//////////////////////////////////////////////////////////////////////////////// // // Copyright 2016 RWS Inc, All Rights Reserved // // This program is free software; you can redistribute it and/or modify // it under the terms of version 2 of the GNU General Public License as published by // the Free Software Foundation // // 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., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // // main.cpp // Project: Nostril (aka Postal) // // This module sets up the system and RSPiX. // // History: // 11/19/96 MJR Started. // // 02/04/97 JMI Now defaults to using RSP_DOSYSTEM_SLEEP instead of // RSP_DOSYSTEM_HOGCPU for rspSetDoSystemMode(). // // 02/19/97 JMI rspInitBlue was being called before // rspSetWin32Video/AudioType(). // // 02/21/97 JMI Now gets specific display settings from game settings(INI). // // 02/21/97 JMI Now gets audio lag time from INI. // // 03/14/97 JMI Now, under Win32, gets value from INI indicating whether to // manage Windows' GUI components when the screen is resized. // // 03/24/97 JMI No longer exits if SetMode() fails. This allows the game // to be played on systems without sound cards. // // 04/14/97 JMI Now uses zeroinit flag to SmartHeap. // // 04/16/97 MJR Added more advanced audio init that retries for several // seconds, and then asks the user whether to abort, retry, // or ignore. // // If video mode can't be set, it now tries to figure out // the exact reason and reports it to the user. // // Fixed a stupid bug that prevented audio from ever working. // // 04/17/97 MJR Futher clarified video error messages. // // Discovered that the whole suggest-vide-mode thing is // different than I expected, so I restructured everything. // // 05/20/97 JMI Changed the #if block around the SmartHeap specific stuff // to include only Intel Processor or MAC OS. // // 06/03/97 JMI Now, in the case an audio mode cannot be obtained, we // attempt to use a message specific to the error returned // by RMix::SetMode() for the message box displayed. // // 06/16/97 JMI Now sets do system mode to highest cooperation level in // debug and lowest coop level in release. // // 07/05/97 MJR Added if NOT in debug mode so we could // properly set one of its options. Not sure why this worked // without on the PC, but it didn't on the mac. // // 07/06/97 MJR Added call to new rspSetWin32StaticColors() so we'll have // a common set of colors across platforms. // // 07/07/97 MJR Added RSPiX profiling stuff (in disabled form). // // 07/13/97 JMI Added MAIN_VANILLA_AUDIO_* macro overrides to MAIN_AUDIO_* // defaults. These should be used when the INI or default // audio mode fails. // // 07/26/97 JMI We were using the video type as the audio type. Whoopsee. // // 09/03/97 PPL Added the pragma to turn off far data for the mempool // initialization flag so that the smartheap library can reach it. // // 09/05/97 BRH Added #if defined(MAC) around pragmas which didn't compile // on the PC. // // 09/09/97 JMI Added check of INI flag in setting of Blue Shield Cursor // Mode on PC. // // 09/25/97 JMI Now, on the PC, when setting the video type, sets the // rspLock/Unlock behavior to be strict even when in simpler // modes that don't require that level of behavior (like GDI). // // 10/09/97 JMI Added g_pszVideoChangeDepthErrorUnderGDI_s in the event // the colordepth could not be changed and the user had // specified to use GDI (i.e., not DirectX). // // 10/21/97 JMI Put back the play movie hack. Also, added ability to turn // it off via the INI. // // 10/21/97 JMI Now disables RipCord static logo only if movie successfully // plays. // // 10/24/97 JMI Now switches the video mode back if AVI changes (this seems // to happen when we're in a DirectX mode and we launch the // AVI). // // 10/31/97 JMI Now uses MixBits entry in INI (in section Audio) to // determine what bit depth to mix samples with (defaults to // the device depth). // // 01/05/98 JMI Now the MixBits var defaults to 16. // // 01/21/98 JMI No longer plays movie regardless of OS or INI setting. // //////////////////////////////////////////////////////////////////////////////// #define MAIN_CPP #ifdef WIN32 #include #else #include #endif #include "RSPiX.h" #include "WishPiX/Prefs/prefs.h" #include "localize.h" #include "game.h" #include "main.h" #include "menus.h" #include "title.h" #include "input.h" //#define RSP_PROFILE_ON #include "ORANGE/Debug/profile.h" #if PLATFORM_MACOSX // This redefines main() to something else, since libSDLmain-osx.a will have // the actual application entry point...that will setup some Cocoa stuff and // then call the redefined main() in this file... #include "SDL.h" #endif #if WITH_STEAMWORKS #ifdef WIN32 #define WIN32_LEAN_AND_MEAN 1 #include #endif #include "steam/steam_api.h" #include "WishPiX/Menu/menu.h" #endif //////////////////////////////////////////////////////////////////////////////// // Macros/types/etc. //////////////////////////////////////////////////////////////////////////////// // Amount of time to retry audio before telling the user it's not working #define AUDIO_RETRY_TIME 5000 //////////////////////////////////////////////////////////////////////////////// // Variables/data //////////////////////////////////////////////////////////////////////////////// int wideScreenWidth; //////////////////////////////////////////////////////////////////////////////// // Function prototypes //////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////// // Set up video for the game. //////////////////////////////////////////////////////////////////////////////// static short SetupVideo( // Returns 0 on success. short sUseCurrentDeviceDimensions, // In: 1 to use current video area. short sDeviceWidth, // In: Desired video hardware width. short sDeviceHeight) // In: Desired video hardware height. { short sResult = 0; #ifdef MOBILE wideScreenWidth = 850; #elif defined(PANDORA) wideScreenWidth = 800; #else //wideScreenWidth = 640; // Attempt to grab desired resolution from desktop short sDepth, sWidth, sHeight; rspQueryVideoModeReset(); while (!rspQueryVideoMode(&sDepth, &sWidth, &sHeight)); TRACE("rspQueryVideoMode result: %ix%ix%i\n", sWidth, sHeight, sDepth); // Sanity-check result if (sHeight > 480 && sWidth > 640) wideScreenWidth = 480 * sWidth / sHeight; else // fallback to specified resolution wideScreenWidth = 480 * sDeviceWidth / sDeviceHeight; #endif // If "use current settings" is specified, we get the current device settings // instead of using those specified in the prefs file. if (sUseCurrentDeviceDimensions != FALSE) rspGetVideoMode(NULL, &sDeviceWidth, &sDeviceHeight); // Try setting video mode using device size specified in prefs file sResult = rspSetVideoMode( MAIN_SCREEN_DEPTH, sDeviceWidth, sDeviceHeight, MAIN_WINDOW_WIDTH, MAIN_WINDOW_HEIGHT, MAIN_SCREEN_PAGES, MAIN_SCREEN_SCALING); if (sResult != 0) { // Create description of video mode for error messages char acVideoMode[100]; sprintf(acVideoMode, "%hd by %hd Pixels", (short)MAIN_WINDOW_WIDTH, (short)MAIN_WINDOW_HEIGHT); if (MAIN_SCREEN_DEPTH <= 16) sprintf(&(acVideoMode[strlen(acVideoMode)]), ", %hd Colors", (short)pow(2.0, (double)MAIN_SCREEN_DEPTH)); else if (MAIN_SCREEN_DEPTH == 24) sprintf(&(acVideoMode[strlen(acVideoMode)]), ", True Color (24 bit)"); else sprintf(&(acVideoMode[strlen(acVideoMode)]), ", True Color (32 bit)"); if (MAIN_SCREEN_PAGES > 1) sprintf(&(acVideoMode[strlen(acVideoMode)]), ", %hd Pages", (short)MAIN_SCREEN_PAGES); // Get current device depth (before we try changing it) short sCurrentDeviceDepth; rspGetVideoMode(&sCurrentDeviceDepth); // Find closest available device size for the settings we need. This function knows about // ALL available video modes (the same ones you get in Winows' Display Settings Dialog), so // if it can't find a matching mode, then it isn't available. However, just because it does // find a match doesn't mean we can set it, because under Win95, changing the color depth // requires a reboot (unless they have DirectX, a fancy video driver, or the QuickRes utility). sResult = rspSuggestVideoMode( MAIN_SCREEN_DEPTH, MAIN_WINDOW_WIDTH, MAIN_WINDOW_HEIGHT, MAIN_SCREEN_PAGES, MAIN_SCREEN_SCALING, &sDeviceWidth, &sDeviceHeight, NULL); if (sResult == 0) { // Try to set suggested mode sResult = rspSetVideoMode( MAIN_SCREEN_DEPTH, sDeviceWidth, sDeviceHeight, MAIN_WINDOW_WIDTH, MAIN_WINDOW_HEIGHT, MAIN_SCREEN_PAGES, MAIN_SCREEN_SCALING); if (sResult != 0) { // If current depth is different from required depth, then that is most likely the // reason for the failure. if (sCurrentDeviceDepth != MAIN_SCREEN_DEPTH) { rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszVideoChangeDepthError, acVideoMode); TRACE("SetupVideo(): Error returned by rspSetVideoMode() -- most likely due to attempted change in depth!\n"); } else { TRACE("SetupVideo(): Error returned by rspSetVideoMode()!\n"); rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszVideoModeError, acVideoMode); } } } else { // Since rspSuggestVideoMode() failed, we know that the requested mode is // not available. Now we just want to figure out the EXACT problem so // we can report it to the user. Since modes are returned in sorted order // by increasing depth, height, width, and pages, it makes this a bit easier. // Look for mode with the requested depth. If there isn't one, depth is the problem. rspQueryVideoModeReset(); short sDeviceDepth; short sDevicePages; do { sResult = rspQueryVideoMode( &sDeviceDepth, &sDeviceWidth, &sDeviceHeight, &sDevicePages); } while ((sResult == 0) && (sDeviceDepth < MAIN_SCREEN_DEPTH)); if ((sResult == 0) && (sDeviceDepth == MAIN_SCREEN_DEPTH)) { // We got the depth, now find a mode with the requested resolution. If // there isn't one, then resolution at this depth is the problem. while ( (sResult == 0) && (sDeviceDepth == MAIN_SCREEN_DEPTH) && ((sDeviceWidth < MAIN_WINDOW_WIDTH) || (sDeviceHeight < MAIN_WINDOW_HEIGHT)) ) { sResult = rspQueryVideoMode( &sDeviceDepth, &sDeviceWidth, &sDeviceHeight, &sDevicePages); } if ( (sResult == 0) && (sDeviceDepth == MAIN_SCREEN_DEPTH) && (sDeviceWidth >= MAIN_WINDOW_WIDTH) && (sDeviceHeight >= MAIN_WINDOW_HEIGHT) ) { // We got the depth and resolution, which only leaves pages or scaling // as possible problems. RSPiX doesn't support scaling as of 04/16/97 // and probably never will, so if we eliminate that with an ASSERT(), // then we can assume that the problem is the number of pages. ASSERT(MAIN_SCREEN_SCALING == 0); sResult = -1; TRACE("SetupVideo(): No video modes available at %dx%d, %d-bit, with %d pages!