Пример #1
0
// ////////////////////////////////////////////////////////////////////////////
bool saveConfig()
{
	QSettings ini(PHYSFS_getWriteDir() + QString("/") + fileName, QSettings::IniFormat);
	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("showFPS", (SDWORD)showFPS);
	ini.setValue("scroll",(SDWORD)scroll_speed_accel);		// scroll
	ini.setValue("shake",(SDWORD)(getShakeStatus()));		// screenshake
	ini.setValue("mouseflip",(SDWORD)(getInvertMouseStatus()));	// flipmouse
	ini.setValue("nomousewarp", (SDWORD)getMouseWarp()); 		// mouse warp
	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("mapHash", game.hash.toString().c_str());          //  map hash
			ini.setValue("maxPlayers", game.maxPlayers);		// maxPlayers
			ini.setValue("power", game.power);				// power
			ini.setValue("base", game.base);				// size of base
			ini.setValue("alliance", game.alliance);		// allow alliances
			ini.setValue("scavengers", game.scavengers);
		}
		ini.setValue("playerName", (char*)sPlayer);		// player name
	}
	ini.setValue("colourMP", war_getMPcolour());
	ini.sync();
	return true;
}
Пример #2
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();
}
Пример #3
0
// This stage, we handle display mode setting
bool wzMainScreenSetup(int antialiasing, bool fullscreen, bool vsync)
{
	// populate with the saved values (if we had any)
	int width = pie_GetVideoBufferWidth();
	int height = pie_GetVideoBufferHeight();
	int bitDepth = pie_GetVideoBufferDepth();

	if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0)
	{
		debug(LOG_ERROR, "Error: Could not initialise SDL (%s).", SDL_GetError());
		return false;
	}

	// Populated our resolution list (does all displays now)
	SDL_DisplayMode	displaymode;
	struct screeninfo screenlist;
	for (int i = 0; i < SDL_GetNumVideoDisplays(); ++i)		// How many monitors we got
	{
		int numdisplaymodes = SDL_GetNumDisplayModes(i);	// Get the number of display modes on this monitor
		for (int j = 0; j < numdisplaymodes; j++)
		{
			displaymode.format = displaymode.w = displaymode.h = displaymode.refresh_rate = 0;
			displaymode.driverdata = 0;
			if (SDL_GetDisplayMode(i, j, &displaymode) < 0)
			{
				debug(LOG_FATAL, "SDL_LOG_CATEGORY_APPLICATION error:%s", SDL_GetError());
				SDL_Quit();
				exit(EXIT_FAILURE);
			}

			debug(LOG_WZ, "Monitor[%d]%dx%d %d %s", i, displaymode.w, displaymode.h, displaymode.refresh_rate, getSDL_fmt_string(displaymode.format));
			if (displaymode.refresh_rate < 59)
			{
				continue;    // only store 60Hz & higher modes, some display report 59 on linux
			}
			screenlist.height = displaymode.h;
			screenlist.width = displaymode.w;
			screenlist.refresh_rate = displaymode.refresh_rate;
			screenlist.screen = i;		// which monitor this belongs to
			displaylist.push_back(screenlist);
		}
	}

	SDL_DisplayMode current = { 0, 0, 0, 0, 0 };
	for (int i = 0; i < SDL_GetNumVideoDisplays(); ++i)
	{
		int display = SDL_GetCurrentDisplayMode(i, &current);
		if (display != 0)
		{
			debug(LOG_FATAL, "Can't get the current display mode, because: %s", SDL_GetError());
			SDL_Quit();
			exit(EXIT_FAILURE);
		}
		debug(LOG_WZ, "Monitor[%d]%dx%d %d", i, current.w, current.h, current.refresh_rate);
	}

	if (width == 0 || height == 0)
	{
		pie_SetVideoBufferWidth(width = screenWidth = current.w);
		pie_SetVideoBufferHeight(height = screenHeight = current.h);
	}
	else
	{
		screenWidth = width;
		screenHeight = height;
	}
	screenWidth = MAX(screenWidth, 640);
	screenHeight = MAX(screenHeight, 480);

	//// The flags to pass to SDL_CreateWindow
	int video_flags  = SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN;

	if (war_getFullscreen())
	{
		video_flags |= SDL_WINDOW_FULLSCREEN;
	}

	SDL_Rect bounds;
	for (int i = 0; i < SDL_GetNumVideoDisplays(); i++)
	{
		SDL_GetDisplayBounds(i, &bounds);
		debug(LOG_WZ, "Monitor %d: pos %d x %d : res %d x %d", i, (int)bounds.x, (int)bounds.y, (int)bounds.w, (int)bounds.h);
	}
	if (war_GetScreen() > SDL_GetNumVideoDisplays())
	{
		debug(LOG_FATAL, "Invalid screen defined in configuration");
		SDL_Quit();
		exit(EXIT_FAILURE);
	}
	SDL_GetDisplayBounds(war_GetScreen(), &bounds);
	bounds.w -= (bounds.w + screenWidth) / 2;
	bounds.h -= (bounds.h + screenHeight) / 2;
	WZwindow = SDL_CreateWindow(PACKAGE_NAME, bounds.x + bounds.w, bounds.y + bounds.h, screenWidth, screenHeight, video_flags);

	if (!WZwindow)
	{
		debug(LOG_FATAL, "Can't create a window, because: %s", SDL_GetError());
		SDL_Quit();
		exit(EXIT_FAILURE);
	}

