ref: 3a5a5044b179198dba416eaf3a9bb17f7854d191
dir: /src/Main.cpp/
#include "Main.h" #include <stddef.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "WindowsWrapper.h" #include "Backends/Platform.h" #include "Backends/Rendering.h" #include "CommonDefines.h" #include "Config.h" #include "Draw.h" #include "File.h" #include "Game.h" #include "Generic.h" #include "Input.h" #include "KeyControl.h" #include "MyChar.h" #include "Organya.h" #include "Profile.h" #include "Resource.h" #include "Sound.h" #include "Triangle.h" char gModulePath[MAX_PATH]; char gDataPath[MAX_PATH]; BOOL bFullscreen; BOOL gbUseJoystick = FALSE; int gJoystickButtonTable[8]; static BOOL bFps = FALSE; static int windowWidth; static int windowHeight; #ifdef JAPANESE static const char *lpWindowName = "洞窟物語"; // "Cave Story" #else static const char *lpWindowName = "Cave Story ~ Doukutsu Monogatari"; #endif // Framerate stuff void PutFramePerSecound(void) { if (bFps) { const unsigned long fps = GetFramePerSecound(); PutNumber4(WINDOW_WIDTH - 40, 8, fps, FALSE); } } unsigned long GetFramePerSecound(void) { unsigned long current_tick; static BOOL need_new_base_tick = TRUE; static unsigned long frames_this_second; static unsigned long current_frame; static unsigned long base_tick; if (need_new_base_tick) { base_tick = SDL_GetTicks(); need_new_base_tick = FALSE; } current_tick = SDL_GetTicks(); ++current_frame; if (base_tick + 1000 <= current_tick) { base_tick += 1000; frames_this_second = current_frame; current_frame = 0; } return frames_this_second; } // TODO - Inaccurate stack frame int main(int argc, char *argv[]) { (void)argc; (void)argv; int i; PlatformBackend_Init(); // Get executable's path PlatformBackend_GetBasePath(gModulePath); // Get path of the data folder strcpy(gDataPath, gModulePath); strcat(gDataPath, "/data"); CONFIG conf; if (!LoadConfigData(&conf)) DefaultConfigData(&conf); // Apply keybinds // Swap X and Z buttons switch (conf.attack_button_mode) { case 0: gKeyJump = KEY_Z; gKeyShot = KEY_X; break; case 1: gKeyJump = KEY_X; gKeyShot = KEY_Z; break; } // Swap Okay and Cancel buttons switch (conf.ok_button_mode) { case 0: gKeyOk = gKeyJump; gKeyCancel = gKeyShot; break; case 1: gKeyOk = gKeyShot; gKeyCancel = gKeyJump; break; } // Swap left and right weapon switch keys if (IsKeyFile("s_reverse")) { gKeyArms = KEY_ARMSREV; gKeyArmsRev = KEY_ARMS; } // Alternate movement keys switch (conf.move_button_mode) { case 0: gKeyLeft = KEY_LEFT; gKeyUp = KEY_UP; gKeyRight = KEY_RIGHT; gKeyDown = KEY_DOWN; break; case 1: gKeyLeft = KEY_ALT_LEFT; gKeyUp = KEY_ALT_UP; gKeyRight = KEY_ALT_RIGHT; gKeyDown = KEY_ALT_DOWN; break; } // Set gamepad inputs for (i = 0; i < 8; ++i) { switch (conf.joystick_button[i]) { case 1: gJoystickButtonTable[i] = gKeyJump; break; case 2: gJoystickButtonTable[i] = gKeyShot; break; case 3: gJoystickButtonTable[i] = gKeyArms; break; case 6: gJoystickButtonTable[i] = gKeyArmsRev; break; case 4: gJoystickButtonTable[i] = gKeyItem; break; case 5: gJoystickButtonTable[i] = gKeyMap; break; } } RECT unused_rect = {0, 0, WINDOW_WIDTH, WINDOW_HEIGHT}; switch (conf.display_mode) { case 1: case 2: // Set window dimensions if (conf.display_mode == 1) { windowWidth = WINDOW_WIDTH; windowHeight = WINDOW_HEIGHT; } else { windowWidth = WINDOW_WIDTH * 2; windowHeight = WINDOW_HEIGHT * 2; } #ifdef FIX_BUGS if (conf.display_mode == 1) { if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0)) return EXIT_FAILURE; } else { if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1)) return EXIT_FAILURE; } #else // Doesn't handle StartDirectDraw failing if (conf.display_mode == 1) StartDirectDraw(lpWindowName, windowWidth, windowHeight, 0); else StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1); #endif break; case 0: case 3: case 4: // Set window dimensions windowWidth = WINDOW_WIDTH * 2; windowHeight = WINDOW_HEIGHT * 2; #ifdef FIX_BUGS if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2)) return EXIT_FAILURE; #else // Doesn't handle StartDirectDraw failing StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2); #endif bFullscreen = TRUE; //SDL_ShowCursor(SDL_DISABLE); break; } #ifdef DEBUG_SAVE //SDL_EventState(SDL_DROPFILE, SDL_ENABLE); #endif /* // Set up the cursor size_t resource_size; const unsigned char *resource_data = FindResource("CURSOR_NORMAL", "CURSOR", &resource_size); SDL_RWops *rwops = SDL_RWFromConstMem(resource_data, resource_size); SDL_Surface *cursor_surface = SDL_LoadBMP_RW(rwops, 1); SDL_SetColorKey(cursor_surface, SDL_TRUE, SDL_MapRGB(cursor_surface->format, 0xFF, 0, 0xFF)); SDL_Cursor *cursor = SDL_CreateColorCursor(cursor_surface, 0, 0); SDL_SetCursor(cursor); */ if (IsKeyFile("fps")) bFps = TRUE; // Set rects RECT rcLoading = {0, 0, 64, 8}; RECT rcFull = {0, 0, 0, 0}; rcFull.right = WINDOW_WIDTH; rcFull.bottom = WINDOW_HEIGHT; // Load the "LOADING" text BOOL b = MakeSurface_File("Loading", SURFACE_ID_LOADING); // Draw loading screen CortBox(&rcFull, 0x000000); PutBitmap3(&rcFull, (WINDOW_WIDTH / 2) - 32, (WINDOW_HEIGHT / 2) - 4, &rcLoading, SURFACE_ID_LOADING); // Draw to screen if (!Flip_SystemTask()) { // SDL_FreeCursor(cursor); // SDL_FreeSurface(cursor_surface); return EXIT_SUCCESS; } // Initialize sound InitDirectSound(); // Initialize joystick if (conf.bJoystick && InitDirectInput()) { ResetJoystickStatus(); gbUseJoystick = TRUE; } // Initialize stuff InitTextObject(conf.font_name); InitTriangleTable(); // Run game code Game(); // End stuff EndTextObject(); EndDirectSound(); EndDirectDraw(); /* SDL_FreeCursor(cursor); SDL_FreeSurface(cursor_surface); */ return EXIT_SUCCESS; } void InactiveWindow(void) { if (bActive) { bActive = FALSE; StopOrganyaMusic(); SleepNoise(); } PlaySoundObject(7, 0); } void ActiveWindow(void) { if (!bActive) { bActive = TRUE; StopOrganyaMusic(); PlayOrganyaMusic(); ResetNoise(); } PlaySoundObject(7, -1); } void JoystickProc(void); BOOL SystemTask(void) { if (!PlatformBackend_SystemTask()) return FALSE; // Run joystick code if (gbUseJoystick) JoystickProc(); return TRUE; } void JoystickProc(void) { int i; JOYSTICK_STATUS status; if (!GetJoystickStatus(&status)) return; gKey &= (KEY_ESCAPE | KEY_F2 | KEY_F1); // Set movement buttons if (status.bLeft) gKey |= gKeyLeft; else gKey &= ~gKeyLeft; if (status.bRight) gKey |= gKeyRight; else gKey &= ~gKeyRight; if (status.bUp) gKey |= gKeyUp; else gKey &= ~gKeyUp; if (status.bDown) gKey |= gKeyDown; else gKey &= ~gKeyDown; // Clear held buttons for (i = 0; i < 8; ++i) gKey &= ~gJoystickButtonTable[i]; // Set held buttons for (i = 0; i < 8; ++i) if (status.bButton[i]) gKey |= gJoystickButtonTable[i]; }