQuitting)
	{
		#ifndef NDEBUG
		timers[TIMER_CYC_PER_FRAME].Start();
		#endif

		#ifdef DEBUG_BIG_NET
			pMono->Out("main loop()..");
		#endif

		// our own exceptional ptrs
		pBam = ADerefAs(BAM_Application, bGlobal.gBam);
		if (bGlobal.gWorld)
		{
			pWorld = ADerefAs(World, bGlobal.gWorld);
		}
		else
		{
			pWorld = NULL;
		}

		#ifdef DEBUG_BIG_NET
			pMono->Out("roomMgr.cycle()..");
		#endif
		bGlobal.roomMgr.Cycle();

		//fps.Count();

		#ifdef DEBUG_BIG_NET
			pMono->Out("memMgr.cycle()..");
		#endif
		pMemMgr->Cycle();
		
		#ifndef OLD_MOUSE_INTERRUPT_HANDLER
      //
      // MDB - Modified the mouse interrupt handler.
      //
      MouseHandler( FALSE );
		#endif

		#ifndef NDEBUG
		//mem_check();
		#endif

		#ifdef DEBUG_BIG_NET
			pMono->Out("roomMgr.CheckRoomChange()..");
		#endif
		bGlobal.roomMgr.CheckRoomChange();

		#ifndef OLD_MOUSE_INTERRUPT_HANDLER
      //
      // MDB - Modified the mouse interrupt handler.
      //
      MouseHandler( FALSE );
		#endif

		//if snap is on lets handle tick updates ourself	
		if(bGlobal.gSnap && pSnap->snapOn)
		{
			//if snap just toggled on
			if(!snapShot)
			{
				snapShot++;
				currTicks = ATicks();
			}
			else
			{
				currTicks += 2;
			}
			ASetTicks(currTicks);
		}
		else
		{
			snapShot = 0;	//reset

			#ifdef DEBUG_BIG_NET
				pMono->Out("EventMgr->Publish()..");
			#endif

			// add local actions to actionPool2
			pEventMgr->PublishNext();

			#ifndef OLD_MOUSE_INTERRUPT_HANDLER
	      //
   	   // MDB - Modified the mouse interrupt handler.
      	//
	      MouseHandler( FALSE );
			#endif

			if(pWorld)
			{
				// wait for next tick to occur, because otherwise there's no point.
				// note: UpdateTicks() cannot be trusted to change, in case of Pause()

				currTicks = ATicks();
//				#ifndef NDEBUG
//				BamDebug.Out("main() - update tick counter (curr=%d)\n",
//					currTicks);
//				#endif
				#ifndef NDEBUG	
				timers[TIMER_UPDATE_TICKS].Start();
				#endif
				UpdateTicks();

				// did the tick counter fail to increment?
				if(ATicks() == currTicks)
				{
					// loop on clock() delta, then resume.  A tick will have changed by
					// then or else we're in Pause() mode, so who cares.

					clock_t	currClock = clock();
					while(currClock == clock())
					{
						#ifndef OLD_MOUSE_INTERRUPT_HANDLER
				      MouseHandler( FALSE );
						#endif
					};

					// try again - if it fails again, assume Pause() and don't worry
					UpdateTicks();
				}

				// if we skipped over a tick somehow..
				if(ATicks() > currTicks + 1)
				{					
//					#ifndef NDEBUG
//					BamDebug.Out("main() WARNING: ATicks() advanced by %d! - retarding\n",
//						ATicks() - currTicks);
//					#endif

					// dont allow the tick counter to increment by more than 1
					// tick per frame, or we may get out of sync with the
					// remote machine
					ASetTicks(currTicks + 1);
				}
				#ifndef NDEBUG
				timers[TIMER_UPDATE_TICKS].Stop();
				#endif

//				#ifndef NDEBUG
//				BamDebug.Out("ATicks() == %d\n", ATicks());
//				#endif

				// sync1 - send actionPool2 to remote
				#ifndef NDEBUG
				timers[TIMER_SYNC_SEND].Start();
				#endif

				fWaitToSend = FALSE;
				if(pCommMgr && pCommMgr->totalPacketsWaiting)
					fWaitToSend = TRUE;

				if(!pWorld->SyncSend())
				{
					#ifndef OLD_MOUSE_INTERRUPT_HANDLER
			      MouseHandler( FALSE );
					#endif
					//pWorld->AITakeOver();
					if(!pBam->fWorldEnderPopupExists)
					{
						TRACK_MEM("BAM_WorldEnderPopup");       pWEPop = new BAM_WorldEnderPopup;
						pWEPop->Setup();
						pBam->fWorldEnderPopupExists = TRUE;
					}
				}
				#ifndef NDEBUG
				timers[TIMER_SYNC_SEND].Stop();
				#endif

				// process actionPool1
				pWorld->ProcessActions();
				#ifndef OLD_MOUSE_INTERRUPT_HANDLER
		      MouseHandler( FALSE );
				#endif
			}
			else
			{
				#ifndef NDEBUG
				timers[TIMER_UPDATE_TICKS].Start();
				#endif

				UpdateTicks();
				#ifndef NDEBUG
				timers[TIMER_UPDATE_TICKS].Stop();
				#endif
			}

			if(bGlobal.storyLine == NETGAME && !bGlobal.netDisconnect)
			{
				pCommMgr->EnQueueData();
				#ifndef OLD_MOUSE_INTERRUPT_HANDLER
		      MouseHandler( FALSE );
				#endif
			}
		}

		#ifdef DEBUG_BIG_NET
			pMono->Out("contextMgr.cycle()..");
		#endif
		#ifndef NDEBUG
		timers[TIMER_CONTEXT_CYCLE].Start();
		#endif
		pContextMgr->Cycle();
		#ifndef NDEBUG
		timers[TIMER_CONTEXT_CYCLE].Stop();
		#endif
		#ifndef OLD_MOUSE_INTERRUPT_HANDLER
      MouseHandler( FALSE );
		#endif

		if(bGlobal.storyLine == NETGAME && !bGlobal.netDisconnect)
		{
			pCommMgr->EnQueueData();
			#ifndef OLD_MOUSE_INTERRUPT_HANDLER
	      MouseHandler( FALSE );
			#endif
		}

		#ifdef DEBUG_BIG_NET
		pMono->Out("GraphMgr->Animate()..");
		#endif
		#ifndef NDEBUG
		timers[TIMER_ANIMATE].Start();
		#endif
		pGraphMgr->Animate();
		#ifndef NDEBUG
		timers[TIMER_ANIMATE].Stop();
		#endif

		#ifndef OLD_MOUSE_INTERRUPT_HANDLER
      MouseHandler( FALSE );
		#endif

		if(bGlobal.storyLine == NETGAME && !bGlobal.netDisconnect)
		{
			pCommMgr->EnQueueData();
			#ifndef OLD_MOUSE_INTERRUPT_HANDLER
   	   MouseHandler( FALSE );
			#endif
		}

		#ifdef DEBUG_BIG_NET
			pMono->Out("soundMgr.cycle()..");
		#endif
		pSoundMgr->Cycle();

		// current frame now done

		// gather cmds from remote for next frame, then prepare to run it
		if(pWorld)
		{
			pWorld->currFrame++;