	WZglcontext = SDL_GL_CreateContext(WZwindow);
	if (!WZglcontext)
	{
		debug(LOG_ERROR, "Failed to create a openGL context! [%s]", SDL_GetError());
		return false;
	}
	// Set the double buffer OpenGL attribute.
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);

	// Enable FSAA anti-aliasing if and at the level requested by the user
	if (antialiasing)
	{
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
		SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, antialiasing);
	}

	int bpp = SDL_BITSPERPIXEL(SDL_GetWindowPixelFormat(WZwindow));
	debug(LOG_WZ, "Bpp = %d format %s" , bpp, getSDL_fmt_string(SDL_GetWindowPixelFormat(WZwindow)));
	if (!bpp)
	{
		debug(LOG_ERROR, "Video mode %dx%d@%dbpp is not supported!", width, height, bitDepth);
		return false;
	}
	switch (bpp)
	{
	case 32:
	case 24:		// all is good...
		break;
	case 16:
		info("Using colour depth of %i instead of a 32/24 bit depth (True color).", bpp);
		info("You will experience graphics glitches!");
		break;
	case 8:
		debug(LOG_FATAL, "You don't want to play Warzone with a bit depth of %i, do you?", bpp);
		SDL_Quit();
		exit(1);
		break;
	default:
		debug(LOG_FATAL, "Unsupported bit depth: %i", bpp);
		exit(1);
		break;
	}

	// Enable/disable vsync if requested by the user
	wzSetSwapInterval(war_GetVsync());

	int value = 0;
	if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &value) == -1 || value == 0)
	{
		debug(LOG_FATAL, "OpenGL initialization did not give double buffering!");
		debug(LOG_FATAL, "Double buffering is required for this game!");
		SDL_Quit();
		exit(1);
	}

#if SDL_BYTEORDER == SDL_BIG_ENDIAN
	uint32_t rmask = 0xff000000;
	uint32_t gmask = 0x00ff0000;
	uint32_t bmask = 0x0000ff00;
	uint32_t amask = 0x000000ff;
#else
	uint32_t rmask = 0x000000ff;
	uint32_t gmask = 0x0000ff00;
	uint32_t bmask = 0x00ff0000;
	uint32_t amask = 0xff000000;
#endif

	SDL_Surface *surface_icon = SDL_CreateRGBSurfaceFrom((void *)wz2100icon.pixel_data, wz2100icon.width, wz2100icon.height, wz2100icon.bytes_per_pixel * 8,
	                            wz2100icon.width * wz2100icon.bytes_per_pixel, rmask, gmask, bmask, amask);
	if (surface_icon)
	{
		SDL_SetWindowIcon(WZwindow, surface_icon);
		SDL_FreeSurface(surface_icon);
	}
	else
	{
		debug(LOG_ERROR, "Could not set window icon because %s", SDL_GetError());
	}

	SDL_SetWindowTitle(WZwindow, PACKAGE_NAME);

	/* initialise all cursors */
	if (war_GetColouredCursor())
	{
		sdlInitColoredCursors();
	}
	else
	{
		sdlInitCursors();
	}

	// FIXME: aspect ratio
	glViewport(0, 0, width, height);
	glMatrixMode(GL_PROJECTION);
	glPushMatrix();
	glLoadIdentity();
	glOrtho(0, width, height, 0, 1, -1);

	glMatrixMode(GL_TEXTURE);
	glLoadIdentity();

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glCullFace(GL_FRONT);
	glEnable(GL_CULL_FACE);

	return true;
}
Пример #4
0
int main(int argc, char *argv[])
{
	int utfargc = argc;
	const char** utfargv = (const char**)argv;

#ifdef WZ_OS_MAC
	cocoaInit();
#endif

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

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

	setupExceptionHandler(utfargc, utfargv);

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

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

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

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

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

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

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

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

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

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

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

	debug(LOG_MAIN, "initializing");

	loadConfig();

	NETinit(true);

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

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

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

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

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

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

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

	pie_SetFogStatus(false);
	pie_ScreenFlip(CLEAR_BLACK);

	pal_Init();

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

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

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

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

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

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

	debug(LOG_MAIN, "Entering main loop");

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

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

	atexit(systemShutdown);
	return EXIT_SUCCESS;
}