TombEngine/TR5Main/Specific/winmain.cpp
TokyoSU 713c992d76 Added Sophia
- 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)
2019-12-02 14:49:19 +01:00

341 lines
No EOL
6.7 KiB
C++

#include "game.h"
#include "init.h"
#include "winmain.h"
#include <CommCtrl.h>
#include "..\resource.h"
#include <process.h>
#include <crtdbg.h>
#include <stdio.h>
#include "sol.hpp"
#include "..\Game\draw.h"
#include "..\Game\sound.h"
#include "..\Game\inventory.h"
#include "..\Game\control.h"
#include "..\Game\gameflow.h"
#include "..\Game\savegame.h"
#include "..\Specific\roomload.h"
#include "configuration.h"
WINAPP App;
unsigned int threadId;
uintptr_t hThread;
HACCEL hAccTable;
byte receivedWmClose = false;
bool Debug = false;
extern int IsLevelLoading;
extern GameFlow* g_GameFlow;
extern GameScript* g_GameScript;
extern GameConfiguration g_Configuration;
int WinProcMsg()
{
int result;
struct tagMSG Msg;
DB_Log(2, "WinProcMsg");
do
{
GetMessageA(&Msg, 0, 0, 0);
if (!TranslateAcceleratorA(WindowsHandle, hAccTable, &Msg))
{
TranslateMessage(&Msg);
DispatchMessageA(&Msg);
}
result = Unk_876C48;
} while (!Unk_876C48 && Msg.message != WM_QUIT);
return result;
}
void __stdcall HandleWmCommand(unsigned short wParam)
{
if (wParam == 8)
{
DB_Log(5, "Pressed ALT + ENTER");
if (!IsLevelLoading)
{
SuspendThread((HANDLE)hThread);
DB_Log(5, "Game thread suspended");
g_Renderer->ToggleFullScreen();
ResumeThread((HANDLE)hThread);
DB_Log(5, "Game thread resumed");
if (g_Renderer->IsFullsScreen())
{
SetCursor(0);
ShowCursor(false);
}
else
{
SetCursor(LoadCursorA(App.hInstance, (LPCSTR)0x68));
ShowCursor(true);
}
}
}
}
LRESULT CALLBACK WinAppProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Disables ALT + SPACE
if (msg == WM_SYSCOMMAND && wParam == SC_KEYMENU) {
return 0;
}
if (msg > 0x10)
{
if (msg == WM_COMMAND)
{
DB_Log(6, "WM_COMMAND");
HandleWmCommand((unsigned short)wParam);
}
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if (msg == WM_CLOSE)
{
DB_Log(6, "WM_CLOSE");
receivedWmClose = true;
PostQuitMessage(0);
//DoTheGame = false;
return DefWindowProcA(hWnd, 0x10u, wParam, (LPARAM)lParam);
}
if (msg != WM_ACTIVATE)
{
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
DB_Log(6, "WM_ACTIVATE");
if (receivedWmClose)
{
return DefWindowProcA(hWnd, msg, wParam, (LPARAM)lParam);
}
if (App_Unk00D9AC2B)
return 0;
if ((short)wParam)
{
if ((signed int)(unsigned short)wParam > 0 && (signed int)(unsigned short)wParam <= 2)
{
DB_Log(6, "WM_ACTIVE");
if (!Debug)
ResumeThread((HANDLE)hThread);
App_Unk00D9ABFD = 0;
DB_Log(5, "Game Thread Resumed");
return 0;
}
}
else
{
DB_Log(6, "WM_INACTIVE");
DB_Log(5, "HangGameThread");
App_Unk00D9ABFD = 1;
if (!Debug)
SuspendThread((HANDLE)hThread);
DB_Log(5, "Game Thread Suspended");
}
return 0;
}
int __stdcall WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
int RetVal;
int n;
// Process the command line
bool setup = false;
LPWSTR* argv;
int argc;
argv = CommandLineToArgvW(GetCommandLineW(), &argc);
for (int i = 1; i < argc; i++)
{
if (wcscmp(argv[i], L"/setup") == 0)
setup = true;
if (wcscmp(argv[i], L"/debug") == 0)
Debug = true;
}
