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exult.cc
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exult.cc
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/**
** Exult.cc - Multiplatform Ultima 7 game engine
**
** Written: 7/22/98 - JSF
**/
/*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2022 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include "exult.h"
#include "Audio.h"
#include "AudioMixer.h"
#include "Configuration.h"
#include "Gump_button.h"
#include "Gump_manager.h"
#include "Scroll_gump.h"
#include "ShortcutBar_gump.h"
#include "U7file.h"
#include "U7fileman.h"
#include "VideoOptions_gump.h"
#include "actors.h"
#include "args.h"
#include "cheat.h"
#include "combat_opts.h"
#include "crc.h"
#include "drag.h"
#include "effects.h"
#include "exult_bg_flx.h"
#include "exult_flx.h"
#include "exult_si_flx.h"
#include "exultmenu.h"
#include "fnames.h"
#include "font.h"
#include "game.h"
#include "gamemap.h"
#include "gamemgr/modmgr.h"
#include "gamewin.h"
#include "gump_utils.h"
#include "ignore_unused_variable_warning.h"
#include "items.h"
#include "keyactions.h"
#include "keys.h"
#include "mouse.h"
#include "palette.h"
#include "party.h"
#include "sdlrwopsistream.h"
#include "sdlrwopsostream.h"
#include "touchui.h"
#include "u7drag.h"
#include "ucmachine.h"
#include "utils.h"
#include "verify.h"
#include "version.h"
#include <cctype>
#include <cmath>
#include <cstdlib>
#ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wold-style-cast"
# pragma GCC diagnostic ignored "-Wzero-as-null-pointer-constant"
#endif // __GNUC__
#include <SDL.h>
static const Uint32 EXSDL_TOUCH_MOUSEID = SDL_TOUCH_MOUSEID;
#ifdef __GNUC__
# pragma GCC diagnostic pop
#endif // __GNUC__
#ifdef __GNUC__
# pragma GCC diagnostic push
# pragma GCC diagnostic ignored "-Wvariadic-macros"
#endif // __GNUC__
#define Font _XFont_
#include <SDL_syswm.h>
#undef Font
#ifdef __GNUC__
# pragma GCC diagnostic pop
#endif // __GNUC__
#ifdef USE_EXULTSTUDIO /* Only needed for communication with exult studio */
# if HAVE_SYS_TIME_H
# include <sys/time.h>
# endif
# ifdef _WIN32
# include "windrag.h"
# endif
# include "chunks.h"
# include "chunkter.h"
# include "objserial.h"
# include "servemsg.h"
# include "server.h"
#endif
#if (defined(USECODE_DEBUGGER) && defined(XWIN))
# include <csignal>
#endif
using namespace Pentagram;
#ifdef __IPHONEOS__
# include "ios_utils.h"
#elif defined(ANDROID)
# include "TouchUI_Android.h"
# include <SDL_system.h>
#endif
using std::atexit;
using std::atof;
using std::cerr;
using std::cout;
using std::endl;
using std::exit;
using std::string;
using std::toupper;
using std::vector;
#if (defined(_WIN32) \
|| (defined(MACOSX) && defined(XWIN) && defined(USE_EXULTSTUDIO)))
static int SDLCALL SDL_putenv(const char* _var) {
char* ptr = nullptr;
char* var = SDL_strdup(_var);
if (var == nullptr) {
return -1; /* we don't set errno. */
}
ptr = SDL_strchr(var, '=');
if (ptr == nullptr) {
SDL_free(var);
return -1;
}
*ptr = '\0'; /* split the string into name and value. */
SDL_setenv(var, ptr + 1, 1);
SDL_free(var);
return 0;
}
#endif
Configuration* config = nullptr;
KeyBinder* keybinder = nullptr;
GameManager* gamemanager = nullptr;
/*
* Globals:
*/
Game_window* gwin = nullptr;
quitting_time_enum quitting_time = QUIT_TIME_NO;
bool intrinsic_trace = false; // Do we trace Usecode-intrinsics?
int usecode_trace = 0; // Do we trace Usecode-instructions?
