コード例 #1
0
ファイル: GAMESEQ.C プロジェクト: devint1/descent-win
//Inputs the player's name, without putting up the background screen
RegisterPlayer()
{
	int i,j;
	char filename[14];
	int allow_abort_flag = 1;

	if ( Players[Player_num].callsign[0] == 0 )	{
		//---------------------------------------------------------------------
		// Set default config options in case there is no config file
		// kc_keyboard, kc_joystick, kc_mouse are statically defined.
		Config_joystick_sensitivity = 8;
		Config_control_type =CONTROL_NONE;
		for (i=0; i<CONTROL_MAX_TYPES; i++ )
			for (j=0; j<MAX_CONTROLS; j++ )
				kconfig_settings[i][j] = default_kconfig_settings[i][j];
		kc_set_controls();
		//----------------------------------------------------------------

		// Read the last player's name from config file, not lastplr.txt
		strncpy( Players[Player_num].callsign, config_last_player, CALLSIGN_LEN );

		if (config_last_player[0]==0)
			allow_abort_flag = 0;
	}

do_menu_again:
	;

	if (!newmenu_get_filename( TXT_SELECT_PILOT, "*.plr", filename, allow_abort_flag ))	{
		return 0;		// They hit Esc in file selector
	}

	if ( filename[0] == '<' )	{
		// They selected 'create new pilot'
		if (!MakeNewPlayerFile(allow_abort_flag))
			//return 0;		// They hit Esc during enter name stage
			goto do_menu_again;
	} else {
		strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
	}

	read_player_file();

	Auto_leveling_on = Default_leveling_on;

	WriteConfigFile();		// Update lastplr

	return 1;
}
コード例 #2
0
ファイル: playsave.c プロジェクト: Garog/d1x-rebirth-ovr
//set a new highest level for player for this mission
void set_highest_level(int levelnum)
{
	int ret,i;

	if ((ret=read_player_file()) != EZERO)
		if (ret != ENOENT)		//if file doesn't exist, that's ok
			return;

	i = find_hli_entry();

	if (levelnum > PlayerCfg.HighestLevels[i].LevelNum)
		PlayerCfg.HighestLevels[i].LevelNum = levelnum;

	write_player_file();
}
コード例 #3
0
ファイル: playsave.c プロジェクト: Garog/d1x-rebirth-ovr
//gets the player's highest level from the file for this mission
int get_highest_level(void)
{
	int i;
	int highest_saturn_level = 0;
	read_player_file();
#ifndef SHAREWARE
#ifndef SATURN
	if (strlen(Current_mission_filename)==0 )	{
		for (i=0;i<PlayerCfg.NHighestLevels;i++)
			if (!stricmp(PlayerCfg.HighestLevels[i].Shortname, "DESTSAT")) // Destination Saturn.
				highest_saturn_level = PlayerCfg.HighestLevels[i].LevelNum;
	}
#endif
#endif
	i = PlayerCfg.HighestLevels[find_hli_entry()].LevelNum;
	if ( highest_saturn_level > i )
		i = highest_saturn_level;
	return i;
}
コード例 #4
0
//Inputs the player's name, without putting up the background screen
int RegisterPlayer()
{
	char filename[14];
	int allow_abort_flag = 1;

        if ( Players[Player_num].callsign[0] == 0 )     {
		// Read the last player's name from config file, not lastplr.txt
		strncpy( Players[Player_num].callsign, GameCfg.LastPlayer, CALLSIGN_LEN );

		if (GameCfg.LastPlayer[0]==0)
			allow_abort_flag = 0;
        }

do_menu_again:
	;

	if (!newmenu_get_filename( TXT_SELECT_PILOT, ".plr", filename, allow_abort_flag ))	{
		goto do_menu_again;		// They hit Esc in file selector
	}

	if ( filename[0] == '<' )	{
		// They selected 'create new pilot'
		if (!MakeNewPlayerFile(allow_abort_flag))
			//return 0;		// They hit Esc during enter name stage
			goto do_menu_again;
	} else {
		strncpy(Players[Player_num].callsign,filename, CALLSIGN_LEN);
		strlwr(Players[Player_num].callsign);
	}

	read_player_file();

