ref: b4805f6e847e719e08e5f75e09b4f6010f7b43b6
dir: /src/main.cpp/
// main.c // // CANDY CRISIS 32-BIT - OS X and Windows // // FEATURES: // • Runs natively on SDL 2.0, for both Intel OS X and Windows. Targeting // popular Windows installs in 2015 (i.e. Win7/8/10). // • Now runs in 32-bit color. // // ETC: // • Codebase should once again be almost entirely platform-neutral. // // // CANDY CRISIS SDL 2.0 // // FEATURES: // • Runs natively on SDL 2.0 and Intel OS X. Targeting modern OS X, // circa 2015 (e.g. OS X 10.10). // // ETC: // • Removed registration. // • Resources moved into app bundle. // • Migrated to SDL 2 and SDL_image 2 (for graphics--also removes // subdependencies on libjpeg/libpng) // // // CANDY CRISIS SDL // // FEATURES: // • Runs natively on any platform with support for SDL. Developed // primarily around the lame Mac Carbon SDL. Can compile and run // with gcc/mingw32 on Windows and gcc on Linux. // // ETC: // • Game functionality unchanged. // • Removed all Mac OS-specific concepts from the game, i.e.: // - GWorlds replaced with SDL_Surfaces. // - Rects and Points replaced with MRects and MPoints. (same contents) // • All resources moved into external files in a folder called // "CandyCrisisResources." Graphics are all JPG and PNG, opened // with SDL_image. Sounds are WAV. Music is still MOD type. // • Using the following Open Source projects: // SDL, SDL_image (for graphics) // libjpeg (used by SDL_image) // libpng (used by SDL_image) // zlib (used by libpng) // • Using fmod for sound; replaces MikMod // • Wrote a utility library, SDLU, to pick up slack in the SDL // implementation and to help SDL mesh with a Mac-centric universe. // • New registration code algorithm based on a fast string hash. // // // CANDY CRISIS X // // FEATURES: // • Runs natively on Mac OS X. Developed around Mac OS X // Public Beta 1H39 and 2E14. // Updated 3/25/2001 for Mac OS X 4K78--OS X 10.0. // Updated 8/25/2001 for Mac OS X 10.0.4. // // ETC: // • Game functionality unchanged. // • Zerius Sound System scrapped, replaced with LibMikMod. I'm // very unhappy with performance relative to ZSS, but on G3s and up, // performance should not be a major concern. If only I could get // the source to ZSS so it could be Carbonized! // • Everything runs in one window now, instead of having // one window per interface element. This was necessary // because OS X wanted to put drop shadows around everything // and it looked pretty weird. This was also a personal pet // peeve that I never had the motivation to fix until now. // • Controls dialog is super Aqua savvy, using Theme Text // and Theme Buttons. // • A couple of kludges added, to work around OS X bugs. Ugh. // • Found bug which was causing blitter to draw larger dirty rects // than necessary (top/left of dirty rect was always 0/0). Not sure // if it ever shipped like that or if this is something I changed // post-Candy Crisis 1.0. // • Changed cursor management since OS X cursors don't know how to // hide and show themselves properly. // // UNRESOLVED: // • Stopped getting Out of Memory reports. I wonder if any of the // Candy Crisis cleanups affected this...? // • OS X displays a line of garbage when you try to put up a totally // blank cursor. I'm not going to spend too long analyzing this; it's // not my bug. // // CANDY CRISIS 1.0 UPDATE // // FEATURES: // • Rebranded "Candy Crisis" at the request of Mars Candy Co. // Many, many graphical changes as a result. (New logo thanks // to Bob Frasure.) // • "Controls" button in main menu per many user requests. // • Slightly improved error