// 0 = no, 1 = short, 2 = long
bool combat_trace = false; // show combat messages?
// Save game compression level
int save_compression = 1;
bool ignore_crc = false;
TouchUI* touchui = nullptr;
bool g_waiting_for_click = false;
ShortcutBar_gump* g_shortcutBar = nullptr;
#ifdef USECODE_DEBUGGER
bool usecode_debugging = false; // Do we enable the usecode debugger?
extern void initialise_usecode_debugger();
#endif
int current_scaleval = 1;
#if defined(_WIN32) && defined(USE_EXULTSTUDIO)
static HWND hgwin;
static Windnd* windnd = nullptr;
#endif
/*
* Local functions:
*/
static int exult_main(const char* runpath);
static void Init();
static int Play();
static bool Get_click(
int& x, int& y, char* chr, bool drag_ok, bool rotate_colors = false);
static void set_scaleval(int new_scaleval);
#ifdef USE_EXULTSTUDIO
static void Move_dragged_shape(
int shape, int frame, int x, int y, int prevx, int prevy, bool show);
# ifdef _WIN32
static void Move_dragged_combo(
int xtiles, int ytiles, int tiles_right, int tiles_below, int x, int y,
int prevx, int prevy, bool show);
# endif
static void Drop_dragged_shape(int shape, int frame, int x, int y);
static void Drop_dragged_chunk(int chunknum, int x, int y);
static void Drop_dragged_npc(int npcnum, int x, int y);
static void Drop_dragged_combo(int cnt, U7_combo_data* combo, int x, int y);
#endif
static void BuildGameMap(BaseGameInfo* game, int mapnum);
static void Handle_events();
static void Handle_event(SDL_Event& event);
/*
* Statics:
*/
static bool run_bg = false; // skip menu and run bg
static bool run_si = false; // skip menu and run si
static bool run_fov = false; // skip menu and run fov
static bool run_ss = false; // skip menu and run ss
static bool run_sib = false; // skip menu and run sib
static string arg_gamename = "default"; // cmdline arguments
static string arg_modname = "default"; // cmdline arguments
static string arg_configfile;
static int arg_buildmap = -1;
static int arg_mapnum = -1;
static bool arg_nomenu = false;
static bool arg_edit_mode = false; // Start up ExultStudio.
static bool arg_write_xml = false; // Write out game's config. as XML.
static bool arg_reset_video = false; // Resets the video setings.
static bool arg_verify_files = false; // Verify a game's files.
static bool dragging = false; // Object or gump being moved.
static bool dragged = false; // Flag for when obj. moved.
static bool right_on_gump = false; // Right clicked on gump?
static int show_items_x = 0, show_items_y = 0;
static unsigned int show_items_time = 0;
static bool show_items_clicked = false;
static int left_down_x = 0, left_down_y = 0;
static int joy_aim_x = 0, joy_aim_y = 0;
Mouse::Avatar_Speed_Factors joy_speed_factor = Mouse::medium_speed_factor;
static Uint32 last_speed_cursor = 0; // When we last updated the mouse cursor
#if defined _WIN32
void do_cleanup_output() {
cleanup_output("std");
}
#endif
/*
* Main program.
*/
#ifdef HAVE_PNG_H
# define EXULT_IMAGE_SUFFIX "png"
#else
# define EXULT_IMAGE_SUFFIX "pcx"
#endif // HAVE_PNG_H
int main(int argc, char* argv[]) {
bool needhelp = false;
bool showversion = false;
int result;
Args parameters;
// Use SDL_RWops for file I/O in the main game engine for better
// cross-platform support. Standalone utilities continue to default
// to the default std::fstream-based file I/O to avoid taking an SDL
// dependency.
U7set_istream_factory(
[](const char* s,
std::ios_base::openmode mode) -> std::unique_ptr<std::istream> {
auto file = std::make_unique<std::ifstream>(s, mode);
if (file->good()) {
return file;
}
return std::make_unique<SdlRwopsIstream>(s, mode);
});
U7set_ostream_factory(
[](const char* s,
std::ios_base::openmode mode) -> std::unique_ptr<std::ostream> {
auto file = std::make_unique<std::ofstream>(s, mode);
if (file->good()) {
return file;
}
return std::make_unique<SdlRwopsOstream>(s, mode);
});
#ifdef ANDROID
// Doing this ifdef here rather than in utils.cc so that it doesn't have to
// take a dependency on SDL.