	WriteConfigFile();		// Update lastplr

        return 1;
}
コード例 #5
0
ファイル: menu.c プロジェクト: Ringdingcoder/d1x
//returns flag, true means quit menu
void do_option ( int select) 
{
	switch (select) {
		case MENU_NEW_GAME:
			do_new_game_menu();
			break;
		case MENU_GAME:
			break;
		case MENU_DEMO_PLAY:
			{ 
				char demo_file[16];
				if (newmenu_get_filename( TXT_SELECT_DEMO, "*.dem", demo_file, 1 ))	{
					newdemo_start_playback(demo_file);
				}
			}
			break;
		case MENU_LOAD_GAME:
#ifdef SHAREWARE
			do_load_game_menu();
#else
			state_restore_all(0);	
#endif
			break;
		#ifdef EDITOR
		case MENU_EDITOR:
			Function_mode = FMODE_EDITOR;
			init_cockpit();
			break;
		#endif
		case MENU_VIEW_SCORES:
			gr_palette_fade_out( gr_palette,32,0 );
			scores_view(-1);
			break;
		#ifdef SHAREWARE
		case MENU_ORDER_INFO:
			show_order_form();
			break;
		#endif
		case MENU_QUIT:
			#ifdef EDITOR
			if (! SafetyCheck()) break;
			#endif
			gr_palette_fade_out( gr_palette,32,0);
			Function_mode = FMODE_EXIT;
			break;
		case MENU_NEW_PLAYER:
			RegisterPlayer();		//1 == allow escape out of menu
			break;

		case MENU_HELP:
			do_show_help();
			break;

                #ifndef RELEASE

		case MENU_PLAY_SONG:	{
				int i;
				char * m[MAX_SONGS];

				for (i=0;i<MAX_SONGS;i++) {
					m[i] = Songs[i].filename;
				}
				i = newmenu_listbox( "Select Song", MAX_SONGS, m, 1, NULL );

				if ( i > -1 )	{
					songs_play_song( i, 0 );
				}
			}
			break;
		case MENU_LOAD_LEVEL: {
			newmenu_item m;
			char text[10]="";
			int new_level_num;

			m.type=NM_TYPE_INPUT; m.text_len = 10; m.text = text;

			newmenu_do( NULL, "Enter level to load", 1, &m, NULL );

			new_level_num = atoi(m.text);

			if (new_level_num!=0 && new_level_num>=Last_secret_level && new_level_num<=Last_level)	{
				gr_palette_fade_out( gr_palette, 32, 0 );
				StartNewGame(new_level_num);
			}

			break;
		}
                #endif


		case MENU_START_NETGAME:
#ifdef NETWORK
//temp!
#ifndef SHAREWARE
			load_mission(0);
#endif
                        read_player_file();
			network_start_game();
#endif
			break;
		case MENU_JOIN_NETGAME:
//temp!
#ifdef NETWORK
#ifndef SHAREWARE
			load_mission(0);
#endif
                        read_player_file();
			network_join_game();
#endif
			break;
#ifdef NETWORK
		case MENU_IPX_MULTIPLAYER:
			do_ipx_multi_player_menu();
			break;
		case MENU_KALI_MULTIPLAYER:
			do_kali_multi_player_menu();
			break;
#ifdef SUPPORTS_NET_IP
		case MENU_IP_MULTIPLAYER:
			do_ip_multi_player_menu();
			break;
		case MENU_IP_SERV_CONNECT:
			do_ip_serv_connect_menu();
			break;
		case MENU_MANUAL_IP_JOIN:
			do_ip_manual_join_menu();
			break;
#endif
		case MENU_START_SERIAL:
			com_main_menu();
			break;
		case MENU_MULTIPLAYER:
			do_multi_player_menu();
			break;
#endif //NETWORK
		case MENU_CONFIG:
			do_options_menu();
			break;
		case MENU_SHOW_CREDITS:
			gr_palette_fade_out( gr_palette,32,0);
			credits_show();	
			break;
		default:
			Error("Unknown option %d in do_option",select);
			break;
        }

}
コード例 #6
0
static int main(int argc, char *argv[])
{
	if (!PHYSFSX_init(argc, argv))
		return 1;
	con_init();  // Initialise the console

	setbuf(stdout, NULL); // unbuffered output via printf
#ifdef _WIN32
	freopen( "CON", "w", stdout );
	freopen( "CON", "w", stderr );
#endif

	if (CGameArg.SysShowCmdHelp) {
		print_commandline_help();

		return(0);
	}

	printf("\nType '%s -help' for a list of command-line options.\n\n", PROGNAME);

