586 lines
11 KiB
C++
586 lines
11 KiB
C++
#include <stddef.h>
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#include "Types.h"
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#include "CommonDefines.h"
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#include <stdint.h>
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#include <string>
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#include <SDL.h>
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#include "WindowsWrapper.h"
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#include "Draw.h"
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#include "Input.h"
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#include "Organya.h"
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#include "Sound.h"
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#include "Game.h"
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#include "Generic.h"
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#include "MyChar.h"
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#include "Main.h"
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#include "Config.h"
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#include "KeyControl.h"
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#include "Triangle.h"
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#include "Resource.h"
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char gModulePath[PATH_LENGTH];
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char gDataPath[PATH_LENGTH];
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int gJoystickButtonTable[8];
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int gWindowWidth;
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int gWindowHeight;
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int gWindowScale;
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SDL_Window *gWindow;
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SDL_Renderer *gRenderer;
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bool gbUseJoystick = false;
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bool bFullscreen = false;
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bool bFps = false;
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bool bActive = true;
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#ifdef JAPANESE
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const char *lpWindowName = "洞窟物語エンジン2";
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#else
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const char *lpWindowName = "Cave Story Engine 2 ~ Doukutsu Monogatari Enjin 2";
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#endif
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void PutFramePerSecound()
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{
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if (bFps)
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PutNumber4(WINDOW_WIDTH - 40, 8, GetFramePerSecound(), false);
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}
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int GetFramePerSecound()
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{
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unsigned int current_tick;
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static bool need_new_base_tick = true;
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static int frames_this_second;
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static int current_frame;
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static int base_tick;
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if (need_new_base_tick)
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{
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base_tick = SDL_GetTicks();
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need_new_base_tick = false;
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}
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current_tick = SDL_GetTicks();
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++current_frame;
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if ( base_tick + 1000 <= current_tick )
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{
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base_tick += 1000;
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frames_this_second = current_frame;
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current_frame = 0;
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}
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return frames_this_second;
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}
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int main(int argc, char *argv[])
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{
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//Get executable's path
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strcpy(gModulePath, SDL_GetBasePath());
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if (gModulePath[strlen(gModulePath) - 1] == '/' || gModulePath[strlen(gModulePath) - 1] == '\\')
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gModulePath[strlen(gModulePath) - 1] = 0; //String cannot end in slash or stuff will probably break (original does this through a windows.h provided function)
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//Get path of the data folder
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strcpy(gDataPath, gModulePath);
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memcpy(&gDataPath[strlen(gDataPath)], "/data", 6); //Pixel didn't use a strcat
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//Initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_EVENTS | SDL_INIT_GAMECONTROLLER) >= 0)
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{
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//Load configuration
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CONFIG config;
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if (!LoadConfigData(&config))
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DefaultConfigData(&config);
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//Apply keybinds
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//Swap X and Z buttons
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if (config.attack_button_mode)
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{
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if (config.attack_button_mode == 1)
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{
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gKeyJump = KEY_X;
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gKeyShot = KEY_Z;
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}
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}
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else
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{
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gKeyJump = KEY_Z;
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gKeyShot = KEY_X;
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}
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//Swap Okay and Cancel buttons
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if (config.ok_button_mode)
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{
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if (config.ok_button_mode == 1)
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{
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gKeyOk = gKeyShot;
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gKeyCancel = gKeyJump;
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}
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}
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else
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{
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gKeyOk = gKeyJump;
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gKeyCancel = gKeyShot;
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}
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//Alternate movement keys
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if (config.move_button_mode)
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{
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if (config.move_button_mode == 1)
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{
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gKeyLeft = KEY_ALT_LEFT;
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gKeyUp = KEY_ALT_UP;
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gKeyRight = KEY_ALT_RIGHT;
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gKeyDown = KEY_ALT_DOWN;
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}
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}
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else
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{
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gKeyLeft = KEY_LEFT;
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gKeyUp = KEY_UP;
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gKeyRight = KEY_RIGHT;
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gKeyDown = KEY_DOWN;
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}
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//Set gamepad inputs
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for (int i = 0; i < 8; i++)
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{
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switch (config.joystick_button[i])
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{
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case 1:
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gJoystickButtonTable[i] = gKeyJump;
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break;
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case 2:
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gJoystickButtonTable[i] = gKeyShot;
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break;
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case 3:
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gJoystickButtonTable[i] = gKeyArms;
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break;
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case 6:
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gJoystickButtonTable[i] = gKeyArmsRev;
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break;
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case 4:
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gJoystickButtonTable[i] = gKeyItem;
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break;
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case 5:
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gJoystickButtonTable[i] = gKeyMap;
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break;
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default:
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continue;
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}
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}
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RECT unused_rect = {0, 0, 320, 240};
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//Get window dimensions and colour depth