U7set_home(SDL_AndroidGetInternalStoragePath());
#endif
// Declare everything from the commandline that we're interested in.
parameters.declare("-h", &needhelp, true);
parameters.declare("--help", &needhelp, true);
parameters.declare("/?", &needhelp, true);
parameters.declare("/h", &needhelp, true);
parameters.declare("--bg", &run_bg, true);
parameters.declare("--si", &run_si, true);
parameters.declare("--fov", &run_fov, true);
parameters.declare("--ss", &run_ss, true);
parameters.declare("--sib", &run_sib, true);
parameters.declare("--nomenu", &arg_nomenu, true);
parameters.declare("-v", &showversion, true);
parameters.declare("--version", &showversion, true);
parameters.declare("--game", &arg_gamename, "default");
parameters.declare("--mod", &arg_modname, "default");
parameters.declare("--buildmap", &arg_buildmap, -1);
parameters.declare("--mapnum", &arg_mapnum, -1);
parameters.declare("--nocrc", &ignore_crc, true);
parameters.declare("-c", &arg_configfile, "");
parameters.declare("--edit", &arg_edit_mode, true);
parameters.declare("--write-xml", &arg_write_xml, true);
parameters.declare("--reset-video", &arg_reset_video, true);
parameters.declare("--verify-files", &arg_verify_files, true);
#if defined _WIN32
bool portable = false;
parameters.declare("-p", &portable, true);
#endif
// Process the args
parameters.process(argc, argv);
add_system_path("<alt_cfg>", arg_configfile);
#if defined _WIN32
if (portable) {
add_system_path("<HOME>", ".");
}
setup_program_paths();
redirect_output("std");
std::atexit(do_cleanup_output);
#endif
if (needhelp) {
cerr << "Usage: exult [--help|-h] [-v|--version] [-c configfile]"
<< endl
<< " [--bg|--fov|--si|--ss|--sib|--game <game>] "
"[--mod <mod>]"
<< endl
<< " [--nomenu] [--buildmap 0|1|2] [--mapnum <num>]"
<< endl
<< " [--nocrc] [--edit] [--write-xml] [--reset-video]"
<< endl
<< "--help\t\tShow this information" << endl
<< "--version\tShow version info" << endl
<< " -c configfile\tSpecify alternate config file" << endl
<< "--bg\t\tSkip menu and run Black Gate (prefers original game)"
<< endl
<< "--fov\t\tSkip menu and run Black Gate with Forge of Virtue "
"expansion"
<< endl
<< "--si\t\tSkip menu and run Serpent Isle (prefers original game)"
<< endl
<< "--ss\t\tSkip menu and run Serpent Isle with Silver Seed "
"expansion"
<< endl
<< "--sib\t\tSkip menu and run Serpent Isle Beta" << endl
<< "--nomenu\tSkip BG/SI game menu" << endl
<< "--game <game>\tSkip menu and run the game with key '<game>' "
"in Exult.cfg"
<< endl
<< "--mod <mod>\tMust be used together with '--bg', '--fov', "
"'--si', '--ss', '--sib' or"
<< endl
<< "\t\t'--game <game>'; runs the specified game using the mod "
"with"
<< endl
<< "\t\ttitle equal to '<mod>'" << endl
<< "--buildmap <N>\tCreate a fullsize map of the game world in "
"u7map??."