	PHYSFSX_listSearchPathContent();
	
	if (!PHYSFSX_checkSupportedArchiveTypes())
		return(0);

#if defined(DXX_BUILD_DESCENT_I)
	if (! PHYSFSX_contfile_init("descent.hog", 1))
#define DXX_NAME_NUMBER	"1"
#define DXX_HOGFILE_NAMES	"descent.hog"
#elif defined(DXX_BUILD_DESCENT_II)
	if (! PHYSFSX_contfile_init("descent2.hog", 1) && ! PHYSFSX_contfile_init("d2demo.hog", 1))
#define DXX_NAME_NUMBER	"2"
#define DXX_HOGFILE_NAMES	"descent2.hog or d2demo.hog"
#endif
	{
#if defined(__unix__) && !defined(__APPLE__)
#define DXX_HOGFILE_PROGRAM_DATA_DIRECTORY	\
			      "\t$HOME/.d" DXX_NAME_NUMBER "x-rebirth\n"	\
			      "\t" SHAREPATH "\n"
#else
#define DXX_HOGFILE_PROGRAM_DATA_DIRECTORY	\
				  "\tDirectory containing D" DXX_NAME_NUMBER "X\n"
#endif
#if (defined(__APPLE__) && defined(__MACH__)) || defined(macintosh)
#define DXX_HOGFILE_APPLICATION_BUNDLE	\
				  "\tIn 'Resources' inside the application bundle\n"
#else
#define DXX_HOGFILE_APPLICATION_BUNDLE	""
#endif
#define DXX_MISSING_HOGFILE_ERROR_TEXT	\
		"Could not find a valid hog file (" DXX_HOGFILE_NAMES ")\nPossible locations are:\n"	\
		DXX_HOGFILE_PROGRAM_DATA_DIRECTORY	\
		"\tIn a subdirectory called 'Data'\n"	\
		DXX_HOGFILE_APPLICATION_BUNDLE	\
		"Or use the -hogdir option to specify an alternate location."
		UserError(DXX_MISSING_HOGFILE_ERROR_TEXT);
	}

#if defined(DXX_BUILD_DESCENT_I)
	switch (PHYSFSX_fsize("descent.hog"))
	{
		case D1_MAC_SHARE_MISSION_HOGSIZE:
		case D1_MAC_MISSION_HOGSIZE:
			MacHog = 1;	// used for fonts and the Automap
			break;
	}
#endif

	load_text();

	//print out the banner title
#if defined(DXX_BUILD_DESCENT_I)
	con_printf(CON_NORMAL, "%s  %s", DESCENT_VERSION, g_descent_build_datetime); // D1X version
	con_printf(CON_NORMAL, "This is a MODIFIED version of Descent, based on %s.", BASED_VERSION);
	con_printf(CON_NORMAL, "%s\n%s",TXT_COPYRIGHT,TXT_TRADEMARK);
	con_printf(CON_NORMAL, "Copyright (C) 2005-2013 Christian Beckhaeuser");
#elif defined(DXX_BUILD_DESCENT_II)
	con_printf(CON_NORMAL, "%s%s  %s", DESCENT_VERSION, PHYSFSX_exists(MISSION_DIR "d2x.hog",1) ? "  Vertigo Enhanced" : "", g_descent_build_datetime); // D2X version
	con_printf(CON_NORMAL, "This is a MODIFIED version of Descent 2, based on %s.", BASED_VERSION);
	con_printf(CON_NORMAL, "%s\n%s",TXT_COPYRIGHT,TXT_TRADEMARK);
	con_printf(CON_NORMAL, "Copyright (C) 1999 Peter Hawkins, 2002 Bradley Bell, 2005-2013 Christian Beckhaeuser");
#endif

	if (CGameArg.DbgVerbose)
		con_puts(CON_VERBOSE, TXT_VERBOSE_1);
	
	ReadConfigFile();

	PHYSFSX_addArchiveContent();

	arch_init();

	select_tmap(CGameArg.DbgTexMap);

#if defined(DXX_BUILD_DESCENT_II)
	Lighting_on = 1;
#endif

	con_printf(CON_VERBOSE, "Going into graphics mode...");
	gr_set_mode(Game_screen_mode);

	// Load the palette stuff. Returns non-zero if error.
	con_printf(CON_DEBUG, "Initializing palette system..." );
#if defined(DXX_BUILD_DESCENT_I)
	gr_use_palette_table( "PALETTE.256" );
#elif defined(DXX_BUILD_DESCENT_II)
	gr_use_palette_table(D2_DEFAULT_PALETTE );
#endif

	con_printf(CON_DEBUG, "Initializing font system..." );
	gamefont_init();	// must load after palette data loaded.

