// ********************************************************************************************** //
//                                                                                                //
// ********************************************************************************************** //
int inputLib::waitScapeTime(int wait_period) {
	int now_time = 0;

	waitTime(50);
	now_time = timer.getTimer();
	wait_period = now_time + wait_period;

	while (now_time < wait_period) {
		readInput();
		if (p1_input[BTN_START] == 1 || p2_input[BTN_START] == 1) {
			return 1;
        } else if (p1_input[BTN_QUIT] == 1 || p2_input[BTN_QUIT] == 1) {
#if !defined(PLAYSTATION2) && !defined(PSP) && !defined(WII) && !defined(DREAMCAST)
            std::cout << "LEAVE #2" << std::endl;
            std::fflush(stdout);
            gameControl.leave_game();
#endif
		}
		now_time = timer.getTimer();
		#ifdef PLAYSTATION
			RotateThreadReadyQueue(_MIXER_THREAD_PRIORITY);
		#endif
        SDL_Delay(5);
	}
	return 0;
}
示例#2
0
文件: thread.c 项目: AKuHAK/ps2sdk
static void topThread(void *arg)
{
	int index;

	while(1)
	{
		WaitSema(topSema);
		index = topArg.requestOut & 0x1FF;
		topArg.requestOut = index + 1;

		switch(topArg.request[index].mode)
		{
			case TOP_REQ_WAKEUP:
				WakeupThread(topArg.request[index].data);
				break;
			case TOP_REQ_ROTATE:
				RotateThreadReadyQueue(topArg.request[index].data);
				break;
			case TOP_REQ_SUSPEND:
				SuspendThread(topArg.request[index].data);
				break;
			/* default:
				Kprintf("## internal error in libkernel!\n"); */
		}
	}
}
// ********************************************************************************************** //
//                                                                                                //
// ********************************************************************************************** //
void inputLib::waitTime(int wait_period) const {
    /*
#ifdef PLAYSTATION2
    if (wait_period < 20) {
        return;
    }
#endif
    */
	int now_time=0;
	now_time = timer.getTimer();
	wait_period = now_time + wait_period;
	while (now_time < wait_period) {
		now_time = timer.getTimer();
		SDL_Delay(1);
		#ifdef PLAYSTATION
			RotateThreadReadyQueue(_MIXER_THREAD_PRIORITY);
		#endif
        graphLib.updateScreen();
	}
}
示例#4
0
int main(int argc, char *argv[])
#endif
{


#ifdef PSP
    SetupCallbacks();
    scePowerSetClockFrequency(333, 333, 166);
#endif

    for (int i=0; i<FLAG_COUNT; i++) {
		GAME_FLAGS[i] = false;
	}
	UNUSED(argc);

    string argvString = "";
#ifndef WII
    argvString = string(argv[0]);
#else
    if (!fatInitDefault()) {
        printf("fatInitDefault ERROR #1");
        std::fflush(stdout);
        timer.delay(500);
        exit(-1);
    }
#endif


    get_filepath();
    // fallback in case getcwd returns null
    if (FILEPATH.size() == 0) {
        std::cout << "Could not read path, fallback to using argv" << std::endl;
        FILEPATH = argvString.substr(0, argvString.size()-EXEC_NAME.size());
    }
    std::cout << "main - argvString: '" << argvString << "', FILEPATH: '" << FILEPATH << "'" << std::endl; std::fflush(stdout);



#ifdef PLAYSTATION2
    std::cout << "PS2.DEBUG #1" << std::endl; std::fflush(stdout);

    #ifndef PS2LINK
    SifIopReset(NULL, 0); // clean previous loading of irx by apps like ulaunchElf. Comment this line to get cout on ps2link
    #endif

    printf("DEBUG.PS2 #1.1\n");

	/* SP193: Being creative (Do something while waiting for the slow IOP to be reset). =D */
	int main_id = GetThreadId();
    ChangeThreadPriority(main_id, 72);
    std::cout << "PS2.DEBUG #1.1" << std::endl; std::fflush(stdout);
    printf("DEBUG.PS2 #1.2\n");

    #ifndef PS2LINK
    while(SifIopSync()) {
        std::cout << "PS2.SifIopSync()" << std::endl;
    }
    #endif
	/* Initialize and connect to all SIF services on the IOP. */
	SifInitRpc(0);
	SifInitIopHeap();
	SifLoadFileInit();
	fioInit();
    printf("DEBUG.PS2 #1.3\n");

	/* Apply the SBV LMB patch to allow modules to be loaded from a buffer in EE RAM. */
	sbv_patch_enable_lmb();

    // --- DEBUG --- //
    //FILEPATH = "cdfs:/";
    // --- DEBUG --- //

    std::cout << "PS2.DEBUG #2" << std::endl; std::fflush(stdout);

    if (FILEPATH.find("mass:") != std::string::npos) {
        printf("DEBUG.PS2 #1.4\n");
        std::cout << "PS2.DEBUG Load USB" << std::endl; std::fflush(stdout);
        PS2_load_USB();
    }

    if (FILEPATH.find("cdfs") != std::string::npos || FILEPATH.find("cdrom") != std::string::npos) {
        printf("DEBUG.PS2 #1.5\n");
        std::cout << "PS2.DEBUG Load CDROM" << std::endl; std::fflush(stdout);
        FILEPATH = "cdfs:";
        PS2_load_CDROM();
    }
    printf("DEBUG.PS2 #2\n");




    std::cout << "PS2.DEBUG #3" << std::endl; std::fflush(stdout);
#endif




	// check command-line paramethers
	if (argc > 1) {
		for (int i=1; i<argc; i++) {
			std::string temp_argv(argv[i]);
			if (temp_argv == "--fullscreen") {

