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// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name stratagus.cpp - The main file. */
//
// (c) Copyright 1998-2010 by Lutz Sammer, Francois Beerten, and
// Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; only version 2 of the License.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/**
** @mainpage
**
** @section Introduction Introduction
**
** Welcome to the source code documentation of the Stratagus engine.
** Extract the source documentation with doxygen (http://www.doxygen.org)
** or doc++ (http://www.zib.de/Visual/software/doc++/index.html) tools.
**
** Any help to improve this documention is welcome. If you didn't
** understand something or you found an error or a wrong spelling
** or wrong grammer please write an email (including a patch :).
**
** @section Informations Informations
**
** Visit the http://www.boswars.org web page for the latest news and
** ../doc/readme.html for other documentations.
**
** @section Modules Modules
**
** This are the main modules of the engine.
**
** @subsection Map Map
**
** Handles the map. A map is made from tiles.
**
** @see map.h @see map.cpp
**
** @subsection Unit Unit
**
** Handles units. Units are ships, flyers, buildings, creatures,
** machines.
**
** @see unit.h @see unit.cpp @see unittype.h @see unittype.cpp
**
** @subsection Missile Missile
**
** Handles missiles. Missiles are all other sprites on map
** which are no unit.
**
** @see missile.h @see missile.cpp
**
** @subsection Player Player
**
** Handles players, all units are owned by a player. A player
** could be controlled by a human or a computer.
**
** @see player.h @see player.cpp @see ::CPlayer
**
** @subsection Sound Sound
**
** Handles the high and low level of the sound. There are the
** background music support, voices and sound effects.
** Following low level backends are supported: OSS and SDL.
**
** @see sound.h @see sound.cpp
** @see script_sound.cpp @see sound_id.cpp @see sound_server.cpp
** @see unitsound.cpp
** @see sdl_audio.cpp
** @see ogg.cpp @see wav.cpp
**
** @subsection Video Video
**
** Handles the high and low level of the graphics.
** This also contains the sprite and linedrawing routines.
**
** See page @ref VideoModule for more information upon supported
** features and video platforms.
**
** @see video.h @see video.cpp
**
** @subsection Network Network
**
** Handles the high and low level of the network protocol.
** The network protocol is needed for multiplayer games.
**
** See page @ref NetworkModule for more information upon supported
** features and API.
**
** @see network.h @see network.cpp
**
** @subsection Pathfinder Pathfinder
**
** @see pathfinder.h @see pathfinder.cpp
**
** @subsection AI AI
**
** There are currently two AI's. The old one is very hardcoded,
** but does things like placing buildings better than the new.
** The old AI shouldn't be used. The new is very flexible, but
** very basic. It includes none optimations.
**
** See page @ref AiModule for more information upon supported
** features and API.
**
** @see ai_local.h
** @see ai.h @see ai.cpp
**
** @subsection CCL CCL
**
** CCL is Craft Configuration Language, which is used to
** configure and customize the engine.
**
** @see script.h @see script.cpp
**
** @subsection Icon Icon
**
** @see icons.h @see icons.cpp
**
** @subsection Editor Editor
**
** This is the integrated editor, it shouldn't be a perfect
** editor. It is used to test new features of the engine.
**
** @see editor.h @see editor.cpp
*/
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <stdio.h>
#include <stdlib.h>
#include <stdarg.h>
#include <string.h>
#include <time.h>
#include <ctype.h>
#include <sstream>
#include <algorithm>
#ifndef _MSC_VER
#include <unistd.h>
#endif
#ifdef __CYGWIN__
#include <getopt.h>
#endif
#if defined(_MSC_VER) || defined(__MINGW32__)
extern char *optarg;
extern int optind;
extern int getopt(int argc, char *const *argv, const char *opt);
#endif
#ifdef MAC_BUNDLE
#define Button ButtonOSX
#include <Carbon/Carbon.h>
#undef Button
#endif
#include "SDL.h"
#include "stratagus.h"
#include "unit_manager.h"
#include "video.h"
#include "font.h"
#include "cursor.h"
#include "ui.h"
#include "interface.h"
#include "menus.h"
#include "sound_server.h"
#include "sound.h"
#include "settings.h"
#include "script.h"
#include "network.h"