<< EXULT_IMAGE_SUFFIX << endl
<< "\t\t(N=0: all roofs, 1: no level 2 roofs, 2: no roofs)" << endl
<< "\t\tOnly valid if used together with '--bg', '--fov', '--si', "
"'--ss', '--sib'"
<< endl
<< "\t\tor '--game <game>'; you may optionally specify a mod with"
<< endl
<< "\t\t'--mod <mod>' (WARNING: requires big amounts of RAM, HD"
<< endl
<< "\t\tspace and time!)" << endl
<< "--mapnum <N>\tThis must be used with '--buildmap'. Selects "
"which map"
<< endl
<< "\t\t(for multimap games or mods) whose map is desired" << endl
<< "--nocrc\t\tDon't check crc's of .flx files" << endl
<< "--verify-files\tVerifies that the files in static dir are not "
"corrupt"
<< endl
<< "\t\tOnly valid if used together with '--bg', '--fov', '--si', "
"'--ss', '--sib'"
<< endl
<< "\t\tor '--game <game>'; you cannot specify a mod with this "
"flag"
<< endl
<< "--edit\t\tStart in map-edit mode" << endl;
#if defined _WIN32
cerr << " -p\t\tMakes the home path the Exult directory (old Windows "
"way)"
<< endl;
#endif
cerr << "--write-xml\tWrite 'patch/exultgame.xml'" << endl
<< "--reset-video\tResets to the default video settings" << endl;
exit(1);
}
const unsigned gameparam
= static_cast<unsigned>(run_bg) + static_cast<unsigned>(run_si)
+ static_cast<unsigned>(run_fov) + static_cast<unsigned>(run_ss)
+ static_cast<unsigned>(run_sib)
+ static_cast<unsigned>(arg_gamename != "default");
if (gameparam > 1) {
cerr << "Error: You may only specify one of --bg, --fov, --si, --ss, "
"--sib or --game!"
<< endl;
exit(1);
} else if (arg_buildmap >= 0 && gameparam == 0) {
cerr << "Error: --buildmap requires one of --bg, --fov, --si, --ss, "
"--sib or --game!"
<< endl;
exit(1);
} else if (arg_verify_files && gameparam == 0) {
cerr << "Error: --verify-files requires one of --bg, --fov, --si, "
"--ss, --sib or --game!"
<< endl;
exit(1);
}
if (arg_mapnum >= 0 && arg_buildmap < 0) {
cerr << "Error: '--mapnum' requires '--buildmap'!" << endl;
exit(1);
} else if (arg_mapnum < 0) {
arg_mapnum = 0; // Sane default.
}
if (arg_modname != "default" && !gameparam) {
cerr << "Error: You must also specify the game to be used!" << endl;
exit(1);
} else if (arg_verify_files && arg_modname != "default") {
cerr << "Error: You cannot combine --mod with --verify-files!" << endl;
exit(1);
}
if (showversion) {
getVersionInfo(cerr);
return 0;
}
try {
result = exult_main(argv[0]);
} catch (const quit_exception& /*e*/) {
// Your basic "shutup Valgrind" code.
Free_text();
fontManager.reset();
delete gamemanager;
delete Game_window::get_instance();
delete game;
Audio::Destroy(); // Deinit the sound system.
delete config;
SDL_VideoQuit();
SDL_Quit();
result = 0;
} catch (const exult_exception& e) {
cerr << "============================" << endl
<< "An exception occured: " << endl
<< e.what() << endl
<< "errno: " << e.get_errno() << endl;
if (e.get_errno() != 0) {
perror("Error Description");
}
cerr << "============================" << endl;
result = e.get_errno();
}
return result;
}
/*
* Main program.