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int colourDepth = 16;
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switch (config.display_mode)
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{
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case 1:
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case 2:
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//Set window dimensions
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if (config.display_mode == 1)
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{
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gWindowWidth = WINDOW_WIDTH;
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gWindowHeight = WINDOW_HEIGHT;
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gWindowScale = 1;
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}
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else
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{
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gWindowWidth = WINDOW_WIDTH * 2;
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gWindowHeight = WINDOW_HEIGHT * 2;
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gWindowScale = 2;
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}
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break;
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case 0:
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case 3:
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case 4:
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//Set window dimensions
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gWindowWidth = WINDOW_WIDTH * 2;
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gWindowHeight = WINDOW_HEIGHT * 2;
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gWindowScale = 2;
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//Set colour depth
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if (config.display_mode)
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{
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if (config.display_mode == 3)
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colourDepth = 24;
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else if (config.display_mode == 4)
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colourDepth = 32;
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}
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else
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colourDepth = 16;
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bFullscreen = true;
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SDL_ShowCursor(0);
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break;
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}
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//Create window
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gWindow = SDL_CreateWindow(lpWindowName, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, gWindowWidth, gWindowHeight, bFullscreen ? SDL_WINDOW_FULLSCREEN : 0);
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if (gWindow)
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{
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//Initialize rendering
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StartDirectDraw();
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//Check debug things
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if (CheckFileExists("fps"))
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bFps = true;
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//Load icon
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SDL_RWops *fp = FindResource("ICON4");
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if (fp)
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{
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SDL_Surface *iconSurf = SDL_LoadBMP_RW(fp, 1);
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SDL_Surface *iconConverted = SDL_ConvertSurfaceFormat(iconSurf, SDL_PIXELFORMAT_RGB888, 0);
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SDL_FreeSurface(iconSurf);
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SDL_Surface *iconSurfUpscaled = SDL_CreateRGBSurfaceWithFormat(0, 256, 256, 0, SDL_PIXELFORMAT_RGB888);
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SDL_LowerBlitScaled(iconConverted, NULL, iconSurfUpscaled, NULL);
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SDL_FreeSurface(iconConverted);
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SDL_SetWindowIcon(gWindow, iconSurfUpscaled);
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SDL_FreeSurface(iconSurfUpscaled);
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}
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else
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{
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printf("Failed to load icon");
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}
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//Set rects
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RECT loading_rect = {0, 0, 64, 8};
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RECT clip_rect = {0, 0, gWindowWidth, gWindowHeight};
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//Load the "LOADING" text
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MakeSurface_File("Loading", SURFACE_ID_LOADING);
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//Draw loading screen
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CortBox(&clip_rect, 0x000000);
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PutBitmap3(&clip_rect, (WINDOW_WIDTH - 64) / 2, (WINDOW_HEIGHT - 8) / 2, &loading_rect, SURFACE_ID_LOADING);
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//Draw to screen
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if (Flip_SystemTask())
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{
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//Initialize sound
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InitDirectSound();
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//Initialize joystick
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if (config.bJoystick && InitDirectInput())
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{
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ResetJoystickStatus();
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gbUseJoystick = true;
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}
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//Initialize stuff
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InitTextObject(config.font_name);
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InitTriangleTable();
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//Run game code
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Game();
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//End stuff
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EndDirectSound();
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EndTextObject();
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EndDirectDraw();
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SDL_Quit();
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}
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}
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}
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else
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{
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return -1;
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}
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return 0;
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}
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void InactiveWindow()
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{
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if (bActive)
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{
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bActive = false;
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StopOrganyaMusic();
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SleepNoise();
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}
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PlaySoundObject(7, 0);
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}
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void ActiveWindow()
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{
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if (!bActive)
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{
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bActive = true;
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StopOrganyaMusic();
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PlayOrganyaMusic();
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ResetNoise();
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}
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PlaySoundObject(7, -1);
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}
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void JoystickProc()
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{
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JOYSTICK_STATUS status;
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if (GetJoystickStatus(&status))
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{
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//Clear held buttons
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gKey &= (KEY_ESCAPE | KEY_F2 | KEY_F1);
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//Set movement buttons
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if (status.bLeft)
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gKey |= gKeyLeft;
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if (status.bRight)
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gKey |= gKeyRight;
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if (status.bUp)
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gKey |= gKeyUp;
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if (status.bDown)
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gKey |= gKeyDown;
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//Set held buttons
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for (int i = 0; i < 8; i++)
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{
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if (status.bButton[i])
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gKey |= gJoystickButtonTable[i];
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}
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}
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}
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bool SystemTask()
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{
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//Handle window events
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bool focusGained = true;
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while (SDL_PollEvent(nullptr) || !focusGained)
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{
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SDL_Event event;
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SDL_WaitEvent(&event);
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switch (event.type)