#include "netconnect.h"
#include "ai.h"
#include "missile.h"
#include "replay.h"
#include "results.h"
#include "editor.h"
#include "movie.h"
#include "pathfinder.h"
#include "widgets.h"
#include "trigger.h"
#include "iolib.h"
#include "iocompat.h"
#include "guichan.h"
#include "version.h"
#include "title.h"
#include "map.h"
#if defined(_MSC_VER) && SDL_VERSION_ATLEAST(1, 2, 13)
#define REDIRECT_OUTPUT
#endif
extern void CreateUserDirectories(void);
/*----------------------------------------------------------------------------
-- Variables
----------------------------------------------------------------------------*/
std::string StratagusLibPath; /// Path for data directory
std::string LocalPlayerName; /// Name of local player
/// Name, Version, Copyright
static std::string NameLine =
"Bos Wars V" VERSION ", (c) 1998-2023 by the Bos Wars and Stratagus Project.";
std::string CliMapName; /// Filename of the map given on the command line
std::string CompileOptions; /// Compile options.
static std::vector<gcn::Container *> Containers;
/*----------------------------------------------------------------------------
-- Speedups FIXME: Move to some other more logic place
----------------------------------------------------------------------------*/
int SpeedBuild = 1; /// speed factor for building
int SpeedTrain = 1; /// speed factor for training
/*============================================================================
== DISPLAY
============================================================================*/
unsigned long GameCycle; /// Game simulation cycle counter
unsigned long FastForwardCycle; /// Cycle to fastforward to in a replay
/*============================================================================
== MAIN
============================================================================*/
/**
** Show load progress.
**
** @param fmt printf format string.
*/
void ShowLoadProgress(const char *fmt, ...)
{
va_list va;
char temp[4096];
va_start(va, fmt);
vsnprintf(temp, sizeof(temp) - 1, fmt, va);
temp[sizeof(temp) - 1] = '\0';
va_end(va);
if (Video.Depth && GameFont && GameFont->IsLoaded()) {
// Remove non printable chars
for (char *s = temp; *s; ++s) {
if (*s < 32) {
*s = ' ';
}
}
Video.FillRectangle(ColorBlack, 5, Video.Height - 18, Video.Width - 10, 18);
VideoDrawTextCentered(Video.Width / 2, Video.Height - 16, GameFont, temp);
InvalidateArea(5, Video.Height - 18, Video.Width - 10, 18);
RealizeVideoMemory();
} else {
DebugPrint("!!!!%s\n" _C_ temp);
}
}
//----------------------------------------------------------------------------
/**
** Pre menu setup.
*/
void PreMenuSetup(void)
{
//
// Initial menus require some gfx.
//
SetDefaultTextColors(FontYellow, FontWhite);
LoadFonts();
InitVideoCursors();
LoadCursors();
InitSettings();
InitUserInterface();
UI.Load();
}
/**
** Run the guichan main menus loop.
**
** @return 0 for success, else exit.
*/
static int MenuLoop()
{
char buf[1024];
int status;
initGuichan();
InterfaceState = IfaceStateMenu;
// Clear screen
Video.ClearScreen();
Invalidate();
ButtonUnderCursor = -1;
CursorState = CursorStatePoint;
GameCursor = UI.Point.Cursor;
// FIXME delete this when switching to full guichan GUI
LibraryFileName("scripts/guichan.lua", buf, sizeof(buf));
status = LuaLoadFile(buf);
// We clean up later in Exit
return status;
}
/**
** Cleanup game.
**
** Call each module to clean up.
** Contrary to CleanModules, maps can be restarted
** without reloading all lua files.
*/
void CleanGame(void)
{
FastForwardCycle = 0;
EndReplayLog();
CleanMessages();
CleanTriggers();
CleanUnits();
CleanAi();
CleanSelections();
CleanGroups();
CleanMissiles();
Map.Clean();
CleanReplayLog();
FreeVisionTable();
FreePathfinder();
CursorBuilding = NULL;
UnitUnderCursor = NULL;
}
static void ExpandPath(std::string &newpath, const std::string &path)
{
if (path[0] == '~') {
newpath = UserDirectory + path.substr(1);
} else {
newpath = StratagusLibPath + "/" + path;
}
}
extern gcn::Gui *Gui;
void StartMap(const std::string &filename, bool clean)
{
std::string nc, rc;
gcn::Widget *oldTop = Gui->getTop();
gcn::Container *container = new gcn::Container();
Containers.push_back(container);
container->setDimension(gcn::Rectangle(0, 0, Video.Width, Video.Height));
container->setOpaque(false);
Gui->setTop(container);
NetConnectRunning = 0;
InterfaceState = IfaceStateNormal;
// Create the game.