*/
int exult_main(const char* runpath) {
string music_path;
// output version info
getVersionInfo(cout);
#ifndef _WIN32
setup_program_paths();
#endif
// Read in configuration file
config = new Configuration;
if (!arg_configfile.empty()) {
config->read_abs_config_file(arg_configfile);
} else {
config->read_config_file(USER_CONFIGURATION_FILE);
}
// reset-video command line option
if (arg_reset_video) {
config->set("config/video/display/width", 1024, false);
config->set("config/video/display/height", 768, false);
config->set("config/video/game/width", 320, false);
config->set("config/video/game/height", 200, false);
config->set("config/video/scale", 2, false);
config->set("config/video/scale_method", "point", false);
config->set("config/video/fill_mode", "fit", false);
config->set("config/video/fill_scaler", "point", false);
config->set("config/video/share_video_settings", "yes", false);
config->set("config/video/fullscreen", "no", false);
config->set("config/video/force_bpp", 0, false);
config->write_back();
}
if (config->key_exists("config/gameplay/allow_double_right_move")) {
string str;
config->value("config/gameplay/allow_double_right_move", str, "yes");
if (str == "no") {
config->value("config/gameplay/allow_right_pathfind", str, "no");
config->set("config/gameplay/allow_right_pathfind", str, false);
}
config->remove("config/gameplay/allow_double_right_move", false);
}
// Setup virtual directories
string data_path;
config->value("config/disk/data_path", data_path, EXULT_DATADIR);
setup_data_dir(data_path, runpath);
const std::string default_music = get_system_path("<DATA>/music");
config->value("config/disk/music_path", music_path, default_music.c_str());
add_system_path("<MUSIC>", music_path);
add_system_path("<STATIC>", "static");
add_system_path("<GAMEDAT>", "gamedat");
add_system_path("<PATCH>", "patch");
// add_system_path("<SAVEGAME>", "savegame");
add_system_path("<SAVEGAME>", ".");
add_system_path("<MODS>", "mods");
std::cout << "Exult path settings:" << std::endl;
#if defined(MACOSX) || defined(__IPHONEOS__)
if (is_system_path_defined("<APP_BUNDLE_RES>")) {
std::cout << "Bundled Data : " << get_system_path("<BUNDLE>")
<< std::endl;
}
#endif
std::cout << "Data : " << get_system_path("<DATA>") << std::endl;
std::cout << "Digital music : " << get_system_path("<MUSIC>") << std::endl;
std::cout << std::endl;
// Check CRCs of our .flx files
bool crc_ok = true;
const char* flexname = BUNDLE_CHECK(BUNDLE_EXULT_FLX, EXULT_FLX);
const uint32 crc = crc32(flexname);
if (crc != EXULT_FLX_CRC32) {
crc_ok = false;
cerr << "exult.flx has a wrong checksum!" << endl;
}
flexname = BUNDLE_CHECK(BUNDLE_EXULT_BG_FLX, EXULT_BG_FLX);
if (crc32(flexname) != EXULT_BG_FLX_CRC32) {
crc_ok = false;
cerr << "exult_bg.flx has a wrong checksum!" << endl;
}
flexname = BUNDLE_CHECK(BUNDLE_EXULT_SI_FLX, EXULT_SI_FLX);
if (crc32(flexname) != EXULT_SI_FLX_CRC32) {
crc_ok = false;
cerr << "exult_si.flx has a wrong checksum!" << endl;
}
bool config_ignore_crc;
config->value("config/disk/no_crc", config_ignore_crc);
ignore_crc |= config_ignore_crc;
if (!ignore_crc && !crc_ok) {
cerr << "This usually means the file(s) mentioned above are "
<< "from a different version" << endl
<< "of Exult than this one. Please re-install Exult" << endl
<< endl
<< "(Note: if you modified the .flx files yourself, "
<< "you can skip this check" << endl
<< "by passing the --nocrc parameter.)" << endl;
return 1;
}
// Convert from old format if needed
const vector<string> vs = config->listkeys("config/disk/game", false);
if (vs.empty() && config->key_exists("config/disk/u7path")) {
// Convert from the older format
string data_directory;
config->value("config/disk/u7path", data_directory, "./blackgate");
config->remove("config/disk/u7path", false);
config->set("config/disk/game/blackgate/path", data_directory, true);
}
// Enable tracing of intrinsics?
config->value("config/debug/trace/intrinsics", intrinsic_trace);
// Enable tracing of UC-instructions?
string uctrace;
config->value("config/debug/trace/usecode", uctrace, "no");
to_uppercase(uctrace);
if (uctrace == "YES") {
usecode_trace = 1;
} else if (uctrace == "VERBOSE") {
usecode_trace = 2;
} else {
usecode_trace = 0;
}
config->value("config/debug/trace/combat", combat_trace);
// Save game compression level
config->value("config/disk/save_compression_level", save_compression, 1);
if (save_compression < 0 || save_compression > 2) {
save_compression = 1;
}
config->set("config/disk/save_compression_level", save_compression, false);
#ifdef USECODE_DEBUGGER
// Enable usecode debugger
config->value("config/debug/debugger/enable", usecode_debugging);
initialise_usecode_debugger();
#endif
#if (defined(USECODE_DEBUGGER) && defined(XWIN))
signal(SIGUSR1, SIG_IGN);
#endif
cheat.init();
#ifdef __IPHONEOS__
touchui = new TouchUI_iOS();
#elif defined(ANDROID)
touchui = new TouchUI_Android();
#endif
Init(); // Create main window.