\n", MAIN_WINDOW_WIDTH , MAIN_WINDOW_HEIGHT, MAIN_SCREEN_DEPTH, MAIN_SCREEN_PAGES); rspMsgBox( RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszVideoPagesError, acVideoMode); } else { sResult = -1; TRACE("SetupVideo(): No %hd-bit video modes go up to %hdx%hd resolution!\n", (short)MAIN_SCREEN_DEPTH, (short)MAIN_WINDOW_WIDTH, (short)MAIN_WINDOW_HEIGHT); rspMsgBox( RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszVideoResolutionError, acVideoMode); } } else { sResult = -1; TRACE("SetupVideo(): No %hd-bit video modes are available!\n", (short)MAIN_SCREEN_DEPTH); rspMsgBox( RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszVideoDepthError, acVideoMode); } } } return sResult; } //////////////////////////////////////////////////////////////////////////////// // Allocates a chunk and resizes so that we may be able to have some large // blocks of contiguous memory. //////////////////////////////////////////////////////////////////////////////// static char* CreateChunk( // Returns the memory ptr that will hold the chunk // in place. Needs to be freed with free() when done // with the chunk. long lChunkSize) // In: Size of chunk to create. { char* pcOrig = (char*)malloc(lChunkSize); char* pcReAlloc = (char*)realloc(pcOrig, 1024); ASSERT(pcOrig == pcReAlloc); if (pcReAlloc) { return pcReAlloc; } else { return pcOrig; } } static void assert_types_are_sane(void) { ASSERT(sizeof (S8) == 1); ASSERT(sizeof (U8) == 1); ASSERT(sizeof (S16) == 2); ASSERT(sizeof (U16) == 2); ASSERT(sizeof (S32) == 4); ASSERT(sizeof (U32) == 4); ASSERT(sizeof (S64) == 8); ASSERT(sizeof (U64) == 8); U32 val = 0x02000001; #if SYS_ENDIAN_BIG ASSERT(*((U8*) &val) == 0x02); #else ASSERT(*((U8*) &val) == 0x01); #endif } //////////////////////////////////////////////////////////////////////////////// // // Set up the system environment and if all goes well, start the game. // //////////////////////////////////////////////////////////////////////////////// // Global versions of argc/argv... int _argc = 0; char **_argv = NULL; long playthroughMS = 0; #if WITH_STEAMWORKS bool WaitingForInitialSteamStats = true; bool EnableSteamAchievements = true; bool EnableSteamCloud = true; bool StoreSteamStatsPending = false; bool EarnedSteamAchievements[ACHIEVEMENT_MAX]; uint32 SteamAppID = 0; static const char *GetAchievementName(const Achievement ach) { switch (ach) { #define ACH_CASE(name) case ACHIEVEMENT_##name: return #name ACH_CASE(KILL_FIRST_VICTIM); ACH_CASE(START_SECOND_LEVEL); ACH_CASE(DUCK_UNDER_ROCKET); ACH_CASE(RUN_5_MINUTES); ACH_CASE(PERFORM_FIRST_EXECUTION); ACH_CASE(KILL_100); ACH_CASE(KILL_1000); ACH_CASE(KILL_10000); ACH_CASE(COMPLETE_LEVEL_10); ACH_CASE(COMPLETE_GAME); ACH_CASE(FIRE_1000000_BULLETS); ACH_CASE(HIT_100000_TARGETS); ACH_CASE(TAKE_10000_HITS); ACH_CASE(KILL_EVERYTHING); ACH_CASE(KILL_ONLY_HOSTILES); ACH_CASE(USE_ONLY_M16); ACH_CASE(USE_EVERY_WEAPON); ACH_CASE(COMPLETE_LEVEL_ON_LOW_HEALTH); ACH_CASE(FIGHT_AN_OSTRICH); ACH_CASE(WATCH_ALL_CREDITS); ACH_CASE(PLAY_ON_NON_WINDOWS_PLATFORM); ACH_CASE(FIREBOMB_THE_BAND); ACH_CASE(ROCKET_TO_THE_FACE); ACH_CASE(KILL_A_NAKED_PERSON); ACH_CASE(ENABLE_CHEATS); ACH_CASE(COMMIT_SUICIDE); ACH_CASE(TOUCH_SOMEONE_WHILE_BURNING); ACH_CASE(COMPLETE_GAME_IN_X_MINUTES); ACH_CASE(COMPLETE_GAME_ON_HARDEST); #undef ACH_CASE case ACHIEVEMENT_MAX: break; // not a real achievement, keep compiler happy. } return NULL; } class SteamworksEvents { public: SteamworksEvents() : m_CallbackUserStatsReceived(this, &SteamworksEvents::OnUserStatsReceived) {} STEAM_CALLBACK(SteamworksEvents, OnUserStatsReceived, UserStatsReceived_t /* *pParam */, m_CallbackUserStatsReceived) { //printf("STEAMWORKS: OnUserStatsReceived\n"); if (pParam->m_nGameID != SteamAppID) return; else if (pParam->m_eResult != k_EResultOK) return; //printf("STEAMWORKS: Accepting these stats.