Files
Jedi-Academy/code/win32/win_main_console.cpp
2013-04-04 14:32:05 -07:00

822 lines
18 KiB
C++

#include "../game/q_shared.h"
#include "../qcommon/qcommon.h"
#include "../client/client.h"
#include "win_local.h"
#include "resource.h"
#include <float.h>
#include <stdio.h>
#include "../game/g_public.h"
#include <xonline.h>
#include "glw_win_dx8.h"
#include "../qcommon/xb_settings.h"
#ifdef _XBOX
#include <IO.h>
#define NEWDECL __cdecl
#ifndef FINAL_BUILD
#include "dbg_console_xbox.h"
#endif
#endif
int gLaunchController = 0;
extern int eventHead, eventTail;
extern sysEvent_t eventQue[MAX_QUED_EVENTS];
extern byte sys_packetReceived[MAX_MSGLEN];
void *NEWDECL operator new(size_t size)
{
return Z_Malloc(size, TAG_NEWDEL, qfalse);
}
void *NEWDECL operator new[](size_t size)
{
return Z_Malloc(size, TAG_NEWDEL, qfalse);
}
void NEWDECL operator delete[](void *ptr)
{
if (ptr)
Z_Free(ptr);
}
void NEWDECL operator delete(void *ptr)
{
if (ptr)
Z_Free(ptr);
}
/*
================
Sys_Init
Called after the common systems (cvars, files, etc)
are initialized
================
*/
extern void Sys_In_Restart_f(void);
extern void Sys_Net_Restart_f(void);
void Sys_Init( void )
{
Cmd_AddCommand ("in_restart", Sys_In_Restart_f);
Cmd_AddCommand ("net_restart", Sys_Net_Restart_f);
}
#ifdef XBOX_DEMO
// When we're a demo, we're not running from D:\, so we need some hacks:
char demoBasePath[64];
#endif
char *Sys_Cwd( void )
{
static char cwd[MAX_OSPATH];
#ifdef XBOX_DEMO
strcpy( cwd, demoBasePath );
#else
strcpy(cwd, "d:");
#endif
return cwd;
}
/*
=================
Sys_In_Restart_f
Restart the input subsystem
=================
*/
void Sys_In_Restart_f( void ) {
}
/*
=============
Sys_Error
Show the early console as an error dialog
=============
*/
void Sys_Error( const char *error, ... ) {
va_list argptr;
char text[256];
va_start (argptr, error);
vsprintf (text, error, argptr);
va_end (argptr);
#ifdef _GAMECUBE
printf(text);
#else
OutputDebugString(text);
#endif
#if 0 // UN-PORT
Com_ShutdownZoneMemory();
Com_ShutdownHunkMemory();
#endif
exit (1);
}
/*
================
Sys_GetEvent
================
*/
sysEvent_t Sys_GetEvent( void ) {
sysEvent_t ev;
// return if we have data
if ( eventHead > eventTail ) {
eventTail++;
return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
}
// check for network packets
msg_t netmsg;
MSG_Init( &netmsg, sys_packetReceived, sizeof( sys_packetReceived ) );
// return if we have data
if ( eventHead > eventTail ) {
eventTail++;
return eventQue[ ( eventTail - 1 ) & MASK_QUED_EVENTS ];
}
// create an empty event to return
memset( &ev, 0, sizeof( ev ) );
ev.evTime = Sys_Milliseconds();
return ev;
}
void Sys_Print(const char *msg)
{
#ifdef _GAMECUBE
printf(msg);
#else
OutputDebugString(msg);
#endif
}
/*
==============
Sys_Log
==============
*/
void Sys_Log( const char *file, const char *msg ) {
Sys_Log(file, msg, strlen(msg), strchr(msg, '\n') ? true : false);
}
/*
==============
Sys_Log
==============
*/
void Sys_Log( const char *file, const void *buffer, int size, bool flush ) {
#ifndef FINAL_BUILD
static bool unableToLog = false;
// Once we've failed to write to the log files once, bail out.