			// sync2 - add remote actions to local actions in actionPool2
			#ifndef NDEBUG
			timers[TIMER_SYNC_RECV].Start();
			#endif
			if(!pWorld->SyncReceive())
			{
				#ifndef OLD_MOUSE_INTERRUPT_HANDLER
   		   MouseHandler( FALSE );
				#endif
				//pWorld->AITakeOver();
				if(!pBam->fWorldEnderPopupExists)
				{
					TRACK_MEM("BAM_WorldEnderPopup");       pWEPop = new BAM_WorldEnderPopup;
					pWEPop->Setup();
					pBam->fWorldEnderPopupExists = TRUE;
				}
			}

			// sync3 - swap action pools
			pWorld->SwapActionPools();
			#ifndef NDEBUG
			timers[TIMER_SYNC_RECV].Stop();
			#endif
		}

		if(bGlobal.gSnap && pSnap->snapOn)
		{
			pSnap->SnapScreen();
		}

		if(netRestoreNum || netSaveNum)
		{
			//this means we're in a netgame save or restore
			//we don't run the eventmgr to keep both sides in sync
			//and we set the restore number here, after the context cycle,
			//to insure the otherside has had time to be notified of this
			if(netRestoreNum)
				restoreNum = netRestoreNum;	//our one net save game

			if(netSaveNum)
			{
				saveNum = netSaveNum;
				netSerialNum = ARandom(99999);
				sprintf(saveMessage,"%d",netSerialNum);
			}
		}

      if (saveNum)
      {
         pMemMgr->Dump((uint16) (100 + saveNum), "Save Dump", TRUE);
         saverResult = saveMgr.Save((uint16) saveNum, bGlobal.versionNum,
				bGlobal.versionSubNum, bGlobal.buildID, saveMessage);
         if (saverResult)
         {
            sprintf(mess, "save failed.  error #%d", saverResult);
            APanic(mess);
         }
			netSaveNum = 0;	//reset this after save
         saveNum = 0;    
      }
      if (restoreNum)
      {
         saverResult = saveMgr.Restore((uint16) restoreNum, bGlobal.versionNum,
				bGlobal.versionSubNum, bGlobal.buildID);
         if (saverResult)
         {
//         	sprintf(mess, "restore failed.  error #%d", saverResult);
				BamDebug.Out("Restore failed!  Error %d\n", saverResult);
//         	APanic(mess);
         }
         pMemMgr->Dump((uint16) (200 + restoreNum), "Restore Dump", TRUE);
			netRestoreNum = 0;	//reset this after restore
         restoreNum = 0; 
			bGlobal.roomMgr.Cycle();

			// frantic temporary debugging measure
			pBam = ADerefAs(BAM_Application, bGlobal.gBam);
			if (bGlobal.gWorld)
			{
				pWorld = ADerefAs(World, bGlobal.gWorld);
				pWorld->Save(AFTER_RESTORE);
			}
			else
			{
				pWorld = NULL;
			}
			bGlobal.roomMgr.Cycle();
			pMemMgr->Cycle();
			pSoundMgr->Cycle();

			if(pWorld)
			{
				pBam->fPauseWorld = TRUE;	//force ResumeTicks() to be called in PauseWorld
				pWorld->Pause(FALSE, TRUE);
				pBam->PauseWorld();
			}
			else bGlobal.roomMgr.curRoom->Pause(FALSE, TRUE);
			#ifndef OLD_MOUSE_INTERRUPT_HANDLER
   	   MouseHandler( FALSE );
			#endif
      }

		if(pWorld)
			if(pBam->fPauseWorld != pWorld->fIsPaused)
				pBam->PauseWorld();

		#ifdef DEBUG_BIG_NET
			pMono->Out("main loop() done\n");
		#endif

		#ifndef NDEBUG
		timers[TIMER_CYC_PER_FRAME].Stop();
		#endif

		#ifndef NDEBUG
		pMono->SaveWindow();
		pMono->Goto(24, 1);
		pMono->Out("CpF%5d UTick%5d CmC%5d GmA%5d Tx%4d:%dp@%4db]%c Rx[%4d]",
			timers[TIMER_CYC_PER_FRAME].duration, timers[TIMER_UPDATE_TICKS].duration,
			timers[TIMER_CONTEXT_CYCLE].duration, timers[TIMER_ANIMATE].duration,
			timers[TIMER_SYNC_SEND].duration, pCommMgr->pComm->totalPacketsSent,
			pCommMgr->pComm->totalBytesSent,
			fWaitToSend? 'W': 'w', timers[TIMER_SYNC_RECV].duration);
		pMono->Goto(25, 1);
		time(&timeDif);
		if(timeDif != lastTime)
		{
			lastTime = timeDif;
			framesPerSec = AMin(framesRun, 99);
			framesRun = 0;
		}
		else framesRun++;
		timeDif -= startTime;

		pMono->Out("%05dkt %05dkl %02d:%02d:%02d %2dFPS", pMemMgr->AvailMem() / 1024,
			pMemMgr->LargestAlloc() / 1024, timeDif / 3600, (timeDif / 60) % 60,
			timeDif % 60, framesPerSec);

		if(pWorld)
		{
			pMono->Goto(25, 32);
			pMono->Out("r%d g%d 0x%08x", pWorld->tileResNum,
				ALoad(RES_TILELIB, pWorld->tileResNum),
				AGetResData(ALoad(RES_TILELIB, pWorld->tileResNum)));
		}

		pCommMgr->pComm->totalBytesSent = 0;
		pCommMgr->pComm->totalPacketsSent = 0;
		pMono->RestoreWindow();
		#endif

		#ifndef OLD_MOUSE_INTERRUPT_HANDLER
      MouseHandler( FALSE );
		#endif
	}

	//===================================
	LoadExitQuote();

	//===================================

	// get rid of our current room
	bGlobal.roomMgr.DeleteCurRoom();

	// shut down communications
	if(pCommMgr)
	{
		pCommMgr->Disconnect();
		pCommMgr->DiscardData();
		delete pCommMgr; //its destructor will delete pComm
		pCommMgr = NULL;
	}

	if(bGlobal.gSnap)
		ADelete(bGlobal.gSnap);
	ADelete(bGlobal.gBam);

	// all actors should be removed from graphmgr, do one more
	// animate to clear lists.
	pGraphMgr->Animate();

	ADelete(pContextMgr->gSelf);

//	TSound	exitSound;
//	exitSound.Play(667);
//	while(exitSound.IsPlaying())
//		pSoundMgr->Cycle();

	// storm the office!  kill all managers!
	ADelete(pGraphMgr->gSelf);
	ADelete(pFontMgr->gSelf);
	ADelete(pSoundMgr->gSelf);
	ADelete(pResMgr->gSelf);
	ADelete(pEventMgr->gSelf);
	ADelete(pMouse->gSelf);

	delete pMono;

//	DESTROY_MGR_CAREFUL(GraphicsMgr, pGraphMgr);
//	DESTROY_MGR_CAREFUL(Mono, pMono);
//	DESTROY_MGR_CAREFUL(FontMgr, pFontMgr);
//	DESTROY_MGR_CAREFUL(SoundMgr, pSoundMgr);
//	DESTROY_MGR(pResMgr);
//	DESTROY_MGR(pContextMgr);
//	DESTROY_MGR_CAREFUL(EventMgr, pEventMgr);