#if defined(DXX_BUILD_DESCENT_II)
	con_printf( CON_DEBUG, "Initializing movie libraries..." );
	init_movies();		//init movie libraries
#endif

	show_titles();

	set_screen_mode(SCREEN_MENU);
#ifdef DEBUG_MEMORY_ALLOCATIONS
	/* Memdebug runs before global destructors, so it incorrectly
	 * reports as leaked any allocations that would be freed by a global
	 * destructor.  This local will force the newmenu globals to be
	 * reset before memdebug scans, which prevents memdebug falsely
	 * reporting them as leaked.
	 *
	 * External tools, such as Valgrind, know to run global destructors
	 * before checking for leaks, so this hack is only necessary when
	 * memdebug is used.
	 */
	struct hack_free_global_backgrounds
	{
		~hack_free_global_backgrounds()
		{
			newmenu_free_background();
		}
	};
	hack_free_global_backgrounds hack_free_global_background;
#endif

	con_printf( CON_DEBUG, "\nDoing gamedata_init..." );
	gamedata_init();

#if defined(DXX_BUILD_DESCENT_II)
#if DXX_USE_EDITOR
	if (GameArg.EdiSaveHoardData) {
		save_hoard_data();
		exit(1);
	}
	#endif
#endif

	if (CGameArg.DbgNoRun)
		return(0);

	con_printf( CON_DEBUG, "\nInitializing texture caching system..." );
	texmerge_init();		// 10 cache bitmaps

#if defined(DXX_BUILD_DESCENT_II)
	piggy_init_pigfile("groupa.pig");	//get correct pigfile
#endif

	con_printf( CON_DEBUG, "\nRunning game..." );
	init_game();

	get_local_player().callsign = {};

#if defined(DXX_BUILD_DESCENT_I)
	key_flush();
#elif defined(DXX_BUILD_DESCENT_II)
	//	If built with editor, option to auto-load a level and quit game
	//	to write certain data.
	#ifdef	EDITOR
	if (!GameArg.EdiAutoLoad.empty()) {
		Players[0].callsign = "dummy";
	} else
	#endif
#endif
	{
		if (!CGameArg.SysPilot.empty())
		{
			char filename[sizeof(PLAYER_DIRECTORY_TEXT) + CALLSIGN_LEN + 4];

			/* Step over the literal PLAYER_DIRECTORY_TEXT when it is
			 * present.  Point at &filename[0] when
			 * PLAYER_DIRECTORY_TEXT is absent.
			 */
			const auto b = &filename[-CGameArg.SysUsePlayersDir];
			snprintf(filename, sizeof(filename), PLAYER_DIRECTORY_STRING("%.12s"), CGameArg.SysPilot.c_str());
			/* The pilot name is never used after this.  Clear it to
			 * free the allocated memory, if any.
			 */
			CGameArg.SysPilot.clear();
			auto p = b;
			for (const auto &facet = std::use_facet<std::ctype<char>>(std::locale::classic()); char &c = *p; ++p)
			{
				c = facet.tolower(static_cast<uint8_t>(c));
			}
			auto j = p - filename;
			if (j < sizeof(filename) - 4 && (j <= 4 || strcmp(&filename[j - 4], ".plr"))) // if player hasn't specified .plr extension in argument, add it
			{
				strcpy(&filename[j], ".plr");
				j += 4;
			}
			if(PHYSFSX_exists(filename,0))
			{
				get_local_player().callsign.copy(b, std::distance(b, &filename[j - 4]));
				read_player_file();
				WriteConfigFile();
			}
		}
	}

#if defined(DXX_BUILD_DESCENT_II)
#if DXX_USE_EDITOR
	if (!GameArg.EdiAutoLoad.empty()) {
		/* Any number >= FILENAME_LEN works */
		Level_names[0].copy_if(GameArg.EdiAutoLoad.c_str(), GameArg.EdiAutoLoad.size());
		LoadLevel(1, 1);
	}
	else
#endif
#endif
	{
		Game_mode = GM_GAME_OVER;
		DoMenu();
	}

	while (window_get_front())
		// Send events to windows and the default handler
		event_process();
	