DebugPrint("Creating game with map: %s\n" _C_ filename.c_str());
if (clean) {
CleanPlayers();
}
GetDefaultTextColors(nc, rc);
CreateGame(filename, &Map);
// Play the game.
GameMainLoop();
// Clear screen
Video.ClearScreen();
Invalidate();
CleanGame();
InterfaceState = IfaceStateMenu;
SetDefaultTextColors(nc, rc);
Gui->setTop(oldTop);
Containers.erase(std::find(Containers.begin(), Containers.end(), container));
delete container;
}
void StartSavedGame(const std::string &filename)
{
std::string path;
SaveGameLoading = true;
CleanPlayers();
ExpandPath(path, filename);
LoadGame(path);
// the filename argument of StartMap is unused with saved games
StartMap("", false);
}
void StartReplay(const std::string &filename, bool reveal)
{
std::string replay;
CleanPlayers();
ExpandPath(replay, filename);
LoadReplay(replay);
ReplayRevealMap = reveal;
StartMap(CurrentMapPath, false);
}
//----------------------------------------------------------------------------
/**
** Print headerline, copyright, ...
*/
static void PrintHeader(void)
{
fprintf(stdout, "%s\n written by Lutz Sammer, Fabrice Rossi, Vladi Shabanski, Patrice Fortier,\n"
"Jon Gabrielson, Andreas Arens, Nehal Mistry, Jimmy Salmon, Francois Beerten and others.\n"
"\t(http://www.boswars.org)"
"\nCompile options %s", NameLine.c_str(), CompileOptions.c_str());
}
/**
** Main1, called from main.
**
** @param argc Number of arguments.
** @param argv Vector of arguments.
*/
static int main1(int argc, char **argv)
{
PrintHeader();
printf(
"\n"
"\n"
"Bos Wars may be copied only under the terms of the GNU General Public License\n"
"which must be distributed with this program.\n"
"\n"
"DISCLAIMER:\n"
"This software is provided as-is. The author(s) can not be held liable for any\n"
"damage that might arise from the use of this software.\n"
"Use it at your own risk.\n"
"\n");
// Video display is inited by lua
// Setup sound card
if (!InitSound()) {
InitMusic();
}
#ifndef DEBUG // For debug it's better not to have:
srand(time(NULL)); // Random counter = random each start
#endif
//
// Show title screens.
//
SetDefaultTextColors(FontYellow, FontWhite);
LoadFonts();
SetClipping(0, 0, Video.Width - 1, Video.Height - 1);
Video.ClearScreen();
ShowTitleScreens();
// Init player data
ThisPlayer = NULL;
//Don't clear the Players strucure as it would erase the allowed units.
// memset(Players, 0, sizeof(Players));
NumPlayers = 0;
UnitManager.Init(); // Units memory management
PreMenuSetup(); // Load everything needed for menus
MenuLoop();
return 0;
}
/**
** Exit the game.
**
** @param err Error code to pass to shell.
*/
void Exit(int err)
{
StopMusic();
QuitSound();
NetworkQuit();
ExitNetwork1();
CleanModules();
FreeBurningBuildingFrames();
// FreeGraphics must be called before exit to avoid the static
// deinitialization fiasco.