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{
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case SDL_QUIT:
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return false;
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break;
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case SDL_WINDOWEVENT:
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switch (event.window.event)
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{
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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focusGained = true;
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ActiveWindow();
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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focusGained = false;
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InactiveWindow();
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break;
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default:
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break;
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}
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break;
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case SDL_KEYDOWN:
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switch (event.key.keysym.sym)
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{
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case SDLK_ESCAPE:
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gKey |= KEY_ESCAPE;
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break;
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case SDLK_w:
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gKey |= KEY_MAP;
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break;
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case SDLK_LEFT:
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gKey |= KEY_LEFT;
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break;
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case SDLK_RIGHT:
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gKey |= KEY_RIGHT;
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break;
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case SDLK_UP:
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gKey |= KEY_UP;
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break;
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case SDLK_DOWN:
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gKey |= KEY_DOWN;
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break;
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case SDLK_x:
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gKey |= KEY_X;
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break;
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case SDLK_z:
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gKey |= KEY_Z;
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break;
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case SDLK_s:
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gKey |= KEY_ARMS;
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break;
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case SDLK_a:
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gKey |= KEY_ARMSREV;
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break;
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case SDLK_RSHIFT:
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case SDLK_LSHIFT:
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gKey |= KEY_SHIFT;
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break;
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case SDLK_F1:
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gKey |= KEY_F1;
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break;
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case SDLK_F2:
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gKey |= KEY_F2;
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break;
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case SDLK_q:
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gKey |= KEY_ITEM;
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break;
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case SDLK_COMMA:
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gKey |= KEY_ALT_LEFT;
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break;
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case SDLK_PERIOD:
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gKey |= KEY_ALT_DOWN;
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break;
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case SDLK_SLASH:
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gKey |= KEY_ALT_RIGHT;
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break;
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case SDLK_l:
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gKey |= KEY_ALT_UP;
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break;
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#ifdef FIX_BUGS //BUG FIX: Pixel intended for the second alternate up key to be the plus key, Japanese keyboards have the plus key where the semi-colon key is, causing errors on other keyboard layouts)
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case SDLK_PLUS:
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#else
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case SDLK_SEMICOLON:
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#endif
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gKey |= KEY_PLUS;
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break;
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case SDLK_F5:
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gbUseJoystick = false;
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break;
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default:
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break;
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}
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break;
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case SDL_KEYUP:
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switch (event.key.keysym.sym)
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{
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case SDLK_ESCAPE:
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gKey &= ~KEY_ESCAPE;
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break;
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case SDLK_w:
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gKey &= ~KEY_MAP;
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break;
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case SDLK_LEFT:
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gKey &= ~KEY_LEFT;
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break;
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case SDLK_RIGHT:
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gKey &= ~KEY_RIGHT;
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break;
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case SDLK_UP:
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gKey &= ~KEY_UP;
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break;
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case SDLK_DOWN:
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gKey &= ~KEY_DOWN;
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break;
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case SDLK_x:
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gKey &= ~KEY_X;
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break;
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case SDLK_z:
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gKey &= ~KEY_Z;
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break;
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case SDLK_s:
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gKey &= ~KEY_ARMS;
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break;
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case SDLK_a:
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gKey &= ~KEY_ARMSREV;
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break;
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case SDLK_RSHIFT:
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case SDLK_LSHIFT:
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gKey &= ~KEY_SHIFT;
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break;
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case SDLK_F1:
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gKey &= ~KEY_F1;
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break;
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case SDLK_F2:
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gKey &= ~KEY_F2;
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break;
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case SDLK_q:
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gKey &= ~KEY_ITEM;
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break;
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case SDLK_COMMA:
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gKey &= ~KEY_ALT_LEFT;
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break;
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case SDLK_PERIOD:
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gKey &= ~KEY_ALT_DOWN;
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break;
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case SDLK_SLASH:
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gKey &= ~KEY_ALT_RIGHT;
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break;
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case SDLK_l:
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gKey &= ~KEY_ALT_UP;
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break;
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#ifdef FIX_BUGS //BUG FIX: Pixel intended for the second alternate up key to be the plus key, Japanese keyboards have the plus key where the semi-colon key is, causing errors on other keyboard layouts)
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case SDLK_PLUS:
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#else
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case SDLK_SEMICOLON:
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#endif
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gKey &= ~KEY_PLUS;
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break;
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default:
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break;
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}
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break;
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}
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}
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//Run joystick code
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if (gbUseJoystick)
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JoystickProc();
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return true;
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}
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