	#ifdef INTERACTIVE_DEMO
	DPMI dpmi;
	char *pScreen = (char *)dpmi.RealToProtected(0xB8000000);

	// kludge - remove "Installer" from data
	for(loop1 = 0; loop1 < 9; loop1++)
		MSG_DEMO_ENGL[86 + loop1 * 2] = ' ';

	memcpy(pScreen, (char *)MSG_DEMO_ENGL, 4000);
	while(!kbhit());
	getch();
	#endif
	system("mode co80");	// yeah, mega-cheesy I know.  It's a bug patch. -Van

	printf("\n%s\n",exitMessage);
	printf("%s\n",exitAuthor);

	return 0;						
}
コード例 #2
0
ファイル: main.c プロジェクト: ficoos/fceu-next
int main(int argc,char *argv[])
{
  char *t;

  if(timeBeginPeriod(1)!=TIMERR_NOERROR)
  {
   AddLogText("Error setting timer granularity to 1ms.",1);
  }

  if(!FCEUI_Initialize())
   goto doexito;

  srand(GetTickCount());        // rand() is used for some GUI sillyness.

  fceu_hInstance=GetModuleHandle(0);

  GetBaseDirectory();

  sprintf(TempArray,"%s\\fceu98.cfg",BaseDirectory);
  LoadConfig(TempArray);

  t=ParseArgies(argc,argv);
  /* Bleh, need to find a better place for this. */
  {
        palyo&=1;
        FCEUI_SetVidSystem(palyo);
        genie&=1;
        FCEUI_SetGameGenie(genie);
        fullscreen&=1;
        soundo&=1;
        FCEUI_SetSoundVolume(soundvolume);
        FCEUI_SetSoundQuality(soundquality);

  }
  ParseGIInput(NULL);      /* Since a game doesn't have to be
                     loaded before the GUI can be used, make
                     sure the temporary input type variables
                     are set.
                  */

  CreateDirs();
  SetDirs();

  DoVideoConfigFix();
  DoTimingConfigFix();

  if(eoptions&EO_CPALETTE)
   FCEUI_SetPaletteArray(cpalette);

  if(!t) fullscreen=0;

  CreateMainWindow();

  if(!InitDInput())
   goto doexito;

  if(!DriverInitialize())
   goto doexito;

  InitSpeedThrottle();
  UpdateMenu();

  if(t)
   ALoad(t);
  else if(eoptions&EO_FOAFTERSTART)
   LoadNewGamey(hAppWnd, 0);

  doloopy:
  UpdateFCEUWindow();
  if(GI)
  {
   while(GI)
   {
         uint8 *gfx;
         int32 *sound;
         int32 ssize;

         FCEUI_Emulate(&gfx, &sound, &ssize, 0);
         xbsave = gfx;
         FCEUD_Update(gfx, sound, ssize);
   }
   xbsave = NULL;
   RedrawWindow(hAppWnd,0,0,RDW_ERASE|RDW_INVALIDATE);
   StopSound();
  }
  Sleep(50);
  if(!exiting)
   goto doloopy;

  doexito:
  DriverKill();
  timeEndPeriod(1);
  FCEUI_Kill();
  return(0);
}
コード例 #3
0
ファイル: MAKECHAR.CPP プロジェクト: mhjlam1/bam
void
MakeChar::Setup()
{
	BAM_Guy		*pGuy;
	BAM_Button	*pButton;
	uchar			*pback;
	CelHeader	*pbackCH;
	int			x;
	uint			rNumBord;

	//======================================================
	// setup background cel filled with black
	TRACK_MEM("MakeChar background cel");
	gback = ACreateCel(&rNumBack,0,0,320,400,CI_BLACK,100);
	pback = AGetResData(gback);
	pbackCH = (CelHeader*)pback;

	// copy this anim into the dynamic cel that we will use
	gbackAnim = ALoad(RES_ANIM,8150);
	CopyCel(pbackCH,0,0,RES_ANIM,8150,1,FALSE);

	pGuy = &back;
	pGuy->SetRes(RES_CEL,rNumBack);
	pGuy->SetPos(0,0);
	pGuy->SetContext(gSelf);
	pGuy->Setup(CT_ROST);
	pGuy->SetPri(100);

	//pal.FadeToBlack();
	pal.Load(8150);

	// pick a gender catagory
	switch (ARandom(3))
	{
		case 0:
			bGlobal.curCat = G_MEN;
			break;

		case 1:
			bGlobal.curCat = G_WOMEN;
			break;

		case 2:
			bGlobal.curCat = G_OTHER;
			break;

	}

	//======================================================
	// lets copy in all the borders and boundaries into the background

	gPortBord = ALoad(RES_ANIM,8154);
	rNumBord = 8154;
	CopyCel((CelHeader*)pback,108,67,RES_ANIM,rNumBord,3,TRUE);	// Name Frame
	CopyCel((CelHeader*)pback,108,92,RES_ANIM,rNumBord,1,TRUE);	// Portrait Frame
	CopyCel((CelHeader*)pback,157,92,RES_ANIM,rNumBord,4,TRUE);	// Arrow Buttons Frame
	CopyCel((CelHeader*)pback,108,191,RES_ANIM,rNumBord,5,TRUE);	// Gender Buttons Frame
	CopyCel((CelHeader*)pback,108,222,RES_ANIM,rNumBord,6,TRUE);	// Name Buttons Frame
	CopyCel((CelHeader*)pback,108,253,RES_ANIM,rNumBord,7,TRUE);	// 'Done' Button Frame
	CopyCel((CelHeader*)pback,21,281,RES_ANIM,rNumBord,10,TRUE);	// Option Button Frame

	//=============================================
	// Write the necessary text into the background

	pFontMgr->SetRes(9050);
	SetFontColors(CI_SKIP,64,74);

	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,1);
	ASetString(206,  99, pTxt, (uchar *)pbackCH, pbackCH->width, NULL);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,2);
	ASetString(206, 116, pTxt, (uchar *)pbackCH, pbackCH->width, NULL);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,3);
	ASetString(206, 133, pTxt, (uchar *)pbackCH, pbackCH->width, NULL);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,4);
	ASetString(206, 150, pTxt, (uchar *)pbackCH, pbackCH->width, NULL);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,5);
	ASetString( 70, 198, pTxt, (uchar *)pbackCH, pbackCH->width, NULL);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,6);
	ASetString( 82, 229, pTxt, (uchar *)pbackCH, pbackCH->width, NULL);

	pFontMgr->SetRes(9052);
	SetFontColors(CI_SKIP,93,76,74,74,48,CI_BLACK);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,7);
	pFontMgr->SetString(0,330, pTxt, (uchar *)pbackCH, pbackCH->width, NULL, DG_JUST_CENTER);