	// Tidy up - avoids a crash on exit
	{
		window *wind;

		show_menus();
		while ((wind = window_get_front()))
			window_close(wind);
	}

	WriteConfigFile();
	show_order_form();

	con_printf( CON_DEBUG, "\nCleanup..." );
	close_game();
	texmerge_close();
	gamedata_close();
	gamefont_close();
	Current_mission.reset();
	PHYSFSX_removeArchiveContent();

	return(0);		//presumably successful exit
}
コード例 #7
0
ファイル: inferno.c プロジェクト: CDarrow/DXX-Retro
int main(int argc, char *argv[])
{
	mem_init();
#ifdef __LINUX__
	error_init(NULL);
#else
	error_init(msgbox_error);
	set_warn_func(msgbox_warning);
#endif
	PHYSFSX_init(argc, argv);
	con_init();  // Initialise the console

	setbuf(stdout, NULL); // unbuffered output via printf
#ifdef _WIN32
	freopen( "CON", "w", stdout );
	freopen( "CON", "w", stderr );
#endif

	if (GameArg.SysShowCmdHelp) {
		print_commandline_help();

		return(0);
	}

	printf("\nType %s -help' for a list of command-line options.\n\n", PROGNAME);

	PHYSFSX_listSearchPathContent();
	
	if (!PHYSFSX_checkSupportedArchiveTypes())
		return(0);

	if (! PHYSFSX_contfile_init("descent2.hog", 1)) {
		if (! PHYSFSX_contfile_init("d2demo.hog", 1))
#define DXX_NAME_NUMBER	"2"
#define DXX_HOGFILE_NAMES	"descent2.hog or d2demo.hog"
#if defined(__unix__) && !defined(__APPLE__)
#define DXX_HOGFILE_PROGRAM_DATA_DIRECTORY	\
			      "\t$HOME/.d" DXX_NAME_NUMBER "x-rebirth\n"	\
			      "\t" SHAREPATH "\n"
#else
#define DXX_HOGFILE_PROGRAM_DATA_DIRECTORY	\
				  "\tDirectory containing D" DXX_NAME_NUMBER "X\n"
#endif
#if (defined(__APPLE__) && defined(__MACH__)) || defined(macintosh)
#define DXX_HOGFILE_APPLICATION_BUNDLE	\
				  "\tIn 'Resources' inside the application bundle\n"
#else
#define DXX_HOGFILE_APPLICATION_BUNDLE	""
#endif
#define DXX_MISSING_HOGFILE_ERROR_TEXT	\
		"Could not find a valid hog file (" DXX_HOGFILE_NAMES ")\nPossible locations are:\n"	\
		DXX_HOGFILE_PROGRAM_DATA_DIRECTORY	\
		"\tIn a subdirectory called 'Data'\n"	\
		DXX_HOGFILE_APPLICATION_BUNDLE	\
		"Or use the -hogdir option to specify an alternate location."
		Error(DXX_MISSING_HOGFILE_ERROR_TEXT);
	}

	load_text();

	//print out the banner title
	con_printf(CON_NORMAL, "%s%s  %s\n", DESCENT_VERSION, PHYSFSX_exists(MISSION_DIR "d2x.hog",1) ? "  Vertigo Enhanced" : "", g_descent_build_datetime); // D2X version
	con_printf(CON_NORMAL, "This is a MODIFIED version of Descent 2, based on %s.\n", BASED_VERSION);
	con_printf(CON_NORMAL, "%s\n%s\n",TXT_COPYRIGHT,TXT_TRADEMARK);
	con_printf(CON_NORMAL, "Copyright (C) 1999 Peter Hawkins, 2002 Bradley Bell, 2005-2011 Christian Beckhaeuser\n\n");

	if (GameArg.DbgVerbose)
		con_printf(CON_VERBOSE,"%s%s", TXT_VERBOSE_1, "\n");
	
	ReadConfigFile();

	PHYSFSX_addArchiveContent();

	arch_init();

	select_tmap(GameArg.DbgTexMap);

	Lighting_on = 1;

	con_printf(CON_VERBOSE, "Going into graphics mode...\n");
	gr_set_mode(Game_screen_mode);

