cave-story-solaris/src/Main.cpp
Clownacy 5ea356a3bd Weed out a lot of the Windows dependency
Storytime: Cucky's original SDL2 port work involved using SDL2's
threading API to emulate the original WinAPI threading.

I can't be assed with that stuff, so I used the same trick Cucky did
for the Wii port, and hooked Organya up to the SDL2 audio callback.
This actually opens up the possibility for perfectly-synchronised
Organya playback. By that I mean, instead of needing a super
low-latency audio callback, I can have the callback synchronise its
audio mixing with Organya itself. I haven't done it yet, I plan to
soon.
2019-09-04 00:28:23 +01:00

592 lines
9.3 KiB
C++

#include "Main.h"
#include <stddef.h>
#include <stdio.h>
#include <string.h>
#include "SDL.h"
#include "WindowsWrapper.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 "Sound.h"
#include "Triangle.h"
char gModulePath[MAX_PATH];
char gDataPath[MAX_PATH];
int gJoystickButtonTable[8];
BOOL bFullscreen;
BOOL gbUseJoystick = FALSE;
static BOOL bFps = FALSE;
static BOOL bActive = TRUE;
static int windowWidth;
static int windowHeight;
static const char *mutex_name = "Doukutsu";
#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;
}
int main(int argc, char *argv[])
{
(void)argc;
(void)argv;
int i;
// Get executable's path
char *base_path = SDL_GetBasePath();
size_t base_path_length = strlen(base_path);
base_path[base_path_length - 1] = '\0';
strcpy(gModulePath, base_path);
SDL_free(base_path);
// 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 (CheckFileExists("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};
SDL_Init(SDL_INIT_EVENTS);
SDL_Window *window;
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;
}
window = CreateWindow(lpWindowName, windowWidth, windowHeight);
if (window == NULL)
return 0;
if (conf.display_mode == 1)
StartDirectDraw(window, 0);
else
StartDirectDraw(window, 1);
break;
case 0:
case 3:
case 4:
// Set window dimensions
windowWidth = WINDOW_WIDTH * 2;
windowHeight = WINDOW_HEIGHT * 2;
window = CreateWindow(lpWindowName, windowWidth, windowHeight);
if (window == NULL)
return 0;
// Set colour depth
int depth;
switch (conf.display_mode)
{
case 0:
depth = 16;
break;
case 3:
depth = 24;
break;
case 4:
depth = 32;
break;
}
StartDirectDraw(window, 2);
bFullscreen = TRUE;
break;
}
#ifdef DEBUG_SAVE
SDL_EventState(SDL_DROPFILE, SDL_ENABLE);
#endif
if (CheckFileExists("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 - 64) / 2, (WINDOW_HEIGHT - 8) / 2, &rcLoading, SURFACE_ID_LOADING);
// Draw to screen
if (!Flip_SystemTask())
{
SDL_DestroyWindow(window);
return 1;
}
else
{
// 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
EndDirectSound();
EndTextObject();
EndDirectDraw();
SDL_DestroyWindow(window);
}
return 1;
}
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)
{
SDL_Event event;
while (SDL_PollEvent(&event) || !bActive)
{
switch (event.type)
{
case SDL_KEYDOWN:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
gKey |= KEY_ESCAPE;
break;
case SDLK_w:
gKey |= KEY_MAP;
break;
case SDLK_LEFT:
gKey |= KEY_LEFT;
break;
case SDLK_RIGHT:
gKey |= KEY_RIGHT;
break;
case SDLK_UP:
gKey |= KEY_UP;
break;
case SDLK_DOWN:
gKey |= KEY_DOWN;
break;
case SDLK_x:
gKey |= KEY_X;
break;
case SDLK_z:
gKey |= KEY_Z;
break;
case SDLK_s:
gKey |= KEY_ARMS;
break;
case SDLK_a:
gKey |= KEY_ARMSREV;
break;
case SDLK_LSHIFT:
case SDLK_RSHIFT:
gKey |= KEY_SHIFT;
break;
case SDLK_F1:
gKey |= KEY_F1;
break;
case SDLK_F2:
gKey |= KEY_F2;
break;
case SDLK_q:
gKey |= KEY_ITEM;
break;
case SDLK_COMMA:
gKey |= KEY_ALT_LEFT;
break;
case SDLK_PERIOD:
gKey |= KEY_ALT_DOWN;
break;
case SDLK_SLASH:
gKey |= KEY_ALT_RIGHT;
break;
case SDLK_l:
gKey |= KEY_L;
break;
case SDLK_PLUS:
gKey |= KEY_PLUS;
break;
case SDLK_F5:
gbUseJoystick = FALSE;
break;
}
break;
case SDL_KEYUP:
switch (event.key.keysym.sym)
{
case SDLK_ESCAPE:
gKey &= ~KEY_ESCAPE;
break;
case SDLK_w:
gKey &= ~KEY_MAP;
break;
case SDLK_LEFT:
gKey &= ~KEY_LEFT;
break;
case SDLK_RIGHT:
gKey &= ~KEY_RIGHT;
break;
case SDLK_UP:
gKey &= ~KEY_UP;
break;
case SDLK_DOWN:
gKey &= ~KEY_DOWN;
break;
case SDLK_x:
gKey &= ~KEY_X;
break;
case SDLK_z:
gKey &= ~KEY_Z;
break;
case SDLK_s:
gKey &= ~KEY_ARMS;
break;
case SDLK_a:
gKey &= ~KEY_ARMSREV;
break;
case SDLK_LSHIFT:
case SDLK_RSHIFT:
gKey &= ~KEY_SHIFT;
break;
case SDLK_F1:
gKey &= ~KEY_F1;
break;
case SDLK_F2:
gKey &= ~KEY_F2;
break;
case SDLK_q:
gKey &= ~KEY_ITEM;
break;
case SDLK_COMMA:
gKey &= ~KEY_ALT_LEFT;
break;
case SDLK_PERIOD:
gKey &= ~KEY_ALT_DOWN;
break;
case SDLK_SLASH:
gKey &= ~KEY_ALT_RIGHT;
break;
case SDLK_l:
gKey &= ~KEY_L;
break;
case SDLK_PLUS:
gKey &= ~KEY_PLUS;
break;
}
break;
case SDL_DROPFILE:
LoadProfile(event.drop.file);
SDL_free(event.drop.file);
break;
case SDL_WINDOWEVENT:
switch (event.window.event)
{
case SDL_WINDOWEVENT_FOCUS_LOST:
InactiveWindow();
break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
ActiveWindow();
break;
}
break;
case SDL_QUIT:
StopOrganyaMusic();
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];
}
}