	SetFontColors(CI_SKIP,45,46,47,49,50,CI_BLACK);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,8);
	pFontMgr->SetString(0,372, pTxt, (uchar *)pbackCH, pbackCH->width, NULL, DG_JUST_CENTER);
	pFontMgr->SetRes(9050);
	SetFontColors(CI_SKIP,64,74);


	switch(bGlobal.curCat)
	{
		case G_MEN:
			sqbRes = MEN_SQB;
			if(!maxMenNameNum)
				maxMenNameNum = atoi(sqbMakeChar.Load(MEN_SQB,1));
			//add 2 to num to get zero based random num past first sqb used above
			curNameNum = MyRandom(maxMenNameNum,curNameNum) + 2;
			break;
		case G_WOMEN:
			sqbRes = WOMEN_SQB;
			if(!maxWomenNameNum)
				maxWomenNameNum = atoi(sqbMakeChar.Load(WOMEN_SQB,1));
			curNameNum = MyRandom(maxWomenNameNum,curNameNum) + 2;
			break;
		case G_OTHER:
			sqbRes = OTHER_SQB;
			if(!maxOtherNameNum)
				maxOtherNameNum = atoi(sqbMakeChar.Load(OTHER_SQB,1));
			curNameNum = MyRandom(maxOtherNameNum,curNameNum) + 2;
			break;
	}


	pTxt = sqbMakeChar.Load(sqbRes,curNameNum);
	TRACK_MEM("NameText");	gNameText = AMalloc(20);
	char *pText = ADerefAs(char, gNameText);
	strcpy(bGlobal.curName,pTxt);
	strcpy(pText,pTxt);
	BAM_Box	*pBox = &nameBox;
	pBox->SetColors(CI_SKIP,64,74,64,74,64,74,155,142);
	pBox->Create(111, 71, 105, 15, 200, gNameText, 16, gSelf, rNumBack,0,0);
	pBox->SetupReplies(REPLY_DESELECTED);	// let us know when text changes
	//pBox->Select(TRUE); //makes the box edit active

	//======================================================
	// setup current portrait -randomly init.

	LoadCover();
	LoadFace();
	LoadBody();
	LoadBanner();

	//======================================================
	// lets setup up all the buttons

	uint32 posY[4] =  { 95, 112, 129, 146 };

	for(x=0; x<4; x++)
	{
		// create left arrow button
		pButton = &leftArrowB[x];
		pButton->Create(159, posY[x], 200, RES_ANIM, 8156, 1, gSelf);
		pButton->SetupReplies(REPLY_DESELECTED);
		pButton->fIsToggle = FALSE;		// click-type button
		pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
		pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

		// create right arrow button
		pButton = &rightArrowB[x];
		pButton->Create(180, posY[x], 200, RES_ANIM, 8157, 1, gSelf);
		pButton->SetupReplies(REPLY_DESELECTED);
		pButton->fIsToggle = FALSE;		// click-type button
		pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
		pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel
	}


	// disk button
	pButton = &diskB;
	pButton->Create(23, 285, 200, RES_ANIM, 129, 1, gSelf);
	pButton->SetupReplies(REPLY_DESELECTED);
	pButton->fIsToggle = FALSE;		// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &randomCharB;
	pButton->Create(159, 163, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_DESELECTED);
	pButton->fIsToggle = FALSE;		// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,9);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &manB;
	pButton->Create(110, 194, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_ACTIVATED | REPLY_DEACTIVATED);
	pButton->fIsToggle = TRUE;			// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,10);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	if(bGlobal.curCat == G_MEN)
		pButton->Select(TRUE);				// set button to unselected state - will cause drawing into master cel
	else
		pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &womanB;
	pButton->Create(152, 194, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_ACTIVATED | REPLY_DEACTIVATED);
	pButton->fIsToggle = TRUE;			// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,11);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	if(bGlobal.curCat == G_WOMEN)
		pButton->Select(TRUE);				// set button to unselected state - will cause drawing into master cel
	else
		pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &otherB;
	pButton->Create(194, 194, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_ACTIVATED | REPLY_DEACTIVATED);
	pButton->fIsToggle = TRUE;			// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,12);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	if(bGlobal.curCat == G_OTHER)
		pButton->Select(TRUE);				// set button to unselected state - will cause drawing into master cel
	else
		pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &customNameB;
	pButton->Create(110, 225, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_DESELECTED);
	pButton->fIsToggle = FALSE;		// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,13);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &randomNameB;
	pButton->Create(152, 225, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_DESELECTED);
	pButton->fIsToggle = FALSE;		// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,9);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	pButton = &doneB;
	pButton->Create(110, 256, 200, RES_ANIM, 8158, 1, gSelf);
	pButton->SetupReplies(REPLY_DESELECTED);
	pButton->fIsToggle = FALSE;		// click-type button
	pButton->SetOwnerCel(rNumBack);		// draws itself into this DCEL, instead of being drawn by Animate() directly
	pButton->SetTextJustify(DG_JUST_CENTER, DG_JUST_CENTER);
	pTxt = sqbMakeChar.Load(MAKECHAR_SQB,14);
	pButton->SetCelText(1, pTxt);
	pButton->SetColors(1, 93, 90);				// inactive colors
	pButton->SetCelText(2, pTxt);
	pButton->SetColors(2, 155, 142);				// active colors
	pButton->Draw();
	pButton->Select(FALSE);				// set button to unselected state - will cause drawing into master cel

	BAM_Room::Setup();
	pGraphMgr->Animate();
	pal.FadeUp();

}
コード例 #4
0
ファイル: main.cpp プロジェクト: CaoCaoBeard/pcejin
int WINAPI WinMain( HINSTANCE hInstance,
				   HINSTANCE hPrevInstance,
				   LPSTR lpCmdLine,
				   int nCmdShow )
{
	MSG uMsg;

	memset(&uMsg,0,sizeof(uMsg));

	winClass.lpszClassName = "MY_WINDOWS_CLASS";
	winClass.cbSize = sizeof(WNDCLASSEX);
	winClass.style = CS_HREDRAW | CS_VREDRAW;
	winClass.lpfnWndProc = WndProc;
	winClass.hInstance = hInstance;
	winClass.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1));
	winClass.hIconSm = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_ICON1));
	winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	winClass.lpszMenuName = MAKEINTRESOURCE(IDC_CV);
	winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
	winClass.cbClsExtra = 0;
	winClass.cbWndExtra = 0;

	OpenConsole();

	

	if( !RegisterClassEx(&winClass) )
		return E_FAIL;

	GetINIPath();
	LoadSettings();

	pcejin.aspectRatio = GetPrivateProfileInt("Video", "aspectratio", 0, IniName);
	pcejin.windowSize = GetPrivateProfileInt("Video", "pcejin.windowSize", 1, IniName);
	
	WndX = GetPrivateProfileInt("Main", "WndX", 0, IniName);
	WndY = GetPrivateProfileInt("Main", "WndY", 0, IniName);
	
	g_hWnd = CreateWindowEx( NULL, "MY_WINDOWS_CLASS",
		pcejin.versionName.c_str(),
		WS_OVERLAPPEDWINDOW | WS_VISIBLE,
		WndX, WndY, 256, 232, NULL, NULL, hInstance, NULL );

	if( g_hWnd == NULL )
		return E_FAIL;

	ScaleScreen(pcejin.windowSize);

	soundInit();

	LoadIniSettings();
	InitSpeedThrottle();

	RecentROMs.SetGUI_hWnd(g_hWnd);
	RecentROMs.SetID(RECENTROM_START);
	RecentROMs.SetMenuID(ID_FILE_RECENTROM);
	RecentROMs.SetType("ROM");
	RecentROMs.MakeRecentMenu(hInstance);
	RecentROMs.GetRecentItemsFromIni(IniName, "General");