FreeGraphics();
#ifdef DEBUG
FreeSounds();
FreePlayerColors();
FreeButtonStyles();
for (size_t i = 0; i < Containers.size(); ++i) {
delete Containers[i];
}
freeGuichan();
DebugPrint("Frames %lu, Slow frames %d = %ld%%\n" _C_
FrameCounter _C_ SlowFrameCounter _C_
(SlowFrameCounter * 100) / (FrameCounter ? FrameCounter : 1));
lua_settop(Lua, 0);
lua_close(Lua);
#endif
fputs(_("Thanks for playing Bos Wars.\n"), stdout);
exit(err);
}
/**
** Do a fatal exit.
** Called on out of memory or crash.
**
** @param err Error code to pass to shell.
*/
void ExitFatal(int err)
{
exit(err);
}
/**
** Display the usage.
*/
static void Usage(void)
{
PrintHeader();
printf(
"\n\n"
"Usage: boswars [OPTIONS] [MAP-PRESENTATION-FILE]\n"
" -c file.lua Configuration start file (default scripts/boswars.lua)\n"
" -d datapath Path to Bos Wars data\n"
" -E file.lua Load this script file when starting the map editor\n"
" (default scripts/editor.lua)\n"
#ifdef DEBUG
" -e Show all events received from SDL (requires DEBUG)\n"
#endif
" -h Help shows this page\n"
" -l Disable command log\n"
" -P port Network port to use\n"
" -L lag Network lag in # frames (default 10 = 333ms)\n"
" -U update Network update rate in # frames (default 5=6x per s)\n"
" -v mode Video mode WIDTHxHEIGHT, at least 640x480. Abbreviations:\n"
" 1=640x480, 2=800x600, 3=1024x768, 4=1280x960, 5=1600x1200.\n"
" -D bpp Video mode depth = bits per pixel (for Win32/TNT)\n"
" -F Full screen video mode\n"
" -S speed Video sync speed (100 = 30 frames/s)\n"
" -f cycle Fast forward until the cycle number\n"
" -W Windowed video mode\n"
"Specifying MAP-PRESENTATION-FILE starts a single-player game in that map.\n"
"Example: boswars maps/islandwar.map/presentation.smp\n");
}
#ifdef REDIRECT_OUTPUT
static std::string stdoutFile;
static std::string stderrFile;
static void CleanupOutput()
{
fclose(stdout);
fclose(stderr);
struct stat st;
if (stat(stdoutFile.c_str(), &st) == 0 && st.st_size == 0) {
unlink(stdoutFile.c_str());
}
if (stat(stderrFile.c_str(), &st) == 0 && st.st_size == 0) {
unlink(stderrFile.c_str());
}
}
static void RedirectOutput()
{
char path[MAX_PATH];
int pathlen;
pathlen = GetModuleFileName(NULL, path, sizeof(path));
while (pathlen > 0 && path[pathlen] != '\\') {
--pathlen;
}
path[pathlen] = '\0';
stdoutFile = std::string(path) + "\\stdout.txt";
stderrFile = std::string(path) + "\\stderr.txt";
if (!freopen(stdoutFile.c_str(), "w", stdout)) {
printf("freopen stdout failed");
}
if (!freopen(stderrFile.c_str(), "w", stderr)) {
printf("freopen stderr failed");
}
atexit(CleanupOutput);
}
#endif
/**
** Parses the "-v mode" command-line option.
**
** @param arg The "mode" argument of the "-v mode" option.
*/
static void VideoModeOption(const char *arg)
{
int abbrev = 0;
int width = 0;
int height = 0;
char garbage;
if (sscanf(arg, "%d %c", &abbrev, &garbage) == 1) {
switch (abbrev) {
case 0:
Video.Width = 0;
Video.Height = 0;
return;
case 1:
Video.Width = 640;
Video.Height = 480;
return;
case 2:
Video.Width = 800;
Video.Height = 600;
return;
case 3:
Video.Width = 1024;
Video.Height = 768;
return;
case 4:
Video.Width = 1280;
Video.Height = 960;
return;
case 5:
Video.Width = 1600;
Video.Height = 1200;
return;
}
}
if (sscanf(arg, "%d%*[Xx]%d %c", &width, &height, &garbage) == 2) {
// Too small resolutions can cause segmentation faults
// when the engine tries to draw outside the screen.
if (width < 640 || height < 480) {
fprintf(stderr, "Video mode must be at least 640x480.\n");
ExitFatal(-1);
}
Video.Width = width;
Video.Height = height;
return;
}
Usage();
ExitFatal(-1);
}
/**
** The main program: initialise, parse options and arguments.
**
** @param argc Number of arguments.
** @param argv Vector of arguments.
*/
int main(int argc, char **argv)
{
#ifdef REDIRECT_OUTPUT
RedirectOutput();
#endif
CompileOptions =
#ifdef DEBUG
"DEBUG "
#endif
#ifdef USE_VORBIS
"VORBIS "
#endif
#ifdef USE_THEORA
"THEORA "
#endif
""
;
//
// Setup some defaults.