reporting. // • Option-key at startup to turn on "allow background tasks" // or "don't change resolutions." (Don't change resolutions // requires DrawSprocket 1.7.) // // NONCRITICAL: // • Fixed bug in 2P mode where game would say "Player 1 got // best combo!" when Player 2 really got it, and vice versa. // • Changed Magic Skittle ratio to 1/19 instead of 1/17, after // watching Brett get tons of Magic Skittles at work. Hmm. // • Replaced RandomBefore with less hacked-up code, because // Magic Skittles STILL seemed to be coming up more often than // expected. That seemed to take care of it. // • Fixed rare bug where, after losing, the game would sometimes // get stuck until you explicitly chose "end game." (Would manifest // more often on a slow computer and/or when Background Tasks were // activated.) // // ETC: // • Antipiracy measures. // • Game fonts all loaded at startup time instead of dynamically, // in an attempt to reduce the number of GWorlds which are created, // then torn down, during the game (which could have been potentially // fragmenting the heap, though I doubt this was a real problem). // // UNRESOLVED: // • Still a handful of people who get Out of Memory when they // try to pause a game. Damn. Hopefully now I'll at least know // where they're dying (though I highly suspect it's InitGWorld, // which without a stack crawl is pretty much useless info...) // One guy says this is fixed by deleting prefs. Huh?? // // // 2.0.2 UPDATE // // FEATURES: // • When you continue, your score is now rolled back to what // it was when you first started the round. This prevents people // from racking up high scores by continuing over and over again // on the highest board. // • You can now clear the high score tables to their default // values by holding delete while clicking "high scores" on the // main screen. // // ETC: // • Added small picture to the controls dialog so people know // which color is Player 1, and which is Player 2. // • Holding option while warping causes a CPU/CPU match to // occur. // • Changed in-game registration URL to: // http://emulation.net/s2.com/register.html // // CRITICAL: // • Fixed minor memory corruption when a bomb hits floor or // gray Skittle. Could potentially have corrupted 3 tiles of // opponent's board. // • Fixed bug where potential combo data would not be cleared // when choosing "End Game" and then starting a new game, which // led to really weird corruptions of potential combo data. // • Fixed bug where holding down button after end-credits rolled // would cause the pause dialog to pop up on a zero-gamma screen // (whoops). // // NONCRITICAL: // • Fixed bug where dropping bomb would not display associated // points. // • Fixed bug where dropping bomb on floor/gray Skittle would // reward the player for "killing" empty squares, making it // score 100x(9-number of grays in 3x3 area) as opposed to // the correct 100x(number of blobs in 3x3 area). // • Occasionally, when Best Combo got corrupted, it would show // the ending credits instead of displaying the Best Combo. Now // there is code to ensure that the level # of the Best Combo // structure is in bounds. (If it isn't, the best combo is // assumed to be corrupt, and it is deleted. Not the most // optimal solution, but what can I do?) // • If you started the tutorial, ended it, then viewed the best // combo, you'd see a speech balloon appear for one frame. // • Fixed bug where bringing up InputSprocket dialog would // unload ics8's used to draw key caps (damn InputSprocket bugs). // Does this only affect ISp < 1.7? // • Fixed