	RecentMovies.SetGUI_hWnd(g_hWnd);
	RecentMovies.SetID(RECENTMOVIE_START);
	RecentMovies.SetMenuID(ID_MOVIE_RECENT);
	RecentMovies.SetType("Movie");
	RecentMovies.MakeRecentMenu(hInstance);
	RecentMovies.GetRecentItemsFromIni(IniName, "General");

	RecentLua.SetGUI_hWnd(g_hWnd);
	RecentLua.SetID(RECENTLUA_START);
	RecentLua.SetMenuID(ID_LUA_RECENT);
	RecentLua.SetType("Lua");
	RecentLua.MakeRecentMenu(hInstance);
	RecentLua.GetRecentItemsFromIni(IniName, "General");

	DirectDrawInit();

	InitCustomControls();
	InitCustomKeys(&CustomKeys);
	LoadHotkeyConfig();
	LoadInputConfig();

	DragAcceptFiles(g_hWnd, true);

	extern void Agg_init();
	Agg_init();

	if (osd)  {delete osd; osd =NULL; }
	osd  = new OSDCLASS(-1);

	di_init();

	DWORD wmTimerRes;
	TIMECAPS tc;
	if (timeGetDevCaps(&tc, sizeof(TIMECAPS))== TIMERR_NOERROR)
	{
		wmTimerRes = std::min(std::max(tc.wPeriodMin, (UINT)1), tc.wPeriodMax);
		timeBeginPeriod (wmTimerRes);
	}
	else
	{
		wmTimerRes = 5;
		timeBeginPeriod (wmTimerRes);
	}

	if (KeyInDelayMSec == 0) {
		DWORD dwKeyboardDelay;
		SystemParametersInfo(SPI_GETKEYBOARDDELAY, 0, &dwKeyboardDelay, 0);
		KeyInDelayMSec = 250 * (dwKeyboardDelay + 1);
	}
	if (KeyInRepeatMSec == 0) {
		DWORD dwKeyboardSpeed;
		SystemParametersInfo(SPI_GETKEYBOARDSPEED, 0, &dwKeyboardSpeed, 0);
		KeyInRepeatMSec = (int)(1000.0/(((30.0-2.5)/31.0)*dwKeyboardSpeed+2.5));
	}
	if (KeyInRepeatMSec < (int)wmTimerRes)
		KeyInRepeatMSec = (int)wmTimerRes;
	if (KeyInDelayMSec < KeyInRepeatMSec)
		KeyInDelayMSec = KeyInRepeatMSec;

	hKeyInputTimer = timeSetEvent (KeyInRepeatMSec, 0, KeyInputTimer, 0, TIME_PERIODIC);

	ShowWindow( g_hWnd, nCmdShow );
	UpdateWindow( g_hWnd );

	initialize();
	
	if (lpCmdLine[0])ParseCmdLine(lpCmdLine, g_hWnd);

	if (RecentROMs.GetAutoLoad() && (!skipAutoLoadROM))
	{
		ALoad(RecentROMs.GetRecentItem(0).c_str());
	
	}
	
	//Intentionally does not prompt for a game if no game specified, user should be forced to autoload roms as well, for this to work properly
	if (RecentMovies.GetAutoLoad() && (!skipAutoLoadMovie))
	{	
		LoadMovie(RecentMovies.GetRecentItem(0).c_str(), 1, false, false);
	}

	if (RecentLua.GetAutoLoad() && (!skipAutoLoadLua))
	{
		char temp [1024];
		strcpy(temp, RecentLua.GetRecentItem(0).c_str());
		HWND hDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_LUA), g_hWnd, (DLGPROC) LuaScriptProc);
		SendDlgItemMessage(hDlg,IDC_EDIT_LUAPATH,WM_SETTEXT,0,(LPARAM)temp);
		
	}

	while( uMsg.message != WM_QUIT )
	{
		if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
		{
			TranslateMessage( &uMsg );
			DispatchMessage( &uMsg );
		}
		else {
			emulate();
			render();	
		}
		if(!pcejin.started)
			Sleep(1);
	}

	// shutDown();

	timeEndPeriod (wmTimerRes);

	CloseAllToolWindows();

	UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );
	
	return uMsg.wParam;
}
コード例 #5
0
ファイル: main.cpp プロジェクト: CaoCaoBeard/pcejin
LRESULT CALLBACK WndProc(HWND hWnd, UINT Message, WPARAM wParam, LPARAM lParam)
{
	int wmId, wmEvent;
	HWND hDlg;
	switch(Message)
	{
	case WM_KEYDOWN:
		if(wParam != VK_PAUSE)
			break;
		// case WM_SYSKEYDOWN:
	case WM_CUSTKEYDOWN:
		{
			int modifiers = GetModifiers(wParam);
			if(!HandleKeyMessage(wParam,lParam, modifiers))
				return 0;
			break;
		}
	case WM_KEYUP:
		if(wParam != VK_PAUSE)
			break;
	case WM_SYSKEYUP:
	case WM_CUSTKEYUP:
		{
			int modifiers = GetModifiers(wParam);
			HandleKeyUp(wParam, lParam, modifiers);
		}
		break;
	case WM_SIZE:
		switch(wParam)
		{
		case SIZE_MINIMIZED:
			break;
		case SIZE_MAXIMIZED:
			pcejin.maximized = true;
			break;
		case SIZE_RESTORED:
			pcejin.maximized = false;
			break;
		default:
			break;
		}
		return 0;
	case WM_MOVE:
		RECT rect;
		GetWindowRect(hWnd,&rect);
		WndX = rect.left;
		WndY = rect.top;
		return 0;
	case WM_DROPFILES:
		{
			char filename[MAX_PATH] = "";
			DragQueryFile((HDROP)wParam,0,filename,MAX_PATH);
			DragFinish((HDROP)wParam);
			
			std::string fileDropped = filename;
			//-------------------------------------------------------
			//Check if mcm file, if so auto-convert and play
			//-------------------------------------------------------
			if (!(fileDropped.find(".mcm") == std::string::npos) && (fileDropped.find(".mcm") == fileDropped.length()-4))
			{
				if (!pcejin.romLoaded)	//If no ROM is loaded, prompt for one
				{
					soundDriver->pause();
					LoadGame();
					pcejin.tempUnPause();
				}
				if (pcejin.romLoaded && !(fileDropped.find(".mcm") == std::string::npos))	
					LoadMCM(fileDropped.c_str(), true);
			}
			//-------------------------------------------------------
			//Check if Movie file
			//-------------------------------------------------------
			else if (!(fileDropped.find(".mc2") == std::string::npos) && (fileDropped.find(".mc2") == fileDropped.length()-4))
			{
				if (!pcejin.romLoaded)	//If no ROM is loaded, prompt for one
				{
					soundDriver->pause();
					LoadGame();
					pcejin.tempUnPause();
				}
				if (pcejin.romLoaded && !(fileDropped.find(".mc2") == std::string::npos))
				{
					LoadMovie(fileDropped.c_str(), 1, false, false);
					RecentMovies.UpdateRecentItems(fileDropped);
				}
			}
			
			//-------------------------------------------------------
			//Check if Savestate file
			//-------------------------------------------------------
			else if (!(fileDropped.find(".nc") == std::string::npos))
			{
				if (fileDropped.find(".nc") == fileDropped.length()-4)
				{
					if ((fileDropped[fileDropped.length()-1] >= '0' && fileDropped[fileDropped.length()-1] <= '9'))
					{
						MDFNSS_Load(filename, NULL);
						UpdateToolWindows();
					}
				}
			}
			