LocalFree(argv);
// Clear Application Structure
memset(&App, 0, sizeof(WINAPP));
_CrtSetReportMode(0, 2);
_CrtSetDbgFlag(-1);
// Initialise the new scripting system
sol::state luaState;
luaState.open_libraries(sol::lib::base);
g_GameFlow = new GameFlow(&luaState);
LoadScript();
g_GameScript = new GameScript(&luaState);
// Initialise chunks for savegames
SaveGame::Start();
INITCOMMONCONTROLSEX commCtrlInit;
commCtrlInit.dwSize = sizeof(INITCOMMONCONTROLSEX);
commCtrlInit.dwICC = ICC_USEREX_CLASSES | ICC_STANDARD_CLASSES;
InitCommonControlsEx(&commCtrlInit);
// Initialise main window
App.hInstance = hInstance;
App.WindowClass.hIcon = NULL;
App.WindowClass.lpszMenuName = NULL;
App.WindowClass.lpszClassName = "TR5Main";
App.WindowClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
App.WindowClass.hInstance = hInstance;
App.WindowClass.style = CS_VREDRAW | CS_HREDRAW;
App.WindowClass.lpfnWndProc = (WNDPROC)WinAppProc;
App.WindowClass.cbClsExtra = 0;
App.WindowClass.cbWndExtra = 0;
App.WindowClass.hCursor = LoadCursor(App.hInstance, IDC_ARROW);
if (!RegisterClass(&App.WindowClass))
{
printf("Unable To Register Window Class\n");
return false;
}
// Create the renderer and enumerate adapters and video modes
g_Renderer = new Renderer11();
g_Renderer->Create();
g_Renderer->EnumerateVideoModes();
// Load configuration and optionally show the setup dialog
InitDefaultConfiguration();
//SetupDialog();
if (setup || !LoadConfiguration())
{
if (!SetupDialog())
{
WinClose();
return 0;
}
LoadConfiguration();
}
tagRECT Rect;
Rect.left = 0;
Rect.top = 0;
Rect.right = g_Configuration.Width;
Rect.bottom = g_Configuration.Height;
AdjustWindowRect(&Rect, WS_CAPTION, false);
App.WindowHandle = CreateWindowEx(
0,
"TR5Main",
g_GameFlow->GetSettings()->WindowTitle.c_str(),
WS_POPUP,
0,
0,
Rect.right - Rect.left,
Rect.bottom - Rect.top,
NULL,
NULL,
App.hInstance,
NULL
);
if (!App.WindowHandle)
{
printf("Unable To Create Window: %d\n", GetLastError());
return false;
}
PhdWidth = g_Configuration.Width;
PhdHeight = g_Configuration.Height;
WindowsHandle = App.WindowHandle;
// Initialise the renderer
g_Renderer->Initialise(g_Configuration.Width, g_Configuration.Height, g_Configuration.RefreshRate,
g_Configuration.Windowed, App.WindowHandle);
// Initialize audio
if (g_Configuration.EnableSound)
Sound_Init();
// Initialise the new inventory
g_Inventory = new Inventory();
App.bNoFocus = false;
App.isInScene = false;
UpdateWindow(WindowsHandle);
ShowWindow(WindowsHandle, nShowCmd);
SetCursor(0);
ShowCursor(0);
hAccTable = LoadAcceleratorsA(hInstance, (LPCSTR)0x65);
//g_Renderer->Test();
SoundActive = false;
DoTheGame = true;
Unk_876C48 = false;
hThread = _beginthreadex(0, 0, &GameMain, 0, 0, &threadId);
WinProcMsg();
Unk_876C48 = true;
while (DoTheGame);
WinClose();
return 0;
}
int WinClose()
{
DB_Log(2, "WinClose - DLL");
DestroyAcceleratorTable(hAccTable);
if (g_Configuration.EnableSound)
Sound_DeInit();
delete g_Renderer;
delete g_Inventory;
delete g_GameFlow;
SaveGame::End();
return 0;
}
void Inject_WinMain()
{
INJECT(0x004D23E0, WinClose);
INJECT(0x004D24C0, WinProcMsg);
INJECT(0x004D1C00, WinMain);
}