コード例 #1
0
ファイル: main.cpp プロジェクト: omgbebebe/warzone2100
int realmain(int argc, char *argv[])
{
	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())
	{
		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;
	}
	war_SetWidth(pie_GetVideoBufferWidth());
	war_SetHeight(pie_GetVideoBufferHeight());

	// Fix up settings from the config file
	// And initialize shader usage setting
	if (!pie_GetShaderAvailability())
	{
		war_SetShaders(FALLBACK);
		pie_SetShaderUsage(false);
	}
	else
	{
		if (war_GetShaders() == FALLBACK)
		{
			war_SetShaders(SHADERS_OFF);
		}
		if (!pie_GetFallbackAvailability())
		{
			war_SetShaders(SHADERS_ONLY);
			pie_SetShaderUsage(true);
		}
		else if (war_GetShaders() == SHADERS_ONLY || war_GetShaders() == SHADERS_ON)
		{
			war_SetShaders(SHADERS_ON);
			pie_SetShaderUsage(true);
		}
		else  // (war_GetShaders() == SHADERS_OFF)
		{
			pie_SetShaderUsage(false);
		}
	}

	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;
}
コード例 #2
0
ファイル: wrappers.cpp プロジェクト: C1annad/warzone2100
// ///////////////// /////////////////////////////////////////////////
// Main Front end game loop.
TITLECODE titleLoop(void)
{
	TITLECODE RetCode = TITLECODE_CONTINUE;

	pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
	pie_SetFogStatus(false);
	screen_RestartBackDrop();
	wzShowMouse(true);

	// When we first init the game, firstcall is true.
	if (firstcall)
	{
		firstcall = false;
		// First check to see if --host was given as a command line option, if not,
		// then check --join and if neither, run the normal game menu.
		if (hostlaunch)
		{
			NetPlay.bComms = true; // use network = true
			NetPlay.isUPNP_CONFIGURED = false;
			NetPlay.isUPNP_ERROR = false;
			ingame.bHostSetup = true;
			bMultiPlayer = true;
			bMultiMessages = true;
			NETinit(true);
			NETdiscoverUPnPDevices();
			game.type = SKIRMISH;
			changeTitleMode(MULTIOPTION);
			hostlaunch = false;			// reset the bool to default state.
		}
		else if (strlen(iptoconnect))
		{
			NetPlay.bComms = true; // use network = true
			NETinit(true);
			joinGame(iptoconnect, 0);
		}
		else
		{
			changeTitleMode(TITLE);			// normal game, run main title screen.
		}
		// Using software cursors (when on) for these menus due to a bug in SDL's SDL_ShowCursor()
		wzSetCursor(CURSOR_DEFAULT);
	}

	if (titleMode != MULTIOPTION && titleMode != MULTILIMIT && titleMode != STARTGAME)
	{
		screen_disableMapPreview();
	}

	switch (titleMode) // run relevant title screen code.
	{
	// MULTIPLAYER screens
	case PROTOCOL:
		runConnectionScreen(); // multiplayer connection screen.
		break;
	case MULTIOPTION:
		runMultiOptions();
		break;
	case GAMEFIND:
		runGameFind();
		break;
	case MULTI:
		runMultiPlayerMenu();
		break;
	case MULTILIMIT:
		runLimitScreen();
		break;
	case KEYMAP:
		runKeyMapEditor();
		break;

	case TITLE:
		runTitleMenu();
		break;

	case CAMPAIGNS:
		runCampaignSelector();
		break;

	case SINGLE:
		runSinglePlayerMenu();
		break;

	case TUTORIAL:
		runTutorialMenu();
		break;

	case CREDITS:
		runCreditsScreen();
		break;

	case OPTIONS:
		runOptionsMenu();
		break;

	case GAME:
		runGameOptionsMenu();
		break;


	case GRAPHICS_OPTIONS:
		runGraphicsOptionsMenu();
		break;

	case AUDIO_OPTIONS:
		runAudioOptionsMenu();
		break;

	case VIDEO_OPTIONS:
		runVideoOptionsMenu();
		break;

	case MOUSE_OPTIONS:
		runMouseOptionsMenu();
		break;

	case QUIT:
		RetCode = TITLECODE_QUITGAME;
		break;

	case STARTGAME:
	case LOADSAVEGAME:
		if (titleMode == LOADSAVEGAME)
		{
			RetCode = TITLECODE_SAVEGAMELOAD;
		}
		else
		{
			RetCode = TITLECODE_STARTGAME;
		}
		return RetCode;			// don't flip!

