File: main.cpp

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (248 lines) | stat: -rw-r--r-- 9,960 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248

#include "common/stream.h"
#include "watchmaker/3d/animation.h"
#include "watchmaker/3d/math/llmath.h"
#include "watchmaker/3d/geometry.h"
#include "watchmaker/3d/loader.h"
#include "watchmaker/3d/mem_management.h"
#include "watchmaker/classes/do_camera.h"
#include "watchmaker/classes/do_keyboard.h"
#include "watchmaker/classes/do_player.h"
#include "watchmaker/classes/do_sound.h"
#include "watchmaker/classes/do_system.h"
#include "watchmaker/define.h"
#include "watchmaker/globvar.h"
#include "watchmaker/game.h"
#include "watchmaker/game_options.h"
#include "watchmaker/init/nl_init.h"
#include "watchmaker/ll/ll_anim.h"
#include "watchmaker/ll/ll_diary.h"
#include "watchmaker/ll/ll_ffile.h"
#include "watchmaker/ll/ll_mesh.h"
#include "watchmaker/ll/ll_mouse.h"
#include "watchmaker/ll/ll_regen.h"
#include "watchmaker/ll/ll_system.h"
#include "watchmaker/ll/ll_util.h"
#include "watchmaker/message.h"
#include "watchmaker/renderer.h"
#include "watchmaker/saveload.h"
#include "watchmaker/schedule.h"
#include "watchmaker/types.h"
#include "watchmaker/utils.h"
#include "watchmaker/walk/act.h"
#include "watchmaker/walk/ball.h"
#include "watchmaker/work_dirs.h"

#define T3D_NAMELEN                         32          // default name len

namespace Watchmaker {

// TODO:
char ExternalText[256] = "";

uint8 tasti_per_sfx1;
uint8 generate_data_and_exit = 0;
uint8 force_debug_window = 0;

void CleanUpAndPostQuit(WorkDirs &workDirs, GameOptions &gameOptions);

int WMakerMain() {
	warning("The Watchmaker");

	//CreateWindow()
	//int loaderFlags = ParseCommandLine()

	WGame *game = new WGame;

	if (!LoadExternalText(&game->init, ExternalText)) {                        // Legge file di external text
		warning("ExternalText error!");
		return 0;
	}
	if ((LoaderFlags & T3D_FASTFILE) && (t3dFastFileInit(WmGameDataPak_FilePath))) {        // Apre il filone
		//Fixup solo di quelle directory presenti nel ffile
		// Basically drop the WmGameDir prefix from the paths.
		assert(false);
		/*
		FixupPath(WmT3dDir, WmGameDir);
		FixupPath(WmBndDir, WmGameDir);
		FixupPath(WmCamDir, WmGameDir);
		FixupPath(WmMapsDir, WmGameDir);
		FixupPath(WmLightmapsDir, WmGameDir);
		FixupPath(WmMiscDir, WmGameDir);
		FixupPath(WmA3dDir, WmGameDir);
		FixupPath(WmWavDir, WmGameDir);
		 */
	} else {
		LoaderFlags &= ~T3D_FASTFILE;
		//rSetLoaderFlags(LoaderFlags);
	}

	game->initCharNames();

	// Setup sound/kbd/mouse
	if (!(LoaderFlags & T3D_NOSOUND) && !(InitMusic()))                // Attiva DirectSound
		warning("No Sound-Card detected");