cheat.finish_init();
cheat.set_map_editor(arg_edit_mode); // Start in map-edit mode?
if (arg_write_xml) {
game->write_game_xml();
}
Mouse::mouse = new Mouse(gwin);
Mouse::mouse->set_shape(Mouse::hand);
if (touchui != nullptr) {
touchui->showButtonControls();
// TODO(Marzo): This is probably the wrong place for this
Usecode_machine* usecode = Game_window::get_instance()->get_usecode();
if (!usecode->get_global_flag(Usecode_machine::did_first_scene)
&& GAME_BG) {
touchui->hideGameControls();
} else {
touchui->showGameControls();
}
}
const int result = Play(); // start game
#ifdef USE_EXULTSTUDIO
// Currently, leaving the game results in destruction of the window.
// Maybe sometime in the future, there is an option like "return to
// main menu and select another scenario". Becaule DnD isn't registered
// until you really enter the game, we remove it here to prevent possible
// bugs invilved with registering DnD a second time over an old variable.
# if defined(_WIN32)
RevokeDragDrop(hgwin);
windnd->Release();
# endif
Server_close();
#endif
return result;
}
namespace ExultIcon {
#include "exulticon.h"
}
static void SetIcon() {
#ifndef MACOSX // Don't set icon on OS X; the external icon is *much* nicer
SDL_Color iconpal[256];
for (int i = 0; i < 256; ++i) {
iconpal[i].r = ExultIcon::header_data_cmap[i][0];
iconpal[i].g = ExultIcon::header_data_cmap[i][1];
iconpal[i].b = ExultIcon::header_data_cmap[i][2];
}
SDL_Surface* iconsurface = SDL_CreateRGBSurface(
0, ExultIcon::width, ExultIcon::height, 32, 0, 0, 0, 0);
if (iconsurface == nullptr) {
cout << "Error creating icon surface: " << SDL_GetError() << std::endl;
return;
}
for (int y = 0; y < static_cast<int>(ExultIcon::height); ++y) {
for (int x = 0; x < static_cast<int>(ExultIcon::width); ++x) {
const int idx = ExultIcon::header_data[(y * ExultIcon::height) + x];
const Uint32 pix = SDL_MapRGB(
iconsurface->format, iconpal[idx].r, iconpal[idx].g,
iconpal[idx].b);
const SDL_Rect destRect = {x, y, 1, 1};
SDL_FillRect(iconsurface, &destRect, pix);
}
}
SDL_SetColorKey(
iconsurface, SDL_TRUE,
SDL_MapRGB(
iconsurface->format, iconpal[0].r, iconpal[0].g,
iconpal[0].b));
SDL_SetWindowIcon(gwin->get_win()->get_screen_window(), iconsurface);
SDL_FreeSurface(iconsurface);
#endif
}
void Open_game_controller(int joystick_index) {
SDL_GameController* input_device = SDL_GameControllerOpen(joystick_index);
if (input_device) {
SDL_GameControllerGetJoystick(input_device);
std::cout << "Game controller attached and open: \""
<< SDL_GameControllerName(input_device) << '"' << std::endl;
} else {
std::cout
<< "Game controller attached, but it failed to open. Error: \""
<< SDL_GetError() << '"' << std::endl;
}
}
int Handle_device_connection_event(void* userdata, SDL_Event* event) {
ignore_unused_variable_warning(userdata);
// Make sure that game-controllers are opened and closed, as they
// become connected or disconnected.