\n"); // Update our stats and achievements. int32 val; ISteamUserStats *stats = SteamUserStats(); #define UPDATESTAT(st) { \ stats->GetStat(#st, &val); \ /*printf("STEAMWORKS: Got stat '%s' (+%d)\n", #st, (int) val);*/ \ Stat_##st += (int) val; \ if (Stat_##st < 0) Stat_##st = 0x7FFFFFFF; \ } UPDATESTAT(BulletsFired); UPDATESTAT(BulletsHit); UPDATESTAT(BulletsMissed); UPDATESTAT(Deaths); UPDATESTAT(Suicides); UPDATESTAT(Executions); UPDATESTAT(HitsTaken); UPDATESTAT(DamageTaken); UPDATESTAT(Burns); UPDATESTAT(TimeRunning); UPDATESTAT(KilledHostiles); UPDATESTAT(KilledCivilians); UPDATESTAT(TotalKilled); UPDATESTAT(LevelsPlayed); #undef UPDATESTAT for (int i = 0; i < ACHIEVEMENT_MAX; i++) { const char *name = GetAchievementName((Achievement) i); if (!name) break; // just in case. bool unlocked = false; if (!stats->GetAchievement(name, &unlocked)) unlocked = false; //printf("STEAMWORKS: Achievement '%s': %slocked\n", name, unlocked ? "un" : ""); EarnedSteamAchievements[i] = unlocked; } WaitingForInitialSteamStats = false; } }; static bool touchFile(const char *fname, const int64 stamp) { #ifdef WIN32 HANDLE hFile = CreateFileA(fname, GENERIC_READ | FILE_WRITE_ATTRIBUTES, FILE_SHARE_READ, NULL, OPEN_EXISTING, 0, NULL); if (hFile == INVALID_HANDLE_VALUE) return false; ULARGE_INTEGER val; val.QuadPart = (ULONGLONG) stamp; val.QuadPart += 11644473600LL; // epoch difference. Ignoring leap seconds, oh well. val.QuadPart *= 10000000LL; // convert to nanoseconds. FILETIME ft; ft.dwLowDateTime = val.LowPart; ft.dwHighDateTime = val.HighPart; const BOOL rc = SetFileTime(hFile, NULL, NULL, &ft); CloseHandle(hFile); return (rc != 0); #else timeval ft[2]; ft[0].tv_sec = ft[1].tv_sec = (time_t) stamp; ft[0].tv_usec = ft[1].tv_usec = 0; return (utimes(fname, ft) == 0); #endif } static bool prepareSteamworks() { ISteamUtils *utils; if ((!SteamAPI_Init()) || ((utils = SteamUtils()) == NULL)) { rspMsgBox(RSP_MB_BUT_OK | RSP_MB_ICN_STOP, "Error!", "%s", "Can't initialize Steamworks, aborting..."); return false; } SteamAppID = utils->GetAppID(); new SteamworksEvents; ISteamUserStats *stats = SteamUserStats(); if ((!stats) || (rspCommandLine("nosteamachievements"))) EnableSteamAchievements = false; if (EnableSteamAchievements) { bool nukeAchievements = rspCommandLine("nukesteamachievements") != 0; if (nukeAchievements) { if (rspMsgBox(RSP_MB_BUT_OKCANCEL | RSP_MB_ICN_QUERY, "Whoa!", "%s", "Really nuke your Steam Achievements? This can't be undone!") != RSP_MB_RET_OK) nukeAchievements = false; } if (nukeAchievements) { stats->ResetAllStats(true); stats->StoreStats(); } stats->RequestCurrentStats(); } ISteamRemoteStorage *cloud = SteamRemoteStorage(); if ((!cloud) || (rspCommandLine("nosteamcloud"))) EnableSteamCloud = false; if (EnableSteamCloud) { bool nukeCloud = rspCommandLine("nukesteamcloud") != 0; if (nukeCloud) { if (rspMsgBox(RSP_MB_BUT_OKCANCEL | RSP_MB_ICN_QUERY, "Whoa!", "%s", "Really nuke the Steam Cloud? This can't be undone!") != RSP_MB_RET_OK) nukeCloud = false; } if (nukeCloud) { const int Max = cloud->GetFileCount(); for (int i = 0; i < Max; i++) { int32 fsize = 0; const char *fname = cloud->GetFileNameAndSize(i, &fsize); if (fname) cloud->FileDelete(fname); } } // no files in the cloud? Add local ones. if (cloud->GetFileCount() == 0) { const int Max = MAX_SAVE_SLOTS; for (int i = 0; i < Max; i++) { char fname[64]; snprintf(fname, sizeof (fname), "savegame/%d.gme", i); FILE *io = fopen(FindCorrectFile(fname, "rb"), "rb"); if (io != NULL) { char buf[1024]; const size_t br = fread(buf, 1, sizeof (buf), io); fclose(io); if (br > 0) { snprintf(fname, sizeof (fname), "savegame_%d.gme", i); cloud->FileWrite(fname, buf, (int32) br); } } } } // Copy files from the Cloud back to us. const int Max = MAX_SAVE_SLOTS; for (int i = 0; i < Max; i++) { char src[64]; snprintf(src, sizeof (src), "savegame_%d.gme", i); char dst[64]; snprintf(dst, sizeof (dst), "steamcloud/%d.gme", i); remove(FindCorrectFile(dst, "wb")); if (!cloud->FileExists(src)) continue; char buf[1024]; const int32 br = cloud->FileRead(src, buf, (int32) sizeof (buf)); if (br <= 0) continue; FILE *io = fopen(FindCorrectFile(dst, "wb"), "wb"); if (!io) continue; const size_t bw = fwrite(buf, (size_t) br, 1, io); fclose(io); if (bw != 1) remove(FindCorrectFile(dst, "wb")); else { const int64 stamp = cloud->GetFileTimestamp(src); if (stamp > 0) touchFile(FindCorrectFile(dst, "wb"), stamp); } } } return true; // good to go. } void RequestSteamStatsStore() { if (EnableSteamAchievements) StoreSteamStatsPending = true; } void UnlockAchievement(const Achievement ach) { //if ((ach < 0) || (ach >= ACHIEVEMENT_MAX)) // return; if (Flag_Achievements & FLAG_USED_CHEATS) return; // denied. else if (EarnedSteamAchievements[ach]) return; // already have it. else if (!EnableSteamAchievements) return; else if (GetInputMode() == INPUT_MODE_PLAYBACK) return; // you have to actually be playing, not a demo run. :) const char *achstr = GetAchievementName(ach); if (!achstr) return; ISteamUserStats *stats = SteamUserStats(); if (!stats) return; //printf("STEAMWORKS: Unlocking achievement '%s'!\n", achstr); EarnedSteamAchievements[ach] = true; stats->SetAchievement(achstr); RequestSteamStatsStore(); } void RunSteamworksUpkeep() { SteamAPI_RunCallbacks(); if ((StoreSteamStatsPending) && (!WaitingForInitialSteamStats)) { ISteamUserStats *stats = SteamUserStats(); if (stats) { //printf("STEAMWORKS: Pushing stats/achievements...\n"); // since we're pushing here anyhow, might as well update counters... #define SETSTAT(st) { \ /*printf("STEAMWORKS: Storing stat '%s' (%d)\n", #st, Stat_##st);*/ \ stats->SetStat(#st, Stat_##st); \ } SETSTAT(BulletsFired); SETSTAT(BulletsHit); SETSTAT(BulletsMissed); SETSTAT(Deaths); SETSTAT(Suicides); SETSTAT(Executions); SETSTAT(HitsTaken); SETSTAT(DamageTaken); SETSTAT(Burns); SETSTAT(TimeRunning); SETSTAT(KilledHostiles); SETSTAT(KilledCivilians); SETSTAT(TotalKilled); SETSTAT(LevelsPlayed); #undef SETSTAT if (stats->StoreStats()) StoreSteamStatsPending = false; } } } #endif int main(int argc, char **argv) { short sResult = 0; _argc = argc; _argv = argv; assert_types_are_sane(); rspPlatformInit(); #if WITH_STEAMWORKS if (!prepareSteamworks()) return 1; #endif //------------------------------------------------------------------------ // Get hardware-related settings from prefs file //------------------------------------------------------------------------ // Open the preference file. If this file doesn't exist then we can't // continue (we could use defaults for video, audio, etc., but we can't // guess where the assets are!) The preference file must be located in // the same directory as this application, and it is assumed that that // directory