	// Load the palette stuff. Returns non-zero if error.
	con_printf(CON_DEBUG, "Initializing palette system...\n" );
	gr_use_palette_table(D2_DEFAULT_PALETTE );

	con_printf(CON_DEBUG, "Initializing font system...\n" );
	gamefont_init();	// must load after palette data loaded.

	set_default_handler(standard_handler);

	con_printf( CON_DEBUG, "Initializing movie libraries...\n" );
	init_movies();		//init movie libraries

	show_titles();

	set_screen_mode(SCREEN_MENU);

	con_printf( CON_DEBUG, "\nDoing gamedata_init..." );
	gamedata_init();

	#ifdef EDITOR
	if (GameArg.EdiSaveHoardData) {
		save_hoard_data();
		exit(1);
	}
	#endif

	if (GameArg.DbgNoRun)
		return(0);

	con_printf( CON_DEBUG, "\nInitializing texture caching system..." );
	texmerge_init( 10 );		// 10 cache bitmaps

	piggy_init_pigfile("groupa.pig");	//get correct pigfile

	con_printf( CON_DEBUG, "\nRunning game...\n" );
	init_game();

	Players[Player_num].callsign[0] = '\0';

	//	If built with editor, option to auto-load a level and quit game
	//	to write certain data.
	#ifdef	EDITOR
	if (GameArg.EdiAutoLoad) {
		strcpy(Auto_file, GameArg.EdiAutoLoad);
		strcpy(Players[0].callsign, "dummy");
	} else
	#endif
	{
		if(GameArg.SysPilot)
		{
			char filename[32] = "";
			int j;

			if (GameArg.SysUsePlayersDir)
				strcpy(filename, "Players/");
			strncat(filename, GameArg.SysPilot, 12);
			filename[8 + 12] = '\0';	// unfortunately strncat doesn't put the terminating 0 on the end if it reaches 'n'
			for (j = GameArg.SysUsePlayersDir? 8 : 0; filename[j] != '\0'; j++) {
				switch (filename[j]) {
					case ' ':
						filename[j] = '\0';
				}
			}
			if(!strstr(filename,".plr")) // if player hasn't specified .plr extension in argument, add it
				strcat(filename,".plr");
			if(PHYSFSX_exists(filename,0))
			{
				strcpy(strstr(filename,".plr"),"\0");
				strcpy(Players[Player_num].callsign, GameArg.SysUsePlayersDir? &filename[8] : filename);
				read_player_file();
				WriteConfigFile();
			}
		}
	}

#ifdef EDITOR
	if (GameArg.EdiAutoLoad) {
		strcpy((char *)&Level_names[0], Auto_file);
		LoadLevel(1, 1);
	}
	else
#endif
	{
		Game_mode = GM_GAME_OVER;
		DoMenu();
	}

	setjmp(LeaveEvents);
	while (window_get_front())
		// Send events to windows and the default handler
		event_process();
	
	// Tidy up - avoids a crash on exit
	{
		window *wind;

		show_menus();
		while ((wind = window_get_front()))
			window_close(wind);
	}

	WriteConfigFile();
	show_order_form();

	con_printf( CON_DEBUG, "\nCleanup...\n" );
	close_game();
	texmerge_close();
	gamedata_close();
	gamefont_close();
	free_text();
	args_exit();
	newmenu_free_background();
	free_mission();
	PHYSFSX_removeArchiveContent();

	return(0);		//presumably successful exit
}
コード例 #8
0
ファイル: inferno.c プロジェクト: CDarrow/Spectator-JinX
int main(int argc, char *argv[])
{
	mem_init();
#ifdef __LINUX__
	error_init(NULL, NULL);
#else
	error_init(msgbox_error, NULL);
	set_warn_func(msgbox_warning);
#endif
	PHYSFSX_init(argc, argv);
	con_init();  // Initialise the console

	setbuf(stdout, NULL); // unbuffered output via printf
#ifdef _WIN32
	freopen( "CON", "w", stdout );
	freopen( "CON", "w", stderr );
#endif

	if (GameArg.SysShowCmdHelp) {
		print_commandline_help();
		set_exit_message("");

		return(0);
	}

	printf("\nType %s -help' for a list of command-line options.\n\n", PROGNAME);