	case SHOWINTRO:
		pie_SetFogStatus(false);
		pie_ScreenFlip(CLEAR_BLACK);
		changeTitleMode(TITLE);
		RetCode = TITLECODE_SHOWINTRO;
		break;

	default:
		debug(LOG_FATAL, "unknown title screen mode");
		abort();
	}
	NETflush();  // Send any pending network data.

	audio_Update();

	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);//title loop

	if ((keyDown(KEY_LALT) || keyDown(KEY_RALT)) && keyPressed(KEY_RETURN))
	{
		war_setFullscreen(!war_getFullscreen());
		wzToggleFullscreen();
	}
	return RetCode;
}
コード例 #3
0
// ////////////////////////////////////////////////////////////////////////////
bool saveConfig()
{
	WzConfig ini(fileName);
	if (ini.status() != QSettings::NoError)
	{
		debug(LOG_ERROR, "Could not open configuration file \"%s\"", fileName);
		return false;
	}
	debug(LOG_WZ, "Writing prefs to registry \"%s\"", ini.fileName().toUtf8().constData());

	// //////////////////////////
	// voicevol, fxvol and cdvol
	ini.setValue("voicevol", (int)(sound_GetUIVolume() * 100.0));
	ini.setValue("fxvol", (int)(sound_GetEffectsVolume() * 100.0));
	ini.setValue("cdvol", (int)(sound_GetMusicVolume() * 100.0));
	ini.setValue("music_enabled", war_GetMusicEnabled());
	ini.setValue("width", war_GetWidth());
	ini.setValue("height", war_GetHeight());
	ini.setValue("bpp", pie_GetVideoBufferDepth());
	ini.setValue("fullscreen", war_getFullscreen());
	ini.setValue("language", getLanguage());
	// dont save out the cheat mode.
	if (getDifficultyLevel() != DL_KILLER && getDifficultyLevel() != DL_TOUGH)
	{
		ini.setValue("difficulty", getDifficultyLevel());		// level
	}
	ini.setValue("framerate", (SDWORD)getFramerateLimit());
	ini.setValue("showFPS", (SDWORD)showFPS);
	ini.setValue("scroll",(SDWORD)scroll_speed_accel);		// scroll
	ini.setValue("visfog",(SDWORD)(!war_GetFog()));			// fogtype
	ini.setValue("shake",(SDWORD)(getShakeStatus()));		// screenshake
	ini.setValue("mouseflip",(SDWORD)(getInvertMouseStatus()));	// flipmouse
	ini.setValue("nomousewrap", (SDWORD)getMouseWarp()); 		// mouse wrap
	ini.setValue("RightClickOrders",(SDWORD)(getRightClickOrders()));
	ini.setValue("MiddleClickRotate",(SDWORD)(getMiddleClickRotate()));
	ini.setValue("showFPS", (SDWORD)showFPS);
	ini.setValue("shadows",(SDWORD)(getDrawShadows()));	// shadows
	ini.setValue("sound", (SDWORD)war_getSoundEnabled());
	ini.setValue("FMVmode",(SDWORD)(war_GetFMVmode()));		// sequences
	ini.setValue("scanlines", (SDWORD)war_getScanlineMode());
	ini.setValue("subtitles",(SDWORD)(seq_GetSubtitles()));		// subtitles
	ini.setValue("radarObjectMode",(SDWORD)bEnemyAllyRadarColor);    // enemy/allies radar view
	ini.setValue("radarTerrainMode",(SDWORD)radarDrawMode);
	ini.setValue("trapCursor", war_GetTrapCursor());
	ini.setValue("vsync", war_GetVsync());
	ini.setValue("textureSize", getTextureSize());
	ini.setValue("FSAA", war_getFSAA());
	ini.setValue("UPnP", (SDWORD)NetPlay.isUPNP);
	ini.setValue("rotateRadar", rotateRadar);
	ini.setValue("PauseOnFocusLoss", war_GetPauseOnFocusLoss());
	ini.setValue("masterserver_name", NETgetMasterserverName());
	ini.setValue("masterserver_port", NETgetMasterserverPort());
	ini.setValue("gameserver_port", NETgetGameserverPort());
	if (!bMultiPlayer)
	{
		ini.setValue("colour", getPlayerColour(0));			// favourite colour.
	}
	else
	{
		if (NetPlay.isHost && ingame.localJoiningInProgress)
		{
			if (bMultiPlayer && NetPlay.bComms)
			{
				ini.setValue("gameName", game.name);			//  last hosted game
			}
			ini.setValue("mapName", game.map);				//  map name
			ini.setValue("maxPlayers", game.maxPlayers);		// maxPlayers
			ini.setValue("power", game.power);				// power
			ini.setValue("base", game.base);				// size of base
			ini.setValue("fog", game.fog);					// fog 'o war
			ini.setValue("alliance", game.alliance);		// allow alliances
		}
		ini.setValue("playerName", (char*)sPlayer);		// player name
	}
	ini.sync();
	return true;
}
コード例 #4
0
// ////////////////////////////////////////////////////////////////////////////
bool saveConfig(void)
{
	debug( LOG_WZ, "Writing prefs to registry\n" );

