mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 08:47:58 +03:00

- deleted all the __cdecl except for the #define function. because /Gd enable the __cdecl for function by default. - added the commented code in FireWeapon for TR3 entity (some function is missing)
341 lines
No EOL
6.7 KiB
C++
341 lines
No EOL
6.7 KiB
C++
#include "game.h"
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#include "init.h"
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#include "winmain.h"
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#include <CommCtrl.h>
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#include "..\resource.h"
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#include <process.h>
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#include <crtdbg.h>
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#include <stdio.h>
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#include "sol.hpp"
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#include "..\Game\draw.h"
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#include "..\Game\sound.h"
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#include "..\Game\inventory.h"
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#include "..\Game\control.h"
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#include "..\Game\gameflow.h"
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#include "..\Game\savegame.h"
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#include "..\Specific\roomload.h"
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#include "configuration.h"
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WINAPP App;
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unsigned int threadId;
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uintptr_t hThread;
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HACCEL hAccTable;
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byte receivedWmClose = false;
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bool Debug = false;
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extern int IsLevelLoading;
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extern GameFlow* g_GameFlow;
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extern GameScript* g_GameScript;
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extern GameConfiguration g_Configuration;
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int WinProcMsg()
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{
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int result;
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struct tagMSG Msg;
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DB_Log(2, "WinProcMsg");
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do
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{
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GetMessageA(&Msg, 0, 0, 0);
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if (!TranslateAcceleratorA(WindowsHandle, hAccTable, &Msg))
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{
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TranslateMessage(&Msg);
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DispatchMessageA(&Msg);
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}
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result = Unk_876C48;
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} while (!Unk_876C48 && Msg.message != WM_QUIT);
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return result;
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}
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void __stdcall HandleWmCommand(unsigned short wParam)
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{
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if (wParam == 8)
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{
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DB_Log(5, "Pressed ALT + ENTER");
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if (!IsLevelLoading)
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{
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SuspendThread((HANDLE)hThread);
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DB_Log(5, "Game thread suspended");
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g_Renderer->ToggleFullScreen();
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ResumeThread((HANDLE)hThread);
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DB_Log(5, "Game thread resumed");
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if (g_Renderer->IsFullsScreen())
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{
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SetCursor(0);
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ShowCursor(false);
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}
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else
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{
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SetCursor(LoadCursorA(App.hInstance, (LPCSTR)0x68));
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ShowCursor(true);
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}
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}
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}
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}
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LRESULT CALLBACK WinAppProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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// Disables ALT + SPACE
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if (msg == WM_SYSCOMMAND && wParam == SC_KEYMENU) {
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return 0;
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}
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if (msg > 0x10)
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{
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if (msg == WM_COMMAND)
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{
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DB_Log(6, "WM_COMMAND");
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HandleWmCommand((unsigned short)wParam);
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}
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return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
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}
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if (msg == WM_CLOSE)
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{
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DB_Log(6, "WM_CLOSE");
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receivedWmClose = true;
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PostQuitMessage(0);
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//DoTheGame = false;
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return DefWindowProcA(hWnd, 0x10u, wParam, (LPARAM)lParam);
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}
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if (msg != WM_ACTIVATE)
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{
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return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
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}
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DB_Log(6, "WM_ACTIVATE");
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if (receivedWmClose)
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{
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return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
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}
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if (App_Unk00D9AC2B)
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return 0;
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if ((short)wParam)
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{
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if ((signed int)(unsigned short)wParam > 0 && (signed int)(unsigned short)wParam <= 2)
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{
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DB_Log(6, "WM_ACTIVE");
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if (!Debug)
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ResumeThread((HANDLE)hThread);
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App_Unk00D9ABFD = 0;
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DB_Log(5, "Game Thread Resumed");
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return 0;
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}
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}
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else
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{
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DB_Log(6, "WM_INACTIVE");
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DB_Log(5, "HangGameThread");
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App_Unk00D9ABFD = 1;
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if (!Debug)
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SuspendThread((HANDLE)hThread);
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DB_Log(5, "Game Thread Suspended");
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}
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return 0;
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}
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int __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
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{
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int RetVal;
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int n;
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// Process the command line
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bool setup = false;
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LPWSTR* argv;
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int argc;
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argv = CommandLineToArgvW(GetCommandLineW(), &argc);