			//-------------------------------------------------------
			//Check if Lua script file
			//-------------------------------------------------------
			else if (!(fileDropped.find(".lua") == std::string::npos) && (fileDropped.find(".lua") == fileDropped.length()-4))	 //ROM is already loaded and .dsm in filename
			{
				if(LuaScriptHWnds.size() < 16)
				{
					char temp [1024];
					strcpy(temp, fileDropped.c_str());
					HWND IsScriptFileOpen(const char* Path);
					RecentLua.UpdateRecentItems(fileDropped);
					if(!IsScriptFileOpen(temp))
					{
						HWND hDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_LUA), hWnd, (DLGPROC) LuaScriptProc);
						SendDlgItemMessage(hDlg,IDC_EDIT_LUAPATH,WM_SETTEXT,0,(LPARAM)temp);
					}
				}
			}
			
			//-------------------------------------------------------
			//Check if watchlist file
			//-------------------------------------------------------
			else if (!(fileDropped.find(".wch") == std::string::npos) && (fileDropped.find(".wch") == fileDropped.length()-4))	 //ROM is already loaded and .dsm in filename
			{
				if(!RamWatchHWnd)
				{
					RamWatchHWnd = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_RAMWATCH), hWnd, (DLGPROC) RamWatchProc);
				}
				else
					SetForegroundWindow(RamWatchHWnd);
				Load_Watches(true, fileDropped.c_str());
			}
			
			//-------------------------------------------------------
			//Else load it as a ROM
			//-------------------------------------------------------
			
			else
			{
				ALoad(fileDropped.c_str());
			}
		}
		return 0;
	case WM_ENTERMENULOOP:
		soundDriver->pause();
		EnableMenuItem(GetMenu(hWnd), IDM_RECORD_MOVIE, MF_BYCOMMAND | (movieMode == MOVIEMODE_INACTIVE && pcejin.romLoaded) ? MF_ENABLED : MF_GRAYED);
		EnableMenuItem(GetMenu(hWnd), IDM_PLAY_MOVIE, MF_BYCOMMAND | (movieMode == MOVIEMODE_INACTIVE && pcejin.romLoaded) ? MF_ENABLED : MF_GRAYED);
		EnableMenuItem(GetMenu(hWnd), IDM_STOPMOVIE, MF_BYCOMMAND | (movieMode != MOVIEMODE_INACTIVE) ? MF_ENABLED : MF_GRAYED);
		EnableMenuItem(GetMenu(hWnd), IDM_RESTARTMOVIE, MF_BYCOMMAND | (movieMode != MOVIEMODE_INACTIVE) ? MF_ENABLED : MF_GRAYED);
		EnableMenuItem(GetMenu(hWnd), IDM_FILE_STOPAVI, MF_BYCOMMAND | (DRV_AviIsRecording()) ? MF_ENABLED : MF_GRAYED);
		EnableMenuItem(GetMenu(hWnd), IDM_FILE_RECORDAVI, MF_BYCOMMAND | (!DRV_AviIsRecording()) ? MF_ENABLED : MF_GRAYED);
		
		//Window Size
		checkMenu(IDC_WINDOW1X, ((pcejin.windowSize==1)));
		checkMenu(IDC_WINDOW2X, ((pcejin.windowSize==2)));
		checkMenu(IDC_WINDOW3X, ((pcejin.windowSize==3)));
		checkMenu(IDC_WINDOW4X, ((pcejin.windowSize==4)));
		checkMenu(IDC_ASPECT, ((pcejin.aspectRatio)));
		checkMenu(ID_VIEW_FRAMECOUNTER,Hud.FrameCounterDisplay);
		checkMenu(ID_VIEW_DISPLAYINPUT,Hud.ShowInputDisplay);
		checkMenu(ID_VIEW_DISPLAYSTATESLOTS,Hud.DisplayStateSlots);
		checkMenu(ID_VIEW_DISPLAYLAG,Hud.ShowLagFrameCounter);
		checkMenu(IDM_MUTE,soundDriver->userMute);
		break;
	case WM_EXITMENULOOP:
		pcejin.tempUnPause();
		break;

	case WM_CLOSE:
		{
			SaveIniSettings();
			PostQuitMessage(0);
		}

	case WM_DESTROY:
		{
			PostQuitMessage(0);
		}
		// HANDLE_MSG(hWnd, WM_DESTROY, OnDestroy);
		// HANDLE_MSG(hWnd, WM_PAINT, OnPaint);
		// HANDLE_MSG(hwnd, WM_COMMAND, OnCommand);
	case WM_COMMAND:
			//Recent ROMs
			if(wParam >= RECENTROM_START && wParam <= RECENTROM_START + RecentROMs.MAX_RECENT_ITEMS - 1)
			{
				ALoad(RecentROMs.GetRecentItem(wParam - RECENTROM_START).c_str());
				break;
			}
			else if (wParam == RecentROMs.GetClearID())
			{
				RecentROMs.ClearRecentItems();
				break;
			}
			else if (wParam == RecentROMs.GetAutoloadID())
			{
				RecentROMs.FlipAutoLoad();
				break;
			}
			//Recent Movies
			if(wParam >= RECENTMOVIE_START && wParam <= RECENTMOVIE_START + RecentMovies.MAX_RECENT_ITEMS - 1)
			{
				strcpy(Tmp_Str, RecentMovies.GetRecentItem(wParam - RECENTMOVIE_START).c_str());
				RecentMovies.UpdateRecentItems(Tmp_Str);
				//WIN32_StartMovieReplay(Str_Tmp);
				break;
			}
			else if (wParam == RecentMovies.GetClearID())
			{
				RecentMovies.ClearRecentItems();
				break;
			}
			else if (wParam == RecentMovies.GetAutoloadID())
			{
				RecentMovies.FlipAutoLoad();
				break;
			}
			//Recent Lua
			if(wParam >= RECENTLUA_START && wParam <= RECENTLUA_START + RecentLua.MAX_RECENT_ITEMS - 1)
			{
				if(LuaScriptHWnds.size() < 16)
				{
					char temp [1024];
					strcpy(temp, RecentLua.GetRecentItem(wParam - RECENTLUA_START).c_str());
					HWND IsScriptFileOpen(const char* Path);
					RecentLua.UpdateRecentItems(temp);
					if(!IsScriptFileOpen(temp))
					{
						HWND hDlg = CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_LUA), hWnd, (DLGPROC) LuaScriptProc);
						SendDlgItemMessage(hDlg,IDC_EDIT_LUAPATH,WM_SETTEXT,0,(LPARAM)temp);
					}
				}