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

	// //////////////////////////
	// voicevol, fxvol and cdvol
	setWarzoneKeyNumeric("voicevol", (int)(sound_GetUIVolume() * 100.0));
	setWarzoneKeyNumeric("fxvol", (int)(sound_GetEffectsVolume() * 100.0));
	setWarzoneKeyNumeric("cdvol", (int)(sound_GetMusicVolume() * 100.0));
	setWarzoneKeyNumeric("music_enabled", war_GetMusicEnabled());

	setWarzoneKeyNumeric("width", war_GetWidth());
	setWarzoneKeyNumeric("height", war_GetHeight());
	setWarzoneKeyNumeric("bpp", pie_GetVideoBufferDepth());
	setWarzoneKeyNumeric("fullscreen", war_getFullscreen());

	setWarzoneKeyString("language", getLanguage());

	// dont save out the cheat mode.
	if(getDifficultyLevel()==DL_KILLER || getDifficultyLevel()== DL_TOUGH)
	{
		setDifficultyLevel(DL_NORMAL);
	}
	setWarzoneKeyNumeric("debugmode", bAllowDebugMode);
	setWarzoneKeyNumeric("framerate", (SDWORD)getFramerateLimit());
	setWarzoneKeyNumeric("showFPS", (SDWORD)showFPS);
	setWarzoneKeyNumeric("scroll",(SDWORD)scroll_speed_accel);		// scroll
	setWarzoneKeyNumeric("difficulty", getDifficultyLevel());		// level
	setWarzoneKeyNumeric("visfog",(SDWORD)(!war_GetFog()));			// fogtype
	setWarzoneKeyNumeric("shake",(SDWORD)(getShakeStatus()));		// screenshake
	setWarzoneKeyNumeric("mouseflip",(SDWORD)(getInvertMouseStatus()));	// flipmouse
	setWarzoneKeyNumeric("RightClickOrders",(SDWORD)(getRightClickOrders()));
	setWarzoneKeyNumeric("MiddleClickRotate",(SDWORD)(getMiddleClickRotate()));
	setWarzoneKeyNumeric("shadows",(SDWORD)(getDrawShadows()));	// shadows
	setWarzoneKeyNumeric("sound", (SDWORD)war_getSoundEnabled());
	setWarzoneKeyNumeric("FMVmode",(SDWORD)(war_GetFMVmode()));		// sequences
	setWarzoneKeyNumeric("subtitles",(SDWORD)(seq_GetSubtitles()));		// subtitles
	setWarzoneKeyNumeric("radarObjectMode",(SDWORD)bEnemyAllyRadarColor);    // enemy/allies radar view
	setWarzoneKeyNumeric("radarTerrainMode",(SDWORD)radarDrawMode);
	setWarzoneKeyNumeric("trapCursor", war_GetTrapCursor());
	setWarzoneKeyNumeric("vsync", war_GetVsync());
	setWarzoneKeyNumeric("textureSize", getTextureSize());
	setWarzoneKeyNumeric("rotateRadar", rotateRadar);
	setWarzoneKeyNumeric("PauseOnFocusLoss", war_GetPauseOnFocusLoss());
	setWarzoneKeyNumeric("ColouredCursor", war_GetColouredCursor());
	setWarzoneKeyString("masterserver_name", NETgetMasterserverName());
	setWarzoneKeyNumeric("masterserver_port", NETgetMasterserverPort());
	setWarzoneKeyNumeric("gameserver_port", NETgetGameserverPort());

	if(!bMultiPlayer)
	{
		setWarzoneKeyNumeric("colour",(SDWORD)getPlayerColour(0));			// favourite colour.
	}
	else
	{
		debug( LOG_NEVER, "Writing multiplay prefs to registry\n" );
		if (NetPlay.isHost && ingame.localJoiningInProgress)
		{
			if (bMultiPlayer && NetPlay.bComms)
			{
				setWarzoneKeyString("gameName", game.name);			//  last hosted game
			}
			setWarzoneKeyString("mapName", game.map);				//  map name
			setWarzoneKeyNumeric("maxPlayers",game.maxPlayers);		// maxPlayers
			setWarzoneKeyNumeric("power", game.power);				// power
			setWarzoneKeyNumeric("base", game.base);				// size of base
			setWarzoneKeyNumeric("fog", game.fog);					// fog 'o war
			setWarzoneKeyNumeric("alliance", game.alliance);		// allow alliances
		}
		setWarzoneKeyString("playerName",(char*)sPlayer);		// player name
		setWarzoneKeyString("phrase0", ingame.phrases[0]);		// phrases
		setWarzoneKeyString("phrase1", ingame.phrases[1]);
		setWarzoneKeyString("phrase2", ingame.phrases[2]);
		setWarzoneKeyString("phrase3", ingame.phrases[3]);
		setWarzoneKeyString("phrase4", ingame.phrases[4]);
	}