	PHYSFSX_listSearchPathContent();
	
	if (!PHYSFSX_checkSupportedArchiveTypes())
		return(0);

	if (! PHYSFSX_contfile_init("descent.hog", 1))
		Error("Could not find a valid hog file (descent.hog)\nPossible locations are:\n"
#if defined(__unix__) && !defined(__APPLE__)
			  "\t$HOME/.d1x-rebirth\n"
			  "\t" SHAREPATH "\n"
#else
			  "\tDirectory containing D1X\n"
#endif
			  "\tIn a subdirectory called 'Data'\n"
#if (defined(__APPLE__) && defined(__MACH__)) || defined(macintosh)
			  "\tIn 'Resources' inside the application bundle\n"
#endif
			  "Or use the -hogdir option to specify an alternate location.");
	
	switch (PHYSFSX_fsize("descent.hog"))
	{
		case D1_MAC_SHARE_MISSION_HOGSIZE:
		case D1_MAC_MISSION_HOGSIZE:
			MacHog = 1;	// used for fonts and the Automap
			break;
	}

	load_text();

	//print out the banner title
	con_printf(CON_NORMAL, "%s", DESCENT_VERSION); // D1X version
	con_printf(CON_NORMAL, "  %s %s\n", __DATE__,__TIME__);
	con_printf(CON_NORMAL, "This is a MODIFIED version of Descent, based on %s.\n", BASED_VERSION);
	con_printf(CON_NORMAL, "%s\n%s\n",TXT_COPYRIGHT,TXT_TRADEMARK);
	con_printf(CON_NORMAL, "Copyright (C) 2005-2011 Christian Beckhaeuser\n\n");

	if (GameArg.DbgVerbose)
		con_printf(CON_VERBOSE,"%s%s", TXT_VERBOSE_1, "\n");
	
	ReadConfigFile();

	PHYSFSX_addArchiveContent();

	arch_init();

	select_tmap(GameArg.DbgTexMap);

	con_printf(CON_VERBOSE, "Going into graphics mode...\n");
	gr_set_mode(Game_screen_mode);

	// Load the palette stuff. Returns non-zero if error.
	con_printf(CON_DEBUG, "Initializing palette system...\n" );
	gr_use_palette_table( "PALETTE.256" );

	con_printf(CON_DEBUG, "Initializing font system...\n" );
	gamefont_init();	// must load after palette data loaded.

	set_default_handler(standard_handler);

	show_titles();

	set_screen_mode(SCREEN_MENU);

	con_printf( CON_DEBUG, "\nDoing gamedata_init..." );
	gamedata_init();

	if (GameArg.DbgNoRun)
		return(0);

	con_printf( CON_DEBUG, "\nInitializing texture caching system..." );
	texmerge_init( 10 );		// 10 cache bitmaps

	con_printf( CON_DEBUG, "\nRunning game...\n" );
	init_game();

	Players[Player_num].callsign[0] = '\0';

	key_flush();

	if(GameArg.SysPilot)
	{
		char filename[32] = "";
		int j;

		if (GameArg.SysUsePlayersDir)
			strcpy(filename, "Players/");
		strncat(filename, GameArg.SysPilot, 12);
		filename[8 + 12] = '\0';	// unfortunately strncat doesn't put the terminating 0 on the end if it reaches 'n'
		for (j = GameArg.SysUsePlayersDir? 8 : 0; filename[j] != '\0'; j++) {
			switch (filename[j]) {
				case ' ':
					filename[j] = '\0';
			}
		}
		if(!strstr(filename,".plr")) // if player hasn't specified .plr extension in argument, add it
			strcat(filename,".plr");
		if(PHYSFSX_exists(filename,0))
		{
			strcpy(strstr(filename,".plr"),"\0");
			strcpy(Players[Player_num].callsign, GameArg.SysUsePlayersDir? &filename[8] : filename);
			read_player_file();
			WriteConfigFile();
		}
	}


	Game_mode = GM_GAME_OVER;
	DoMenu();

	setjmp(LeaveEvents);
	while (window_get_front())
		// Send events to windows and the default handler
		event_process();
	
	// Tidy up - avoids a crash on exit
	{
		window *wind;

		show_menus();
		while ((wind = window_get_front()))
			window_close(wind);
	}

	WriteConfigFile();
	show_order_form();

	con_printf( CON_DEBUG, "\nCleanup...\n" );
	close_game();
	texmerge_close();
	gamedata_close();
	gamefont_close();
	free_text();
	args_exit();
	newmenu_free_background();
	free_mission();
	PHYSFSX_removeArchiveContent();

	return(0);		//presumably successful exit
}