// This lets us put release builds on DVD without recompiling.
if (unableToLog)
return;
struct FileInfo
{
char name[MAX_QPATH];
FILE *handle;
};
const int LOG_MAX_FILES = 4;
static FileInfo files[LOG_MAX_FILES];
static int num_files = 0;
FileInfo* cur = NULL;
for (int f = 0; f < num_files; ++f)
{
if (!stricmp(file, files[f].name))
{
cur = &files[f];
break;
}
}
if (cur == NULL)
{
if (num_files >= LOG_MAX_FILES)
{
Sys_Print("Too many log files!\n");
return;
}
cur = &files[num_files++];
strcpy(cur->name, file);
cur->handle = NULL;
}
char fullname[MAX_QPATH];
sprintf(fullname, "d:\\%s", cur->name);
if (!cur->handle)
{
cur->handle = fopen(fullname, "wb");
if (cur->handle == NULL)
{
Sys_Print("Unable to open log file!\n");
unableToLog = true;
return;
}
}
if (size == 1) fputc(*(char*)buffer, cur->handle);
else fwrite(buffer, size, 1, cur->handle);
if (flush)
{
fflush(cur->handle);
}
#endif
}
#ifdef _XBOX
HANDLE Sys_FileStreamMutex = INVALID_HANDLE_VALUE;
#endif
void Win_Init(void)
{
#ifdef _XBOX
Sys_FileStreamMutex = CreateMutex(NULL, FALSE, NULL);
#endif
}
/*
=====================
XBE SWITCHING SUPPORT
=====================
*/
#ifdef XBOX_DEMO
// Filled in when we're launched from CDX
LD_DEMO demoLaunchData;
bool demoLaunchDataValid = false;
// If we were launched by the user, or someone has pressed a key
// then the timer should not count down during movies/loading:
bool demoTimerAlways = false;
int demoTimer = 0;
#endif
// Takes a filename (relative to ".") and pre-pends the right path. This
// is needed for demos where the game won't be running from D:
const char *Sys_RemapPath( const char *filename )
{
#ifdef XBOX_DEMO
return va( "%s\\%s", demoBasePath, filename );
#else
return va( "D:\\%s", filename );
#endif
}
// Despite what you may think, this function actually just returns
// a value telling you if you *should* quick-boot -- ie skip intro
// cinematics and such. Only supposed to XGetLaunchInfo once per
// boot, so we cache the results.
//
// This function always gets called at startup, so we also use it
// to retrieve the launch info for a demo
#define LAUNCH_MAGIC "J3D1"
bool Sys_QuickStart( void )
{
static bool retVal = false;
static bool initialized = false;
if( initialized )
return retVal;
initialized = true;
#ifdef XBOX_DEMO
// Default to D:\, this gets replaced below if CDX started us
strcpy( demoBasePath, "D:" );
gLaunchController = 0; // Irrelevant in demo
retVal = false; // We never come from MP (eg), so always false
DWORD launchType;
DWORD result = XGetLaunchInfo( &launchType, (LAUNCH_DATA *) &demoLaunchData );
if( result == ERROR_SUCCESS && launchType == LDT_TITLE )
{
// We were launched by CDX:
demoLaunchDataValid = true;
// How we were launched affects timer behavior:
demoTimerAlways = (demoLaunchData.dwRunmode == XLDEMO_RUNMODE_KIOSKMODE);
// Need to re-map paths, as D:\\ doesn't work now:
Q_strncpyz( demoBasePath, demoLaunchData.szLaunchedXBE, sizeof(demoBasePath), qtrue );
// Find our executable name in the path, and truncate the string there:
char *pXBE = strstr( demoBasePath, "\\default.xbe" );
if( !pXBE )
Com_Error( ERR_FATAL, "Error re-mapping D drive\n" );
*pXBE = 0;
// Fix the video path:
extern char XBOX_VIDEO_PATH[64];
strcpy( XBOX_VIDEO_PATH, demoBasePath );
strcat( XBOX_VIDEO_PATH, "\\base\\video\\" );
}
return retVal;
#else
DWORD launchType;
LAUNCH_DATA ld;
if( (XGetLaunchInfo( &launchType, &ld ) != ERROR_SUCCESS) ||
(launchType != LDT_TITLE) ||
strcmp((const char *)&ld.Data[1], LAUNCH_MAGIC) )
return (retVal = false);
gLaunchController = ld.Data[0];
// Magic number to disable settings/saving
if( ld.Data[5] == 0x42 )
Settings.Disable();
return (retVal = true);
#endif
}
extern int IN_GetMainController(void);
extern void SP_DrawMPLoadScreen(void);
// Takes an extra parameter so that the accepted invite code can pass
// in the XONLINE_ACCEPTED_INVITE to be copied into launch data.