switch (event->type) {
case SDL_CONTROLLERDEVICEADDED: {
const SDL_JoystickID joystick_id
= SDL_JoystickGetDeviceInstanceID(event->cdevice.which);
if (!SDL_GameControllerFromInstanceID(joystick_id)) {
Open_game_controller(event->cdevice.which);
}
break;
}
case SDL_CONTROLLERDEVICEREMOVED: {
SDL_GameController* input_device
= SDL_GameControllerFromInstanceID(event->cdevice.which);
if (input_device) {
SDL_GameControllerClose(input_device);
input_device = nullptr;
std::cout << "Game controller detached and closed." << std::endl;
}
break;
}
}
// Returning 1 will tell SDL2, which can invoke this via a callback
// setup through SDL_AddEventWatch, to make sure the event gets posted
// to its event-queue (rather than dropping it).
return 1;
}
/*
* Initialize and create main window.
*/
static void Init() {
const Uint32 init_flags
= SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER;
#ifdef NO_SDL_PARACHUTE
const Uint32 parachute = SDL_INIT_NOPARACHUTE;
#else
const Uint32 parachute = 0;
#endif
#ifdef _WIN32
SDL_putenv("SDL_AUDIODRIVER=DirectSound");
#elif defined(MACOSX) && defined(XWIN) && defined(USE_EXULTSTUDIO)
// Exult Studio drag'n'drop with SDL2 < 2.0.15 requires Exult
// to use X11. Hence, we force the issue.
SDL_putenv("SDL_VIDEODRIVER=x11");
#elif defined(MACOSX)
SDL_SetHint(SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE, "0");
#endif
SDL_SetHint(SDL_HINT_ORIENTATIONS, "Landscape");
#if 0
const Uint32 joyinit = SDL_INIT_JOYSTICK;
#else
const Uint32 joyinit = 0;
#endif
#if defined(__IPHONEOS__) || defined(ANDROID)
Mouse::use_touch_input = true;
#endif
#ifdef __IPHONEOS__
SDL_SetHint(SDL_HINT_IOS_HIDE_HOME_INDICATOR, "2");
#endif
if (SDL_Init(init_flags | parachute | joyinit) < 0) {
cerr << "Unable to initialize SDL: " << SDL_GetError() << endl;
exit(-1);
}
std::atexit(SDL_Quit);
SDL_SysWMinfo info; // Get system info.
// KBD repeat should be nice.
SDL_ShowCursor(0);
SDL_VERSION(&info.version)
// Open any connected game controllers.
for (int i = 0, n = SDL_NumJoysticks(); i < n; ++i) {
if (SDL_IsGameController(i)) {
Open_game_controller(i);
}
}
// Listen for game controller device connection and disconnection
// events. Registering a listener allows these events to be received
// and processed via any event-processing loop, of which Exult has
// many, without needing to modify each individual loop, and to
// make sure that SDL_GameController objects are always ready.
SDL_AddEventWatch(Handle_device_connection_event, nullptr);
// Load games and mods; also stores system paths:
gamemanager = new GameManager();
if (arg_buildmap < 0 && !arg_verify_files) {
string gr;
string gg;
string gb;
config->value("config/video/gamma/red", gr, "1.0");
config->value("config/video/gamma/green", gg, "1.0");
config->value("config/video/gamma/blue", gb, "1.0");
Image_window8::set_gamma(
atof(gr.c_str()), atof(gg.c_str()), atof(gb.c_str()));
string fullscreenstr; // Check config. for fullscreen mode.