	return closeWarzoneKey();
}
コード例 #5
0
ファイル: frontend.cpp プロジェクト: Zarel/warzone2100
bool runVideoOptionsMenu(void)
{
	SDL_Rect **modes = SDL_ListModes(NULL, SDL_FULLSCREEN | SDL_HWSURFACE);
	UDWORD id = widgRunScreen(psWScreen);

	switch (id)
	{
		case FRONTEND_WINDOWMODE:
		case FRONTEND_WINDOWMODE_R:
			if (war_getFullscreen())
			{
				war_setFullscreen(false);
				widgSetString(psWScreen, FRONTEND_WINDOWMODE_R, _("Windowed"));
			}
			else
			{
				war_setFullscreen(true);
				widgSetString(psWScreen, FRONTEND_WINDOWMODE_R, _("Fullscreen"));
			}
			break;

		case FRONTEND_RESOLUTION:
		case FRONTEND_RESOLUTION_R:
		{
			int current, count, oldcurrent;

			// Get the current mode offset
			for (count = 0, current = 0; modes[count]; count++)
			{
				if (war_GetWidth() == modes[count]->w
				 && war_GetHeight() == modes[count]->h)
				{
					current = count;
				}
			}

			// Increment and clip if required
			// Hide resolutions lower than Warzone can support
			oldcurrent = current;
			do
			{
				if (!mouseReleased(MOUSE_RMB))
				{
					if (--current < 0)
						current = count - 1;
				}
				else
				{
					if (++current == count)
						current = 0;
				}	
			} while ((modes[current]->w < 640 || modes[current]->h < 480)
				&& current != oldcurrent);

			// Set the new width and height (takes effect on restart)
			war_SetWidth(modes[current]->w);
			war_SetHeight(modes[current]->h);

			// Generate the textual representation of the new width and height
			snprintf(resolution, WIDG_MAXSTR, "%d x %d", modes[current]->w,
			         modes[current]->h);

			// Update the widget
			widgSetString(psWScreen, FRONTEND_RESOLUTION_R, resolution);

			break;
		}

		case FRONTEND_TRAP:
		case FRONTEND_TRAP_R:
			if (war_GetTrapCursor())
			{
				war_SetTrapCursor(false);
				widgSetString(psWScreen, FRONTEND_TRAP_R, _("Off"));
			}
			else
			{
				war_SetTrapCursor(true);
				widgSetString(psWScreen, FRONTEND_TRAP_R, _("On"));
			}
			break;

		case FRONTEND_TEXTURESZ:
		case FRONTEND_TEXTURESZ_R:
		{
			int newTexSize = getTextureSize() * 2;

			// Clip such that 128 <= size <= 2048
			if (newTexSize > 2048)
			{
				newTexSize = 128;
			}

			// Set the new size
			setTextureSize(newTexSize);

			// Generate the string representation of the new size
			snprintf(textureSize, WIDG_MAXSTR, "%d", newTexSize);

			// Update the widget
			widgSetString(psWScreen, FRONTEND_TEXTURESZ_R, textureSize);

			break;
		}

		case FRONTEND_VSYNC:
		case FRONTEND_VSYNC_R:
		{
			if (war_GetVsync())
			{
				war_SetVsync(false);
				widgSetString(psWScreen, FRONTEND_VSYNC_R, _("Off"));
			}
			else
			{
				war_SetVsync(true);
				widgSetString(psWScreen, FRONTEND_VSYNC_R, _("On"));
			}
			break;
		}

		case FRONTEND_QUIT:
			changeTitleMode(OPTIONS);
			break;

		default:
			break;
	}

	if (CancelPressed())
	{
		changeTitleMode(OPTIONS);
	}

	widgDisplayScreen(psWScreen);

	return true;
}
コード例 #6
0
ファイル: main.cpp プロジェクト: Rimbok/warzone2100
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;
}
コード例 #7
0
ファイル: main.cpp プロジェクト: tomworld10/warzone2100
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;
}