				break;
			}
			else if (wParam == RecentLua.GetClearID())
			{
				RecentLua.ClearRecentItems();
				break;
			}
			else if (wParam == RecentLua.GetAutoloadID())
			{
				RecentLua.FlipAutoLoad();
				break;
			}
		wmId = LOWORD(wParam);
		wmEvent = HIWORD(wParam);
		// Parse the menu selections:
		switch (wmId)
		{
		case IDC_WINDOW1X:
			pcejin.windowSize=1;
			ScaleScreen(pcejin.windowSize);
			break;
		case IDC_WINDOW2X:
			pcejin.windowSize=2;
			ScaleScreen(pcejin.windowSize);
			break;
		case IDC_WINDOW3X:
			pcejin.windowSize=3;
			ScaleScreen(pcejin.windowSize);
			break;
		case IDC_WINDOW4X:
			pcejin.windowSize=4;
			ScaleScreen(pcejin.windowSize);
			break;
		case IDC_ASPECT:
			pcejin.aspectRatio ^= 1;
			ScaleScreen(pcejin.windowSize);
			break;
		case IDM_EXIT:
			SaveIniSettings();
			PostQuitMessage(0);
			break;
		case IDM_RESET:
			PCE_Power();
			break;
		case IDM_OPEN_ROM:
			soundDriver->pause();
			LoadGame();
			pcejin.tempUnPause();
			break;
		case IDM_RECORD_MOVIE:
			soundDriver->pause();
			MovieRecordTo();
			pcejin.tempUnPause();
			return 0;
		case IDM_PLAY_MOVIE:
			soundDriver->pause();
			Replay_LoadMovie();
			pcejin.tempUnPause();
			return 0;
		case IDM_INPUT_CONFIG:
			soundDriver->pause();
			DialogBox(g_hInstance, MAKEINTRESOURCE(IDD_INPUTCONFIG), hWnd, DlgInputConfig);
			pcejin.tempUnPause();
			// RunInputConfig();
			break;
		case IDM_HOTKEY_CONFIG:
			{
				soundDriver->pause();

				DialogBox(g_hInstance, MAKEINTRESOURCE(IDD_KEYCUSTOM), hWnd, DlgHotkeyConfig);
				pcejin.tempUnPause();

			}
			break;

		case IDM_BIOS_CONFIG:
			soundDriver->pause();

			DialogBox(g_hInstance, MAKEINTRESOURCE(IDD_BIOS), hWnd, (DLGPROC) BiosSettingsDlgProc);
			// DialogBox(g_hInstance, MAKEINTRESOURCE(IDD_KEYCUSTOM), hWnd, BiosSettingsDlgProc);
			pcejin.tempUnPause();
			break;
		case ID_VIEW_FRAMECOUNTER:
			Hud.FrameCounterDisplay ^= true;
			WritePrivateProfileBool("Display", "FrameCounter", Hud.FrameCounterDisplay, IniName);
			return 0;

		case ID_VIEW_DISPLAYINPUT:
			Hud.ShowInputDisplay ^= true;
			WritePrivateProfileBool("Display", "Display Input", Hud.ShowInputDisplay, IniName);
			osd->clear();
			return 0;

		case ID_VIEW_DISPLAYSTATESLOTS:
			Hud.DisplayStateSlots ^= true;
			WritePrivateProfileBool("Display", "Display State Slots", Hud.DisplayStateSlots, IniName);
			osd->clear();
			return 0;

		case ID_VIEW_DISPLAYLAG:
			Hud.ShowLagFrameCounter ^= true;
			WritePrivateProfileBool("Display", "Display Lag Counter", Hud.ShowLagFrameCounter, IniName);
			osd->clear();
			return 0;
		case IDC_NEW_LUA_SCRIPT:
			if(LuaScriptHWnds.size() < 16)
			{
				CreateDialog(g_hInstance, MAKEINTRESOURCE(IDD_LUA), g_hWnd, (DLGPROC) LuaScriptProc);
			}
			break;
		case IDM_CONVERT_MCM:
			ConvertMCM(hWnd);

			break;
		case IDM_MUTE:
			soundDriver->doUserMute();
			break;
		case IDM_STOPMOVIE:
			StopMovie();
			return 0;
			break;
		case IDM_RESTARTMOVIE:
			PCE_Power();
			ResetFrameCount();
			movieMode = MOVIEMODE_PLAY;
			movie_readonly = true;
			return 0;
			break; 
		case ID_RAM_SEARCH:
			if(!RamSearchHWnd)
			{
				InitRamSearch();
				RamSearchHWnd = CreateDialog(winClass.hInstance, MAKEINTRESOURCE(IDD_RAMSEARCH), hWnd, (DLGPROC) RamSearchProc);
			}
			else
				SetForegroundWindow(RamSearchHWnd);
			break;

		case ID_RAM_WATCH:
			if(!RamWatchHWnd)
			{
				RamWatchHWnd = CreateDialog(winClass.hInstance, MAKEINTRESOURCE(IDD_RAMWATCH), hWnd, (DLGPROC) RamWatchProc);
			}
			else
				SetForegroundWindow(RamWatchHWnd);
			return 0;
		case IDM_MEMORY:
			if (!RegWndClass("MemView_ViewBox", MemView_ViewBoxProc, 0, sizeof(CMemView*)))
				return 0;

			OpenToolWindow(new CMemView());
			return 0;
		case IDM_ABOUT:
			soundDriver->pause();

			DialogBox(winClass.hInstance, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
			pcejin.tempUnPause();
			break;
		case IDM_FILE_RECORDAVI:
			soundDriver->pause();
			RecordAvi();
			pcejin.tempUnPause();
			break;
		case IDM_FILE_STOPAVI:
			StopAvi();
			break;
		}
		break;
	}
	return DefWindowProc(hWnd, Message, wParam, lParam);
}
コード例 #6
0
ファイル: TASReplayer.cpp プロジェクト: sashavolv2/tasbot
	void Init_Loaded() {
		ALoad(working_file.c_str(), NULL, true);
		std::printf("ROM Loaded.\n");
		std::printf("Starting playback..\n");
	}
コード例 #7
0
ファイル: WINLOSE.CPP プロジェクト: mhjlam1/bam
void
WinLose::Setup(grip gPal,bool fadeup)
{
	BAM_Guy		*pGuy;
	BAM_Button  *pButton;
	uchar			*pback;
	CelHeader	*pbackAnimCH,*pbackCH;
	int			i,portNum;

	prevFont = pFontMgr->curFontNum;
	pFontMgr->SetRes(9050);

	//======================================================

	//pResMgr->Dump();
	//pMemMgr->Dump(1, "Start WinLose::Setup");

	if(bGlobal.storyLine == NETGAME && !bGlobal.netDisconnect)
		mode = M_MODELESS;
	else
		mode = M_MODAL;

	oldMouseResType = pMouse->GetResType();
	oldMouseResNum = pMouse->GetResNum();
	oldMouseCel = pMouse->GetCel();
	pMouse->SetRes(RES_ANIM,POINTER_RES,1);
	oldMouseLimits.Copy(&pMouse->mouseLimits);

	TRACK_MEM("WinLose: background anim");
	gbackAnim = ALoad(RES_ANIM,50);
	pbackAnimCH = (CelHeader*) AGetResData(gbackAnim);
	// os-mac stuff is for this screen to be centered. since
	// the blue/grey fadeTo doesn't work the first time in and
	// it looks funny to have the screen in the top left
	#ifdef OS_MAC
		extern bool startup_game;
		int xCoord;
		int yCoord;
		if (startup_game)
		{
			xCoord = 160 - (pbackAnimCH->width/2);
			yCoord = 200 - (pbackAnimCH->height/2);
			rback.Set(xCoord,yCoord,xCoord-1+pbackAnimCH->width,yCoord-1+pbackAnimCH->height);
		}
		else
			//rback.Set(0,0,pbackAnimCH->width-1,pbackAnimCH->height-1);
			rback.Set(WINLOSE_WIN_X+0,WINLOSE_WIN_Y+0,WINLOSE_WIN_X+pbackAnimCH->width-1,WINLOSE_WIN_Y+pbackAnimCH->height-1);
	#else
		//rback.Set(0,0,pbackAnimCH->width-1,pbackAnimCH->height-1);
		rback.Set(WINLOSE_WIN_X+0,WINLOSE_WIN_Y+0,WINLOSE_WIN_X+pbackAnimCH->width-1,WINLOSE_WIN_Y+pbackAnimCH->height-1);
	#endif