bug where bringing up InputSprocket dialog would not // update game windows behind it after it got closed. // // UNRESOLVED: // • Slow loading time issue seems to only be affecting an // incredible minority of people. It's being caused by QuickTime // decompressing JPEGs. I think it's not a Skittles 2 issue. // • One guy says if he quits the game, reopens it, starts a game, // then pauses it, he gets an Out of Memory condition. He's running // 8.6-D clean. Hmm. // // // 2.0.1 UPDATE // // FEATURES: // • Best Combo // • New bg for level 8 // • New sfx for continue sound (requested by Nathan Lamont) // // ETC: // • High score dialog enhanced to support Best Combo stuff // • Tutorial suggests pressing esc to set up keys now // • More aggressive AI for intellect>18 (does not percieve // 1-level zap as advantageous) // // CRITICAL: // • Fix for out-of-bounds array read (->crash) inside // ZapScoreDisplay. // • Fixed bug where falling Skittles (in DropBlobs) would // occasionally have their bottom half lopped off. Tough to // see while in motion but totally obvious in screenshots. // • Fixed InputSprocket icons in ISpConfigure dialog // • Workaround for System 7 bug, where setting the // cursor while gamma is faded causes solid black cursor. // // NONCRITICAL: // • Fixed bug where char fading on blobs that were // in motion would cause crap to appear for one frame. // Only apparent on slow Macs or in screenshots. Otherwise // appeared as flicker and easily dismissed. // • Cmd-tab inside High Scores or Game Over screen // no longer leaves a white box (empty window) open // and will not switch out with 0 gamma // • Fixed DrawSprocket bug on Macs that can't do 640x480 // (i.e. PowerBook G3 is stuck at 1024x768). The window // would be drawn in lower-right hand corner instead of // centered. // • Fixed bug in multipliers for getting multiple // colors at once. (Should have been *3/*6/*12/*24, was // actually *3/*9/*21/*45! Ouch!) // • Hitting cmd-Q at high score dialog would allow // empty high score name to be added to high score table. // // UNRESOLVED: // • A few users report very slow loading times between // levels and during loading sequence. Problem tends to // be alleviated by turning on VM. Can't reproduce here. // // // 2.0.0 INITIAL RELEASE // #include "stdafx.h" #if _WIN32 #include <windows.h> #include <io.h> // for _chdir #endif #if __APPLE__ #include <Cocoa/Cocoa.h> #endif #include "SDLU.h" #include "main.h" #include <string.h> #include <limits.h> #include <stdlib.h> #include <stdio.h> #include "hiscore.h" #include "control.h" #include "players.h" #include "gworld.h" #include "graphics.h" #include "grays.h" #include "soundfx.h" #include "next.h" #include "random.h" #include "victory.h" #include "score.h" #include "graymonitor.h" #include "music.h" #include "gameticks.h" #include "level.h" #include "opponent.h" #include "keyselect.h" #include "blitter.h" #include "prefs.h" #include "tweak.h" #include "zap.h" #include "pause.h" #include "tutorial.h" SDL_Renderer* g_renderer; SDL_Window* g_window; SDL_Texture* g_windowTexture; SDL_Surface* g_frontSurface; SDL_Rect g_widescreenCrop {0,60,640,360}; signed char nextA[2], nextB[2], nextM[2], nextG[2], colorA[2], colorB[2], blobX[2], blobY[2], blobR[2], blobSpin[2], speed[2], role[2], halfway[2], control[2], dropping[2], magic[2], grenade[2], anim[2]; int chain[2]; int blobTime[2], startTime, endTime; MBoolean finished = false, pauseKey = false, showStartMenu = true; signed char grid[2][kGridAcross][kGridDown], suction[2][kGridAcross][kGridDown], charred[2][kGridAcross][kGridDown], glow[2][kGridAcross][kGridDown]; MRect