			} else if (temp_argv == "--quickload") {
				GAME_FLAGS[FLAG_QUICKLOAD] = true;
			} else if (temp_argv == "--invencible") { // player have infinite HP
				GAME_FLAGS[FLAG_INVENCIBLE] = true;
			} else if (temp_argv == "--allweapons") { // player have all weapons available even if
				GAME_FLAGS[FLAG_ALLWEAPONS] = true;
			} else if (temp_argv == "--infinitejump") { // player can jump again and again
				GAME_FLAGS[FLAG_INFINITE_JUMP] = true;
			}
		}
	}

    std::cout << "PS2.DEBUG #7" << std::endl; std::fflush(stdout);

    //fio.check_conversion();
	fio.read_game(game_data);


    //GAME_FLAGS[FLAG_INFINITE_HP] = true; // DEBUG


    gameControl.get_drop_item_ids();
	soundManager.init_audio_system();

// PS2 version have to load config AFTER SDL_Init due to SDK issues
#ifdef LINUX
    SAVEPATH = std::string(getenv("HOME")) + "/.rockbot/";
    mkdir(SAVEPATH.c_str(), 0777);
    //std::cout << "SAVEPATH: " << SAVEPATH << ", mkdir-res: " << res << ", errno: " << errno << std::endl;
#elif WIN32
    SAVEPATH =  std::string(getenv("APPDATA")) + "/rockbot";
    std::cout << "SAVEPATH: " << SAVEPATH << std::endl;
    _mkdir(SAVEPATH.c_str());
#else
    SAVEPATH = FILEPATH;
#endif

#ifndef PLAYSTATION2
    fio.load_config(game_config);
#endif

	// INIT GRAPHICS
	if (graphLib.initGraphics() != true) {
        printf("ERROR intializing graphic\n");
		return -1;
	}

    // define SAVEPATH
    #ifdef PLAYSTATION2
        PS2_load_MC();
        SAVEPATH = "mc0:Rockbot/";

        if (fioMkdir(SAVEPATH.c_str()) < 0) {
            std::cout << "main - warning: could not create '" << SAVEPATH << "' folder" << std::endl; std::fflush(stdout);
            /// @TODO - check if directory exists
        } else {
            std::cout << "Folder '" << SAVEPATH << "' created" << std::endl; std::fflush(stdout);
        }

    #endif
    have_save = fio.save_exists();

    #ifndef DEBUG_OUTPUT // redirect output to null
        std::string cout_file = "/dev/null";
        std::ofstream out(cout_file.c_str());
        std::cout.rdbuf(out.rdbuf());
    #else
        // --- REDIRECT STDOUT TO A FILE --- //
        #if defined(PSP) || defined(WII) || defined(ANDROID) || defined(DINGUX) || defined(PLAYSTATION2)
            //std::string cout_file = SAVEPATH + "/stdout.txt";
            std::string cout_file = FILEPATH + "/stdout.txt";
            std::streambuf *coutbuf = std::cout.rdbuf();
            std::ofstream out(cout_file.c_str());
            std::cout.rdbuf(out.rdbuf()); //redirect std::cout to out.txt!
        #endif
    #endif


    graphLib.preload();
#ifdef PLAYSTATION2
    fio.load_config(game_config);
    PS2_create_save_icons();
#endif
    draw_lib.preload();

    gameControl.currentStage = APEBOT;





	// INIT GAME
	if (GAME_FLAGS[FLAG_QUICKLOAD] == false) {
		if (gameControl.showIntro() == false) {
            std::cout << "ERROR SHOWING INTRO" << std::endl;
			return 0;
		}
	} else {
        gameControl.quick_load_game();
        //ending end_obj;
        //end_obj.start();
        //return 1;
    }

	input.clean();
	input.p1_input[BTN_START] = 0;
	input.waitTime(200);
	input.clean();

    bool run_game = true;



    while (run_game) {
        #if !defined(PSP) && !defined(DINGUX)
            timer.start_ticker();
        #endif


		#ifdef PLAYSTATION2
			RotateThreadReadyQueue(_MIXER_THREAD_PRIORITY);
        #endif


		gameControl.showGame();
#ifdef DEBUG_SHOW_FPS
        gameControl.fps_count();
#endif
        draw_lib.update_screen();
        if (input.p1_input[BTN_QUIT] == 1) {
            //std::cout << "LEAVE #3" << std::endl;
            std::fflush(stdout);
            gameControl.leave_game();
        }
        unsigned int now_ticks = timer.get_ticks();
        if (now_ticks < (1000 / FRAMES_PER_SECOND)) {
            timer.delay((1000 / FRAMES_PER_SECOND) - now_ticks);
        }

    }
	/// @TODO: sdl quit sub-systems


	
#ifdef PSP
    sceKernelExitGame();
    return 0;
#else
    SDL_Quit();
#endif
	
	return 1;
}