	//======================================================
	// setup background cel filled with black
	TRACK_MEM("WinLose: background cel");
	gback = ACreateCel(&rNumBack,0,0,pbackAnimCH->width,pbackAnimCH->height,CI_BLACK,WINLOSE_BASE_PRI);
	pback = AGetResData(gback);
	pbackCH = (CelHeader*)pback;

	//copy backAnim into our dynamic cel -this way we can still write direct
	CopyCel(pbackCH,0,0,RES_ANIM,50,1,FALSE);

	pGuy = &back;
	pGuy->SetRes(RES_CEL,rNumBack);
	#ifdef OS_MAC
		if(startup_game)
			pGuy->SetPos(xCoord,yCoord);
		else
			pGuy->SetPos(WINLOSE_WIN_X,WINLOSE_WIN_Y);
	#else
		pGuy->SetPos(WINLOSE_WIN_X,WINLOSE_WIN_Y);
	#endif
	pGuy->SetContext(gSelf);
	pGuy->Setup(CT_ROST);
	pGuy->SetPri(WINLOSE_BASE_PRI);

	pGuy = &topBorder;
	pGuy->SetRes(RES_ANIM,116,5);
	pGuy->SetPos(0,0);
	pGuy->SetContext(gSelf);
	pGuy->Setup(CT_ROST);
	pGuy->SetPri(WINLOSE_BASE_PRI-20);

	pGuy = &sideBorder;
	pGuy->SetRes(RES_ANIM,118,1);
	pGuy->SetPos(0,25);
	pGuy->SetContext(gSelf);
	pGuy->Setup(CT_ROST);
	pGuy->SetPri(WINLOSE_BASE_PRI-19);

	pMouse->SetLimits(&rback);

	//need to get these new interface pieces onto the screen BEFORE
	//the do the screen capture and fade down
	AAnimate();

	//======================================================
	// 0 percent fade down -just remaps colors to blue-gray range.
	fadeTo.Setup(320,400,WINLOSE_BASE_PRI - 10,gSelf,gPal,0,&rback);

	//===============================================================
	char		winText[100],loseText[100];
	int		winNum,loseNum;

	sqbRes = WINLOSE_SQB;

	// load generic "front-end" used in all phrases
	pTxt = sqbWinLose.Load(sqbRes,1);
	strcpy(winText,pTxt);
	pTxt = sqbWinLose.Load(sqbRes,2);
	strcpy(loseText,pTxt);

	struct WinningCondition	*pWinCon;

	//defaults
	winNum  = atoi(pBam->scenarioName);
	loseNum = winNum + 1;

	if((bGlobal.storyLine == LEGEND && winNum != 9410) ||
		bGlobal.storyLine == NETGAME)
	{
		winNum  = 10;
		loseNum = 20;

		for(i=0;i<MAX_WINCONS;i++)
		{
			pWinCon = &pWorld->winCons[i];

			if(pWinCon->targetSpec == BUILDING &&
				pWinCon->structSpec	== FUNC_KEEP)
			{
				if(pWinCon->ownerSide == pBam->playerSide)
					winNum  = 11;

				if(pWinCon->ownerSide == ((pBam->playerSide==SIDE1)?SIDE2:SIDE1))
					loseNum = 21;
			}
		}
	}

	pTxt = sqbWinLose.Load(sqbRes,winNum);
	strcat(winText," ");
	strcat(winText,pTxt);
	pTxt = sqbWinLose.Load(sqbRes,loseNum);
	strcat(loseText," ");
	strcat(loseText,pTxt);

	pBam->voiceChains = 0;
	pBam->voice1.Stop();
	pBam->LaunchVoice(WINLOSE_SQB,winNum,WINLOSE_SQB,loseNum);

	//==================================================
	SetFontColors(CI_SKIP,94,102,94,102,156,144);

	int savePoint;
	savePoint = pFontMgr->point;
	pFontMgr->point = 14;

	ASetString(85, 48, winText, pback,102, NULL);
	ASetString(85, 137, loseText,pback,102, NULL);

	pFontMgr->point = savePoint;

	//==================================================
	//copy borders into background cel
	if(bGlobal.storyLine != LEGEND && bGlobal.storyLine != NETGAME)
	{
		CopyCel(pbackCH,35, 35,RES_ANIM,50,2,TRUE);	// Portrait Border 1
		CopyCel(pbackCH,35,123,RES_ANIM,50,2,TRUE);	// Portrait Border 2
	}
	else
	{
		CopyCel(pbackCH,35,77,RES_ANIM,50,2,TRUE);	// Portrait Border 2
	}

	if(bGlobal.storyLine == STORYLINE4)
	{
		CopyCel(pbackCH,35,212,RES_ANIM,50,4,TRUE);	// 'Done' button frame
		CopyCel(pbackCH,92,212,RES_ANIM,50,3,TRUE);	// 'Undone' button frame
	}
	else
	{
		CopyCel(pbackCH,64,212,RES_ANIM,50,3,TRUE);	// 'Done' w/undone button frame
	}

	if(bGlobal.storyLine != LEGEND && bGlobal.storyLine != NETGAME)
	{
		portNum = GetPortraitAnim(bGlobal.chooseSide,TRUE);
		CopyCel(pbackCH,37,38,RES_ANIM,portNum,3,TRUE); //VICTORY
		CopyCel(pbackCH,37,126,RES_ANIM,portNum,2,TRUE); //DEFEAT
	}
	else
	{
		//Load portrait
		CopyCel(pbackCH,37,80,RES_ANIM,bGlobal.curBodyAnim,1,TRUE);	// Body
		CopyCel(pbackCH,37,80,RES_ANIM,bGlobal.curFaceAnim,1,TRUE);	// Face
		CopyCel(pbackCH,37,80,RES_ANIM,bGlobal.curCoverAnim,1,TRUE);	// Cover
	}

	
	pButton = &buttonDone;
	if(bGlobal.storyLine == STORYLINE4)
		#ifdef OS_MAC
			if(startup_game)
				pButton->Create(37+xCoord, 215+yCoord, WINLOSE_BASE_PRI + 1, RES_ANIM, 8158, 1, gSelf, xCoord, yCoord);
			else
				pButton->Create(WINLOSE_WIN_X+37, WINLOSE_WIN_Y+215, WINLOSE_BASE_PRI + 1, RES_ANIM, 8158, 1, gSelf, WINLOSE_WIN_X, WINLOSE_WIN_Y);
		#else
			pButton->Create(WINLOSE_WIN_X+37, WINLOSE_WIN_Y+215, WINLOSE_BASE_PRI + 1, RES_ANIM, 8158, 1, gSelf, WINLOSE_WIN_X, WINLOSE_WIN_Y);
		#endif
	else
		#ifdef OS_MAC
			if(startup_game)