//
#ifndef MAC_BUNDLE
StratagusLibPath = STRATAGUS_LIB_PATH;
#else
freopen("/tmp/stdout.txt", "w", stdout);
freopen("/tmp/stderr.txt", "w", stderr);
// Look for the specified data set inside the application bundle
// This should be a subdir of the Resources directory
CFURLRef pluginRef = CFBundleCopyResourceURL(CFBundleGetMainBundle(),
CFSTR(MAC_BUNDLE_DATADIR), NULL, NULL);
CFStringRef macPath = CFURLCopyFileSystemPath(pluginRef,
kCFURLPOSIXPathStyle);
const char *pathPtr = CFStringGetCStringPtr(macPath,
CFStringGetSystemEncoding());
Assert(pathPtr);
StratagusLibPath = pathPtr;
#endif
CclStartFile = "scripts/boswars.lua";
EditorStartFile = "scripts/editor.lua";
// Default player name to username on unix systems.
LocalPlayerName.clear();
#ifdef USE_WIN32
LocalPlayerName = "Anonymous";
#else
if (getenv("USER")) {
LocalPlayerName = getenv("USER");
} else {
LocalPlayerName = "Anonymous";
}
#endif
// FIXME: Parse options before or after scripts?
//
// Parse commandline
//
for (;;) {
switch (getopt(argc, argv, "c:d:ehlP:v:D:E:FL:S:f:U:W?")) {
case 'c':
CclStartFile = optarg;
continue;
case 'd':
{
StratagusLibPath = optarg;
replace(StratagusLibPath.begin(), StratagusLibPath.end(), '\\', '/');
continue;
}
case 'e':
// DumpAllSdlEvents is intended for engine
// hackers, rather than scripters or players.
// Make it available in DEBUG builds only, so
// that we are more free to make incompatible
// changes to it, and so that players won't
// complain that the feature is cumbersome to
// use in Windows or Mac OS X.
#ifdef DEBUG
DumpAllSdlEvents = true;
#else
// The following string is not in _("...")
// because the translation files have not
// been loaded yet.
fprintf(stderr, "Warning: Option -e is available in DEBUG builds only.\n");
#endif
continue;
case 'E':
EditorStartFile = optarg;
continue;
case 'l':
CommandLogDisabled = true;
continue;
case 'P':
NetworkPort = atoi(optarg);
continue;
case 'v':
VideoModeOption(optarg);
continue;
case 'L':
NetworkLag = atoi(optarg);
if (!NetworkLag) {
fprintf(stderr, "FIXME: zero lag not supported\n");
Usage();
ExitFatal(-1);
}
continue;
case 'U':
NetworkUpdates = atoi(optarg);
continue;
case 'F':
VideoForceFullScreen = 1;
Video.FullScreen = 1;
continue;
case 'W':
VideoForceFullScreen = 1;
Video.FullScreen = 0;
continue;
case 'D':
Video.Depth = atoi(optarg);
continue;
case 'S':
VideoSyncSpeed = atoi(optarg);
continue;
case 'f':
FastForwardCycle = atol(optarg);
continue;
case -1:
break;
case '?':
case 'h':
default:
Usage();
ExitFatal(-1);
}
break;
}
if (argc - optind > 1) {
fprintf(stderr, "too many files\n");
Usage();
ExitFatal(-1);
}
if (argc - optind) {
CliMapName = argv[optind];
replace(CliMapName.begin(), CliMapName.end(), '\\', '/');
--argc;
}
// Init the random number generator.
InitSyncRand();
CreateUserDirectories();
// Init CCL and load configurations!
InitCcl();
// Initialise AI module
InitAiModule();
LoadCcl();
main1(argc, argv);
Exit(0);
return 0;
}
//@}
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