playerWindowZRect, playerWindowRect[2]; MBoolean playerWindowVisible[2] = { true, true }; KeyList hitKey[2]; int backgroundID = -1; MPoint blobWindow[8][2]; void (*DoFullRepaint)() = NoPaint; MBoolean needsRefresh = false; static char candyCrisisResources[512]; MBoolean fullscreen = false; MBoolean widescreen = false; MBoolean useNewTitle = true; MBoolean bilinearFiltering = false; int windowedScale = 2; #if _WIN32 int WinMain( _In_ HINSTANCE, _In_opt_ HINSTANCE, _In_ LPSTR, _In_ int) #else int main(int, char *[]) #endif { Initialize( ); LoadPrefs( ); ReserveMonitor( ); ShowTitle( ); ChooseMusic( 13 ); while (!finished) { if (showStartMenu) { GameStartMenu(); showStartMenu = false; } if (finished) break; DoFullRepaint = NeedRefresh; CheckKeys( ); HandlePlayers( ); UpdateOpponent( ); UpdateBalloon( ); UpdateSound( ); DoFullRepaint = NoPaint; if (needsRefresh) { RefreshAll(); needsRefresh = false; } SDLU_Present(); if (!showStartMenu && pauseKey) { FreezeGameTickCount( ); PauseMusic( ); MaskRect( &playerWindowRect[0] ); MaskRect( &playerWindowRect[1] ); WaitForRelease( ); HandleDialog( kPauseDialog ); WaitForRelease( ); RefreshPlayerWindow( 0 ); RefreshPlayerWindow( 1 ); ResumeMusic( ); UnfreezeGameTickCount( ); } } SavePrefs( ); ReleaseMonitor( ); ShutdownMusic( ); ShutdownSound( ); return 0; } void NoPaint( void ) { } void MaskRect( MRect *r ) { SDL_Rect sdlRect; SDLU_MRectToSDLRect( r, &sdlRect ); SDLU_BlitFrontSurface( backdropSurface, &sdlRect, &sdlRect ); } void RefreshPlayerWindow( short player ) { MRect fullUpdate = {0, 0, kGridDown * kBlobVertSize, kGridAcross * kBlobHorizSize }; if( control[player] == kNobodyControl ) { MaskRect( &playerWindowRect[player] ); } else { SetUpdateRect( player, &fullUpdate ); UpdatePlayerWindow( player ); } } void NeedRefresh() { needsRefresh = true; } void RefreshAll( void ) { DrawBackdrop( ); ShowGrayMonitor( 0 ); ShowGrayMonitor( 1 ); RefreshNext( 0 ); RefreshNext( 1 ); RefreshPlayerWindow( 0 ); RefreshPlayerWindow( 1 ); DrawFrozenOpponent( ); DrawStage( ); ShowScore( 0 ); ShowScore( 1 ); } void Error( const char* extra ) { char error[1024]; snprintf(error, sizeof(error), "Sorry, a critical error has occurred. Please report the following error message:\n %s", extra); fprintf(stderr, "%s\n", error); SDL_ShowSimpleMessageBox( SDL_MESSAGEBOX_ERROR, "Candy Crisis", error, nullptr); abort(); } void WaitForRelease( void ) { do { SDLU_Yield(); } while( AnyKeyIsPressed( ) || SDLU_Button() ); } MBoolean AnyKeyIsPressed( void ) { int arraySize; const Uint8* pressedKeys; SDLU_PumpEvents(); pressedKeys = SDL_GetKeyboardState( &arraySize ); for (int index = 0; index < arraySize; index++) { if (pressedKeys[index] && index != SDL_SCANCODE_CAPSLOCK && index != SDL_SCANCODE_NUMLOCKCLEAR && index != SDL_SCANCODE_SCROLLLOCK) { return true; } } return false; } MBoolean ControlKeyIsPressed( void ) { int arraySize; const Uint8* pressedKeys; SDLU_PumpEvents(); pressedKeys = SDL_GetKeyboardState( &arraySize ); return pressedKeys[SDL_SCANCODE_LCTRL] || pressedKeys[SDL_SCANCODE_RCTRL]; } MBoolean OptionKeyIsPressed( void ) { int arraySize; const Uint8* pressedKeys; SDLU_PumpEvents(); pressedKeys = SDL_GetKeyboardState( &arraySize ); return pressedKeys[SDL_SCANCODE_LALT] || pressedKeys[SDL_SCANCODE_RALT]; } MBoolean DeleteKeyIsPressed( void ) { int arraySize; const Uint8* pressedKeys; SDLU_PumpEvents(); pressedKeys = SDL_GetKeyboardState( &arraySize ); return pressedKeys[SDL_SCANCODE_BACKSPACE]; } void RetrieveResources( void ) { InitSound( ); InitBackdrop( ); GetBlobGraphics( ); InitNext( ); InitScore( ); InitGrayMonitors( ); InitOpponent( ); InitStage( ); // must run after backdrop window is open InitGameTickCount( ); InitPlayers( ); // must run after backdrop window is open InitFont( ); InitZapStyle( );// must run after fonts are inited InitBlitter( ); // must run after player windows are open InitPlayerWorlds( ); InitVictory( ); // must run after fonts are inited InitTweak( ); } void CenterRectOnScreen( MRect *rect, double locationX, double locationY ) { MPoint dest = {0,0}; dest.h = (short)(locationX * (640 - (rect->right - rect->left))); dest.h &= ~3; dest.v = (short)(locationY * (480 - (rect->bottom - rect->top))); OffsetMRect( rect, -rect->left, -rect->top ); OffsetMRect( rect, dest.h, dest.v ); } void ReserveMonitor( void ) { SDL_ShowCursor( SDL_DISABLE ); SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1"); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, bilinearFiltering? "best": "0"); int resW = 640; int resH = widescreen? 360: 480; if (fullscreen) { SDL_CreateWindowAndRenderer(0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP, &g_window, &g_renderer); } else { SDL_CreateWindowAndRenderer(resW*windowedScale, resH*windowedScale, SDL_WINDOW_RESIZABLE, &g_window, &g_renderer); } SDL_RenderSetIntegerScale(g_renderer, bilinearFiltering ? SDL_FALSE : SDL_TRUE); SDL_RenderSetLogicalSize(g_renderer, resW, resH); SDL_SetWindowTitle(g_window, "Candy Crisis"); SDL_SetRenderDrawColor(g_renderer, 0, 0, 0, 255); SDL_RenderClear(g_renderer); SDL_RenderPresent(g_renderer); g_frontSurface = SDL_CreateRGBSurface(0, 640, 480, 32, RED_MASK, GREEN_MASK, BLUE_MASK, 0); g_windowTexture = SDL_CreateTexture(g_renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, 640, 480); } void ReleaseMonitor( void ) { } int Warp( void ) { return 8; } const char* QuickResourceName( const char* prefix, int id, const char* extension ) { static char name[1024]; if (id) { sprintf( name, "%s%s_%d%s", candyCrisisResources, prefix, id, extension ); } else { sprintf( name, "%s%s%s", candyCrisisResources, prefix, extension ); } return name; } void Initialize(void) { #if _WIN32 HMODULE module; char name[MAX_PATH + 1], *lastBackslash; module = GetModuleHandle(NULL); GetModuleFileName(module, name, MAX_PATH); lastBackslash = strrchr(name, '\\'); if (lastBackslash != NULL) { *lastBackslash = '\0'; strcpy(candyCrisisResources, name); strcat(candyCrisisResources, "\\CandyCrisisResources\\"); } #endif #if __APPLE__ sprintf(candyCrisisResources, "%s/", [[[NSBundle mainBundle] resourcePath] UTF8String]); #endif #ifdef linux strcpy(candyCrisisResources, "CandyCrisisResources/"); #endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { Error("SDL_Init failed"); } atexit(SDL_Quit); SDLU_Init(); } void QuickFadeIn( MRGBColor *color ) { (void) color; // is unused if (fullscreen) { for( float percent=0.0f; percent<1.0f; percent += 0.04f ) { int c = MTickCount( ); SDLU_SetBrightness( percent ); while( c == MTickCount( ) ) { SDLU_Yield(); } } SDLU_SetBrightness( 1.0 ); } SDL_Delay(200); } void QuickFadeOut( MRGBColor *color ) { (void) color; // is unused if (fullscreen) { for( float percent=1.0f; percent>0.0f; percent -= 0.04f ) { int c = MTickCount( ); SDLU_SetBrightness( percent ); while( c == MTickCount( ) ) { SDLU_Yield(); } } SDLU_SetBrightness( 0.0 ); } SDL_Delay(200); } MBoolean FileExists( const char* name ) { FILE* f = fopen( name, "rb" ); if( f == NULL ) { return false; } fclose( f ); return true; } void WaitForRegainFocus() { do { SDLU_PumpEvents(); SDL_Delay(50); } while( !SDLU_IsForeground() ); DoFullRepaint(); }