is the current directory. This will be the case unless the // user does something stupid. RPrefs prefs; if (prefs.Open(g_pszPrefFileName, "rt") == 0) { // Get video preferences short sDeviceWidth; short sDeviceHeight; short sUseCurrentDeviceDimensions; prefs.GetVal("Video", "DeviceWidth", MAIN_SCREEN_MIN_WIDTH, &sDeviceWidth); prefs.GetVal("Video", "DeviceHeight", MAIN_SCREEN_MIN_HEIGHT, &sDeviceHeight); prefs.GetVal("Video", "UseCurrentDeviceDimensions", 1, &sUseCurrentDeviceDimensions); // Get audio preferences short sAudioSamplesPerSec; short sDeviceBitsPerSample; short sBufTime; short sMixBitsPerSample; prefs.GetVal("Audio", "DeviceRate", MAIN_AUDIO_RATE, &sAudioSamplesPerSec); prefs.GetVal("Audio", "DeviceBits", MAIN_AUDIO_BITS, &sDeviceBitsPerSample); prefs.GetVal("Audio", "DeviceBufTime", MAIN_AUDIO_BUFTIME, &sBufTime); prefs.GetVal("Audio", "MixBits", 16, &sMixBitsPerSample); // Close preferences file prefs.Close(); // Make sure no errors occurred if (prefs.IsError() == 0) { //--------------------------------------------------------------------------- // Init blue layer //--------------------------------------------------------------------------- if (rspInitBlue() == 0) { // Turn on profile (if enabled via macro) rspProfileOn(); // Set profile report file name rspSetProfileOutput("profile.out"); //------------------------------------------------------------------------ // Set system stuff //------------------------------------------------------------------------ // Set app name rspSetApplicationName(g_pszAppName); #if defined(_DEBUG) // Set mode to minimum use of CPU rspSetDoSystemMode(RSP_DOSYSTEM_SLEEP); #else // Set mode to maximum use of CPU rspSetDoSystemMode(RSP_DOSYSTEM_HOGCPU); #endif //------------------------------------------------------------------------ // Setup video //------------------------------------------------------------------------ sResult = SetupVideo( // Returns 0 on success. sUseCurrentDeviceDimensions, // In: 1 to use current video area. sDeviceWidth, // In: Desired video hardware width. sDeviceHeight); // In: Desired video hardware height. if (sResult == 0) { // Set Win32 static colors and lock them. rspSetWin32StaticColors(1); //--------------------------------------------------------------- // Setup audio //--------------------------------------------------------------- // If the INI or default mode fails b/c it is incompatible with the // hardware, we will try vanilla settings. bool bSwitchedToVanillaSettings = false; // A common reason why the audio mode can't be set is that another // process started a sound that hasn't finished playing by the time // this app starts. Therefore, it often pays to keep trying for a // few seconds to give that other sound time to finish. If it still // doesn't work after a few seconds, we ask the user what to do. // He can abort (end game), retry (for another few seconds), or ignore // (play the game without audio). bool bRetry = true; while (bRetry) { // Keep trying until it works or time runs out, whichever comes first long lTime = rspGetMilliseconds(); bool bDone = false; do { // Try to set mode sResult = RMix::SetMode( sAudioSamplesPerSec, sDeviceBitsPerSample, MAIN_AUDIO_CHANNELS, sBufTime, MAIN_AUDIO_MAXBUFTIME, sMixBitsPerSample, sMixBitsPerSample); switch (sResult) { case 0: // Alrighty. bDone = true; break; case BLU_ERR_DEVICE_IN_USE: // Try again until timer expires. if ((rspGetMilliseconds() - lTime) < AUDIO_RETRY_TIME) { // Continue. } else { // Done. bDone = true; } break; case