config->value("config/video/fullscreen", fullscreenstr, "no");
const bool fullscreen = (fullscreenstr == "yes");
config->set(
"config/video/fullscreen", fullscreen ? "yes" : "no", false);
int border_red;
int border_green;
int border_blue;
config->value("config/video/game/border/red", border_red, 0);
if (border_red < 0) {
border_red = 0;
} else if (border_red > 255) {
border_red = 255;
}
config->set("config/video/game/border/red", border_red, false);
config->value("config/video/game/border/green", border_green, 0);
if (border_green < 0) {
border_green = 0;
} else if (border_green > 255) {
border_green = 255;
}
config->set("config/video/game/border/green", border_green, false);
config->value("config/video/game/border/blue", border_blue, 0);
if (border_blue < 0) {
border_blue = 0;
} else if (border_blue > 255) {
border_blue = 255;
}
config->set("config/video/game/border/blue", border_blue, false);
Palette::set_border(border_red, border_green, border_blue);
bool disable_fades;
config->value("config/video/disable_fades", disable_fades, false);
setup_video(fullscreen, VIDEO_INIT);
SetIcon();
Audio::Init();
gwin->get_pal()->set_fades_enabled(!disable_fades);
gwin->set_in_exult_menu(false);
}
SDL_SetEventFilter(nullptr, nullptr);
// Show the banner
game = nullptr;
do {
reset_system_paths();
fontManager.reset();
U7FileManager::get_ptr()->reset();
if (game) {
delete game;
game = nullptr;
}
ModManager* basegame = nullptr;
if (run_bg) {
basegame = gamemanager->get_bg();
arg_gamename = CFG_BG_NAME;
run_bg = false;
} else if (run_fov) {
basegame = gamemanager->get_fov();
arg_gamename = CFG_FOV_NAME;
run_fov = false;
} else if (run_si) {
basegame = gamemanager->get_si();
arg_gamename = CFG_SI_NAME;
run_si = false;
} else if (run_ss) {
basegame = gamemanager->get_ss();
arg_gamename = CFG_SS_NAME;
run_ss = false;
} else if (run_sib) {
basegame = gamemanager->get_sib();
arg_gamename = CFG_SIB_NAME;
run_sib = false;
}
BaseGameInfo* newgame = nullptr;
if (basegame || arg_gamename != "default") {
if (!basegame) {
basegame = gamemanager->find_game(arg_gamename);
}
if (basegame) {
if (arg_modname != "default") {
// Prints error messages:
newgame = basegame->get_mod(arg_modname);
} else {
newgame = basegame;
}
arg_modname = "default";
} else {
cerr << "Game '" << arg_gamename << "' not found." << endl;
newgame = nullptr;
}
// Prevent game from being reloaded in case the player
// tries to return to the main menu:
arg_gamename = "default";
}
if (!newgame) {
ExultMenu exult_menu(gwin);
newgame = exult_menu.run();
}
assert(newgame != nullptr);
if (arg_buildmap >= 0) {
BuildGameMap(newgame, arg_mapnum);
exit(0);
}
if (arg_verify_files) {
newgame->setup_game_paths();
exit(verify_files(newgame));
}
Game::create_game(newgame);
Audio* audio = Audio::get_ptr();
audio->Init_sfx();
MyMidiPlayer* midi = audio->get_midi();
Setup_text(GAME_SI, Game::has_expansion(), GAME_SIB);
// Skip splash screen?
bool skip_splash;
config->value("config/gameplay/skip_splash", skip_splash);
// Make sure we have a proper palette before playing the intro.
gwin->get_pal()->load(
BUNDLE_CHECK(BUNDLE_EXULT_FLX, EXULT_FLX),
EXULT_FLX_EXULT0_PAL);
gwin->get_pal()->apply();
if (!skip_splash
&& (Game::get_game_type() != EXULT_DEVEL_GAME
|| U7exists(INTRO_DAT))) {
if (midi) {
midi->set_timbre_lib(MyMidiPlayer::TIMBRE_LIB_INTRO);
}
game->play_intro();
std::cout << "played intro" << std::endl;
}
if (midi) {
if (arg_nomenu) {
midi->set_timbre_lib(MyMidiPlayer::TIMBRE_LIB_INTRO);
} else {
midi->set_timbre_lib(MyMidiPlayer::TIMBRE_LIB_MAINMENU);
}
}
} while (!game || !game->show_menu(arg_nomenu));
// Should not be needed anymore:
delete gamemanager;
gamemanager = nullptr;
Audio* audio = Audio::get_ptr();
MyMidiPlayer* midi = audio->get_midi();
if (midi) {
midi->set_timbre_lib(MyMidiPlayer::TIMBRE_LIB_GAME);
}
gwin->init_files();
gwin->read_gwin();
gwin->setup_game(arg_edit_mode); // This will start the scene.