	//  aggiorna i volumi
	/*
	sSetAllSoundsVolume(GameOptions.sound_volume);
	sSetAllSpeechVolume(GameOptions.speech_volume);
	mSetAllVolume(GameOptions.music_volume);


	if (LoaderFlags & T3D_FULLSCREEN) rSetFlagsFullScreen();             // Modalita' FullScreen
	if (LoaderFlags & T3D_NOLIGHTMAPS) rSetLightmapRendering(0);         // Disattiva le Lightmaps
	else rSetLightmapRendering(1);                                      // Attiva le Lightmaps
	*/
	warning("init engine...");
	if (!(rInitialize3DEnvironment(*game,/*hWnd, */ WmCfgName))) {               // Apre scheda 3D
		game->CleanUpAndPostQuit();
		return 1;
	} /*else
        g_bReady = true;*/

	t3dAllocMemoryPool(1000000);                                // Alloca memory-pool
	game->_messageSystem.init();

	if (LoaderFlags & T3D_DEBUGMODE) {
		if (!game->StartPlayingGame("")) {
			return 1;
		}
	} else {
		if (!game->LoadAndSetup("r97.t3d", 1)) {                       // Carica T3D e Bitmap
			return 1;
		}

		_vm->_messageSystem.doEvent(EventClass::MC_DIALOG, ME_DIALOGSTART, MP_DEFAULT, dRLOGHI, 0, 0, nullptr, nullptr, nullptr);
	}
#if 0
	ShowWindow(hWnd, SW_SHOWNORMAL);
	UpdateWindow(hWnd);
#endif

	game->GameLoop();

	warning("FIN");
	delete game;
	return 0;
}

/* -----------------16/10/98 12.07-------------------
 *                  CloseSys
 * --------------------------------------------------*/
void CloseSys(WGame &game) {
	warning("TODO, clean up properly");
	game.CleanUpAndPostQuit();
}


/* -----------------16/10/98 12.07-------------------
 *                  ReadTime
 * --------------------------------------------------*/
uint32 ReadTime() {
//	LARGE_INTEGER t;
//	QueryPerformanceCounter( &t );
	return (t3dReadTime());
}

/* -----------------16/10/98 12.24-------------------
 *              Render3DEnvironment
 * --------------------------------------------------*/
void Render3DEnvironment(WGame &game) {
	t3dV3F cp;
	int32 i;
//	Cancella buffers
	//if (!rClearBuffers(0, rCLEARBACKBUFFER | rCLEARZBUFFER))
	//  DebugLogWindow("Unable to clear backbuffers\n");
	t3dResetPipeline();
	// Update mouse coordinates and project them in 3D
	HandleMouseChanges();

	t3d3dMousePos = t3dV3F(game._renderer->screenSpaceToCameraSpace((t3dF32)mPosx, (t3dF32)mPosy));
	if (bT2DActive  /*&& ( bT2DActive != tOPTIONS )*/) {
	} else if (((InvStatus & INV_MODE2) && (InvStatus & INV_ON)) /*|| ( bT2DActive == tOPTIONS )*/) { // Se sono nell'inventario
		t3dCAMERA *tmp = t3dCurCamera;                                                          // Salvo camera attuale in tmp
		t3dMatIdentity(&t3dCurViewMatrix);
		t3dCurCamera = &game.init._globals._invVars.t3dIconCamera;                                                          // Attivo camera per icone
		t3dCurCamera->Fov = CAMERA_FOV_ICON;
		game._renderer->setCurCameraViewport(t3dCurCamera->Fov, bSuperView);
		auto windowInfo = game._renderer->getScreenInfos();
		game._renderer->setProjectionMatrix((float)(windowInfo.width), (float)(windowInfo.height), t3dCurCamera->Fov, 5000.0f, 15000.0f);
		t3dVectInit(&t3dCurCamera->Source, 1000.0f, 0.0f, 10000.0f);
		t3dVectInit(&t3dCurCamera->Target, 1000.0f, 0.0f, 0.0f);
		t3dMatView(&t3dCurViewMatrix, &t3dCurCamera->Source, &t3dCurCamera->Target);   // Creo matrice

		for (i = 0; i < (int32)game.init._globals._invVars.t3dIcons->NumMeshes(); i++) {
			game.init._globals._invVars.t3dIcons->MeshTable[i].Flags |= T3D_MESH_HIDDEN;                                    // Disattivo tutte le icone
			t3dMatCopy(&game.init._globals._invVars.t3dIcons->MeshTable[i].Matrix, &game.init._globals._invVars.BigIconM);