BLU_ERR_NO_DEVICE: // Not much we can do about this. Note that we'll still // need to be able to open the sample files to query info // about them (even if NO sound). This is handled by game.cpp. bDone = true; break; case BLU_ERR_NOT_SUPPORTED: // Trying more won't help. Jump out of this loop so the // user can choose what to do. bDone = true; break; } } while (bDone == false); // If it worked, clear the retry flag if (sResult == 0) { bRetry = false; } else { TRACE("main(): Audio didn't work, using msgbox to find out what to do...\n"); char buf[100]; sprintf(buf, "%.3f kHz, %hd Bit, %s", (float)sAudioSamplesPerSec/(float)1000, (short)sDeviceBitsPerSample, (MAIN_AUDIO_CHANNELS == 1) ? "Mono" : "Stereo"); // Default to generic error. char* pszMsg; USHORT usFlags; // Try to find a better one, though, based on the return value. switch (sResult) { case BLU_ERR_DEVICE_IN_USE: pszMsg = g_pszAudioModeInUseError_s; usFlags = RSP_MB_ICN_QUERY | RSP_MB_BUT_ABORTRETRYIGNORE; break; case BLU_ERR_NO_DEVICE: pszMsg = g_pszAudioModeNoDeviceError_s; usFlags = RSP_MB_ICN_QUERY | RSP_MB_BUT_YESNO; break; case BLU_ERR_NOT_SUPPORTED: // If we haven't already tried vanilla settings . . . if (bSwitchedToVanillaSettings == false) { pszMsg = g_pszAudioModeNotSupportedError_s; usFlags = RSP_MB_ICN_QUERY | RSP_MB_BUT_ABORTRETRYIGNORE; // Fall back on our most Vanilla mode. sAudioSamplesPerSec = MAIN_VANILLA_AUDIO_RATE; sDeviceBitsPerSample = MAIN_VANILLA_AUDIO_BITS; // Should we alter sMixBitsPerSample???? // Let's not -- that way they should be able to use the // assets they originally installed. // Remember. bSwitchedToVanillaSettings = true; } else { pszMsg = g_pszAudioVanillaModeNotSupportedError_s; usFlags = RSP_MB_ICN_QUERY | RSP_MB_BUT_YESNO; } break; default: pszMsg = g_pszAudioModeGeneralError_s; usFlags = RSP_MB_ICN_QUERY | RSP_MB_BUT_ABORTRETRYIGNORE; break; } short sButton = rspMsgBox( usFlags, g_pszCriticalErrorTitle, pszMsg, buf); switch (sButton) { case RSP_MB_RET_NO: case RSP_MB_RET_ABORT: // To abort, just clear the retry flag. // Keep the error, though. bRetry = false; break; case RSP_MB_RET_RETRY: // To retry, just clear the error (not really necessary, but seems like a good thing) sResult = 0; break; case RSP_MB_RET_YES: case RSP_MB_RET_IGNORE: // To ignore, just clear the error and the retry flag sResult = 0; bRetry = false; break; } } } if (sResult == 0) { //------------------------------------------------------------ // Run the game //------------------------------------------------------------ // Hide system cursor rspHideMouseCursor(); // Run the game TheGame(); // Restore system cursor rspShowMouseCursor(); // Kill audio RMix::KillMode(); } // Kill video rspKillVideoMode(); } // Turn off profile (if enabled via macro) rspProfileOff(); // Kill blue layer rspKillBlue(); } else { // Can't init blue TRACE("main(): Error returned by rspInitBlue()!\n"); rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszBadBlueInit); } } else { // Error reading preference file TRACE("main(): Error reading prefs file!\n"); rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszPrefReadError); } } else { // Can't open preference file TRACE("main(): Couldn't open prefs file: %s !\n", g_pszPrefFileName); rspMsgBox(RSP_MB_ICN_STOP | RSP_MB_BUT_OK, g_pszCriticalErrorTitle, g_pszPrefOpenError); } return 0; } //////////////////////////////////////////////////////////////////////////////// // EOF /////////////////////////////////////////////////////////////////////////////////