ref: 07f70200d06d1cfa2e0d2841d8f91e21228bd05f
dir: /src/Main.cpp/
#include "Main.h" #include <stddef.h> #include <stdlib.h> #include <string.h> #include <string> #include "WindowsWrapper.h" #include "Backends/Misc.h" #include "Bitmap.h" #include "CommonDefines.h" #include "Config.h" #include "Draw.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" void InactiveWindow(void); void ActiveWindow(void); std::string gModulePath; std::string gDataPath; BOOL bFullscreen; BOOL gbUseJoystick = FALSE; int gJoystickButtonTable[8]; static BOOL bActive = TRUE; static BOOL bFPS = FALSE; static int windowWidth; static int windowHeight; #ifdef JAPANESE static const char* const lpWindowName = "洞窟物語"; // "Cave Story" #else static const char* const lpWindowName = "Cave Story ~ Doukutsu Monogatari"; #endif static void DragAndDropCallback(const char *path) { LoadProfile(path); } static void WindowFocusCallback(bool focus) { if (focus) ActiveWindow(); else InactiveWindow(); } // Framerate stuff static unsigned long CountFramePerSecound(void) { unsigned long current_tick; // The original name for this variable is unknown static BOOL first = TRUE; static unsigned long max_count; static unsigned long count; static unsigned long wait; if (first) { wait = Backend_GetTicks(); first = FALSE; } current_tick = Backend_GetTicks(); ++count; if (wait + 1000 <= current_tick) { wait += 1000; max_count = count; count = 0; } return max_count; } void PutFramePerSecound(void) { if (bFPS) { const unsigned long fps = CountFramePerSecound(); PutNumber4(WINDOW_WIDTH - 40, 8, fps, FALSE); } } // TODO - Inaccurate stack frame int main(int argc, char *argv[]) { (void)argc; int i; if (!Backend_Init(DragAndDropCallback, WindowFocusCallback)) return EXIT_FAILURE; // Get executable's path if (!Backend_GetBasePath(&gModulePath)) { // Fall back on argv[0] if the backend cannot provide a path gModulePath = argv[0]; for (size_t i = gModulePath.length();; --i) { if (i == 0 || gModulePath[i] == '\\' || gModulePath[i] == '/') { gModulePath.resize(i); break; } } } // Get path of the data folder gDataPath = gModulePath + "/data"; CONFIGDATA 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)) { Backend_Deinit(); return EXIT_FAILURE; } } else { if (!StartDirectDraw(lpWindowName, windowWidth, windowHeight, 1)) { Backend_Deinit(); 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)) { Backend_Deinit(); return EXIT_FAILURE; } #else // Doesn't handle StartDirectDraw failing StartDirectDraw(lpWindowName, windowWidth, windowHeight, 2); #endif bFullscreen = TRUE; Backend_HideMouse(); break; } #ifdef DEBUG_SAVE PlaybackBackend_EnableDragAndDrop(); #endif // Set up window icon #ifndef _WIN32 // On Windows, we use native icons instead (so we can give the taskbar and window separate icons, like the original EXE does) size_t window_icon_resource_size; const unsigned char *window_icon_resource_data = FindResource("ICON_MINI", "ICON", &window_icon_resource_size); if (window_icon_resource_data != NULL) { unsigned int window_icon_width, window_icon_height; unsigned char *window_icon_rgb_pixels = DecodeBitmap(window_icon_resource_data, window_icon_resource_size, &window_icon_width, &window_icon_height); if (window_icon_rgb_pixels != NULL) { Backend_SetWindowIcon(window_icon_rgb_pixels, window_icon_width, window_icon_height); FreeBitmap(window_icon_rgb_pixels); } } #endif // Set up the cursor size_t cursor_resource_size; const unsigned char *cursor_resource_data = FindResource("CURSOR_NORMAL", "CURSOR", &cursor_resource_size); if (cursor_resource_data != NULL) { unsigned int cursor_width, cursor_height; unsigned char *cursor_rgb_pixels = DecodeBitmap(cursor_resource_data, cursor_resource_size, &cursor_width, &cursor_height); if (cursor_rgb_pixels != NULL) { Backend_SetCursor(cursor_rgb_pixels, cursor_width, cursor_height); FreeBitmap(cursor_rgb_pixels); } } 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()) { Backend_Deinit(); 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(); Backend_Deinit(); return EXIT_SUCCESS; } void InactiveWindow(void) { if (bActive) { bActive = FALSE; StopOrganyaMusic(); SleepNoise(); } PlaySoundObject(7, SOUND_MODE_STOP); } void ActiveWindow(void) { if (!bActive) { bActive = TRUE; StopOrganyaMusic(); PlayOrganyaMusic(); ResetNoise(); } PlaySoundObject(7, SOUND_MODE_PLAY_LOOP); } void JoystickProc(void); BOOL SystemTask(void) { static bool previous_keyboard_state[BACKEND_KEYBOARD_TOTAL]; do { if (!Backend_SystemTask(bActive)) { StopOrganyaMusic(); return FALSE; } } while(!bActive); bool keyboard_state[BACKEND_KEYBOARD_TOTAL]; Backend_GetKeyboardState(keyboard_state); for (unsigned int i = 0; i < BACKEND_KEYBOARD_TOTAL; ++i) { if (keyboard_state[i] && !previous_keyboard_state[i]) { switch (i) { case BACKEND_KEYBOARD_ESCAPE: gKey |= KEY_ESCAPE; break; case BACKEND_KEYBOARD_W: gKey |= KEY_MAP; break; case BACKEND_KEYBOARD_LEFT: gKey |= KEY_LEFT; break; case BACKEND_KEYBOARD_RIGHT: gKey |= KEY_RIGHT; break; case BACKEND_KEYBOARD_UP: gKey |= KEY_UP; break; case BACKEND_KEYBOARD_DOWN: gKey |= KEY_DOWN; break; case BACKEND_KEYBOARD_X: gKey |= KEY_X; break; case BACKEND_KEYBOARD_Z: gKey |= KEY_Z; break; case BACKEND_KEYBOARD_S: gKey |= KEY_ARMS; break; case BACKEND_KEYBOARD_A: gKey |= KEY_ARMSREV; break; case BACKEND_KEYBOARD_LEFT_SHIFT: case BACKEND_KEYBOARD_RIGHT_SHIFT: gKey |= KEY_SHIFT; break; case BACKEND_KEYBOARD_F1: gKey |= KEY_F1; break; case BACKEND_KEYBOARD_F2: gKey |= KEY_F2; break; case BACKEND_KEYBOARD_Q: gKey |= KEY_ITEM; break; case BACKEND_KEYBOARD_COMMA: gKey |= KEY_ALT_LEFT; break; case BACKEND_KEYBOARD_PERIOD: gKey |= KEY_ALT_DOWN; break; case BACKEND_KEYBOARD_FORWARD_SLASH: gKey |= KEY_ALT_RIGHT; break; case BACKEND_KEYBOARD_L: gKey |= KEY_L; break; case BACKEND_KEYBOARD_EQUALS: gKey |= KEY_PLUS; break; case BACKEND_KEYBOARD_F5: gbUseJoystick = FALSE; break; } } else if (!keyboard_state[i] && previous_keyboard_state[i]) { switch (i) { case BACKEND_KEYBOARD_ESCAPE: gKey &= ~KEY_ESCAPE; break; case BACKEND_KEYBOARD_W: gKey &= ~KEY_MAP; break; case BACKEND_KEYBOARD_LEFT: gKey &= ~KEY_LEFT; break; case BACKEND_KEYBOARD_RIGHT: gKey &= ~KEY_RIGHT; break; case BACKEND_KEYBOARD_UP: gKey &= ~KEY_UP; break; case BACKEND_KEYBOARD_DOWN: gKey &= ~KEY_DOWN; break; case BACKEND_KEYBOARD_X: gKey &= ~KEY_X; break; case BACKEND_KEYBOARD_Z: gKey &= ~KEY_Z; break; case BACKEND_KEYBOARD_S: gKey &= ~KEY_ARMS; break; case BACKEND_KEYBOARD_A: gKey &= ~KEY_ARMSREV; break; case BACKEND_KEYBOARD_LEFT_SHIFT: case BACKEND_KEYBOARD_RIGHT_SHIFT: gKey &= ~KEY_SHIFT; break; case BACKEND_KEYBOARD_F1: gKey &= ~KEY_F1; break; case BACKEND_KEYBOARD_F2: gKey &= ~KEY_F2; break; case BACKEND_KEYBOARD_Q: gKey &= ~KEY_ITEM; break; case BACKEND_KEYBOARD_COMMA: gKey &= ~KEY_ALT_LEFT; break; case BACKEND_KEYBOARD_PERIOD: gKey &= ~KEY_ALT_DOWN; break; case BACKEND_KEYBOARD_FORWARD_SLASH: gKey &= ~KEY_ALT_RIGHT; break; case BACKEND_KEYBOARD_L: gKey &= ~KEY_L; break; case BACKEND_KEYBOARD_EQUALS: gKey &= ~KEY_PLUS; break; } } } memcpy(previous_keyboard_state, keyboard_state, sizeof(keyboard_state)); // Run joystick code if (gbUseJoystick) JoystickProc(); return TRUE; } void JoystickProc(void) { int i; DIRECTINPUTSTATUS status; if (!GetJoystickStatus(&status)) return; gKey &= (KEY_ESCAPE | KEY_F1 | KEY_F2); // 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]; }