			if (BigInvObj) {
				if (game.init._globals._invVars.t3dIcons->MeshTable[i].name.equalsIgnoreCase((char *)game.init.InvObj[BigInvObj].meshlink.rawArray()))
					game.init._globals._invVars.t3dIcons->MeshTable[i].Flags &= ~T3D_MESH_HIDDEN;                           // Fuorche' quella selezinata
			}
		}

		if (!t3dTransformBody(game.init._globals._invVars.t3dIcons))
			DebugLogWindow("Can't transform Icons");
		t3dCurCamera = tmp;                                                                     // Rirpristino camera precedente
		t3dSortMeshes();                                                                        // Ordina le mesh
	} else {
		t3dOrigRoom = t3dCurRoom;                                                               // Si ricorda la stanza di partenza
		t3dMatIdentity(&t3dCurViewMatrix);                                                   // Aggiorna camera
		t3dMatView(&t3dCurViewMatrix, &t3dCurCamera->Source, &t3dCurCamera->Target);
		if (!t3dTransformBody(t3dCurRoom))                                                       // Proietta stanza
			DebugLogWindow("Can't transform %s", t3dCurRoom->name.c_str());
		t3dOrigRoom = nullptr;

		t3dProcessPortals();                                                                    // Processa i portali visibili

		game._cameraMan->GetRealCharPos(game.init, &cp, ocCURPLAYER, 0);
		PortalCrossed = t3dCheckPortalCrossed(&cp);                                              // Controlla se ha attraversato portali

		if (LoaderFlags & T3D_SKY)
			t3dTransformSky();
		else if (bGolfActive)
			t3dProcessGolfSky(t3dGolfSky);

		if (game.init.Obj[o48DARRELLSVENUTO].flags & ON) {
			for (i = 0; i < T3D_MAX_CHARACTERS; i++)
				if (Character[i] && (i != ocCURPLAYER) && (i != ocDARRELL))
					if (!t3dTransformCharacter(Character[i]))                                        // Proietta personaggi
						DebugLogWindow("Can't transform %s", Character[i]->Body->name.c_str());
		} else {
			for (i = 0; i < T3D_MAX_CHARACTERS; i++)
				if (Character[i] && (i != ocCURPLAYER))
					if (!t3dTransformCharacter(Character[i]))                                        // Proietta personaggi
						DebugLogWindow("Can't transform %s", Character[i]->Body->name.c_str());
		}

		if (game._gameVars.getCurRoomId() == r33) {
			for (i = 0; i < 4; i++)                                                              // Proietta oggetti speciali
				if (Lanc33[i] && !t3dTransformCharacter(Lanc33[i]))
					DebugLogWindow("Can't transform %s", Lanc33[i]->Body->name.c_str());
		}

		for (i = 0; i < MAX_GOPHERS; i++)
			if (GopherMark[i] && !t3dTransformCharacter(GopherMark[i]))
				DebugLogWindow("Can't transform %s", GopherMark[i]->Body->name.c_str());
		if (Freccia50 && !t3dTransformCharacter(Freccia50))
			DebugLogWindow("Can't transform %s", Freccia50->Body->name.c_str());
		if (Palla50 && !t3dTransformCharacter(Palla50))
			DebugLogWindow("Can't transform %s", Palla50->Body->name.c_str());
		if (Explode50 && !t3dTransformCharacter(Explode50))
			DebugLogWindow("Can't transform %s", Explode50->Body->name.c_str());

		t3dSortMeshes();                                                                        // Ordian le mesh
	}

	AfterRender(game);                                                                              // Disegna interfaccia
	Add3DStuff(game);                                                                           // Aggiunge layer 3D
	ProcessMaterialList();                                                                      // Compone la material list globale

	rRenderScene();                                                                             // Stampa triangoli

	game._renderer->add2DStuff(); // Aggiunge layer 2D
	game._renderer->showFrame();    // Visualizza il frame
}

} // End of namespace Watchmaker