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for (int i = 1; i < argc; i++)
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{
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if (wcscmp(argv[i], L"/setup") == 0)
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setup = true;
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if (wcscmp(argv[i], L"/debug") == 0)
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Debug = true;
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}
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LocalFree(argv);
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// Clear Application Structure
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memset(&App, 0, sizeof(WINAPP));
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_CrtSetReportMode(0, 2);
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_CrtSetDbgFlag(-1);
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// Initialise the new scripting system
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sol::state luaState;
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luaState.open_libraries(sol::lib::base);
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g_GameFlow = new GameFlow(&luaState);
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LoadScript();
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g_GameScript = new GameScript(&luaState);
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// Initialise chunks for savegames
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SaveGame::Start();
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INITCOMMONCONTROLSEX commCtrlInit;
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commCtrlInit.dwSize = sizeof(INITCOMMONCONTROLSEX);
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commCtrlInit.dwICC = ICC_USEREX_CLASSES | ICC_STANDARD_CLASSES;
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InitCommonControlsEx(&commCtrlInit);
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// Initialise main window
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App.hInstance = hInstance;
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App.WindowClass.hIcon = NULL;
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App.WindowClass.lpszMenuName = NULL;
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App.WindowClass.lpszClassName = "TR5Main";
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App.WindowClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
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App.WindowClass.hInstance = hInstance;
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App.WindowClass.style = CS_VREDRAW | CS_HREDRAW;
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App.WindowClass.lpfnWndProc = (WNDPROC)WinAppProc;
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App.WindowClass.cbClsExtra = 0;
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App.WindowClass.cbWndExtra = 0;
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App.WindowClass.hCursor = LoadCursor(App.hInstance, IDC_ARROW);
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if (!RegisterClass(&App.WindowClass))
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{
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printf("Unable To Register Window Class\n");
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return false;
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}
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// Create the renderer and enumerate adapters and video modes
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g_Renderer = new Renderer11();
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g_Renderer->Create();
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g_Renderer->EnumerateVideoModes();
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// Load configuration and optionally show the setup dialog
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InitDefaultConfiguration();
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//SetupDialog();
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if (setup || !LoadConfiguration())
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{
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if (!SetupDialog())
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{
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WinClose();
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return 0;
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}
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LoadConfiguration();
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}
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tagRECT Rect;
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Rect.left = 0;
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Rect.top = 0;
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Rect.right = g_Configuration.Width;
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Rect.bottom = g_Configuration.Height;
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AdjustWindowRect(&Rect, WS_CAPTION, false);
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App.WindowHandle = CreateWindowEx(
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0,
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"TR5Main",
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g_GameFlow->GetSettings()->WindowTitle.c_str(),
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WS_POPUP,
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0,
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0,
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Rect.right - Rect.left,
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Rect.bottom - Rect.top,
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NULL,
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NULL,
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App.hInstance,
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NULL
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);
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if (!App.WindowHandle)
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{
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printf("Unable To Create Window: %d\n", GetLastError());
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return false;
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}
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PhdWidth = g_Configuration.Width;
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PhdHeight = g_Configuration.Height;
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WindowsHandle = App.WindowHandle;
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// Initialise the renderer
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g_Renderer->Initialise(g_Configuration.Width, g_Configuration.Height, g_Configuration.RefreshRate,
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g_Configuration.Windowed, App.WindowHandle);
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// Initialize audio
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if (g_Configuration.EnableSound)
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Sound_Init();
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// Initialise the new inventory
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g_Inventory = new Inventory();
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App.bNoFocus = false;
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App.isInScene = false;
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UpdateWindow(WindowsHandle);
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ShowWindow(WindowsHandle, nShowCmd);
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SetCursor(0);
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ShowCursor(0);
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hAccTable = LoadAcceleratorsA(hInstance, (LPCSTR)0x65);
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//g_Renderer->Test();
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SoundActive = false;
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DoTheGame = true;
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Unk_876C48 = false;
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hThread = _beginthreadex(0, 0, &GameMain, 0, 0, &threadId);
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WinProcMsg();
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Unk_876C48 = true;
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while (DoTheGame);
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WinClose();
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return 0;
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}
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int WinClose()
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{
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DB_Log(2, "WinClose - DLL");
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DestroyAcceleratorTable(hAccTable);
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if (g_Configuration.EnableSound)
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Sound_DeInit();
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delete g_Renderer;
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delete g_Inventory;
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delete g_GameFlow;
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SaveGame::End();
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return 0;
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}
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void Inject_WinMain()
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{
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INJECT(0x004D23E0, WinClose);
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INJECT(0x004D24C0, WinProcMsg);
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INJECT(0x004D1C00, WinMain);
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} |