//
// For the demo, the only valid reason is "demo", and pData should be NULL
void Sys_Reboot( const char *reason, const void *pData )
{
#ifdef XBOX_DEMO
if( pData || !demoLaunchDataValid || Q_stricmp( reason, "demo" ) != 0 )
Com_Error( ERR_DROP, "Invalid Sys_Reboot call\n" );
// Kill off the sound and stream threads:
S_Shutdown();
extern void Sys_StreamShutdown(void);
Sys_StreamShutdown();
// Now return to CDX
XLaunchNewImage( demoLaunchData.szLauncherXBE, (LAUNCH_DATA *) &demoLaunchData );
// Should never return!
#else
LAUNCH_DATA ld;
const char *path = NULL;
int controller;
memset( &ld, 0, sizeof(ld) );
controller = IN_GetMainController();
ld.Data[0] = (byte) controller;
Com_Printf("\tController %d Passed\n",controller);
if (!Q_stricmp(reason, "multiplayer"))
{
path = "d:\\jamp.xbe";
SP_DrawMPLoadScreen();
// Set a magic number if saving is disabled
if( Settings.IsDisabled() )
ld.Data[1] = 0x42;
// Flag that there is no invite in the launch data:
ld.Data[2] = 0;
}
else if (!Q_stricmp(reason, "invite"))
{
path = "d:\\jamp.xbe";
SP_DrawMPLoadScreen();
// Set a magic number if saving is disabled
if( Settings.IsDisabled() )
ld.Data[1] = 0x42;
// Flag that we're including an invite with the launch data:
ld.Data[2] = 1;
memcpy( &ld.Data[3], pData, sizeof(XONLINE_ACCEPTED_GAMEINVITE) );
}
else
{
Com_Error( ERR_FATAL, "Unknown reboot code %s\n", reason );
}
// Title should not be doing ANYTHING in the background.
// Shutting down sound ensures that the sound thread is gone
S_Shutdown();
// Similarly, kill off the streaming thread
extern void Sys_StreamShutdown(void);
Sys_StreamShutdown();
// Keep the loading screen up while we reboot!
glw_state->device->PersistDisplay();
XLaunchNewImage(path, &ld);
// This function should not return!
Com_Error( ERR_FATAL, "ERROR: XLaunchNewImage returned\n" );
#endif
}
static XONLINE_ACCEPTED_GAMEINVITE acceptedGameInvite;
// Used to check for the presence of an accepted invite for our game on the HD.
// Can only return true on the FIRST call.
bool Sys_InviteExists( void )
{
#ifdef XBOX_DEMO
return false;
#else
static bool initialized = false;
if( initialized )
return false;
initialized = true;
// If we just came from the MP XBE, don't auto-reboot again. That's just silly.
if( Sys_QuickStart() )
return false;
// Try to retrieve an invitation from the HD (this requires that we start XOnline):
XOnlineStartup( NULL );
HRESULT hr = XOnlineFriendsGetAcceptedGameInvite( &acceptedGameInvite );
XOnlineCleanup();
return (hr == S_OK);
#endif
}
// Reboot to MP to join the game that we have an invite for:
void Sys_JoinInvite( void )
{
// Aha. Well, XTL seems to blow this away now, so we need to copy it to launch_data. Bleh.
Sys_Reboot( "invite", &acceptedGameInvite );
// Never returns!
}
#ifdef XBOX_DEMO
// Timer code for the demo:
static int lastTime = 0;
static bool demoTimerPaused = false;
// Notify the demo timer of a keypress, which resets the timer, and ensures
// that the timer no longer runs during FMV/loading (if it was before)
void Demo_TimerKeypress( void )
{
demoTimerAlways = false;
// Reset the timer:
demoTimer = demoLaunchData.dwTimeout;
// Stamp the diff-timer
lastTime = Sys_Milliseconds();
}
// Update the timer, and check to see if we should reboot:
void Demo_TimerUpdate( void )
{
// Handle first call correctly
if( !lastTime )
{
demoTimer = demoLaunchData.dwTimeout;
lastTime = Sys_Milliseconds();
}
int newTime = Sys_Milliseconds();
int diffTime = newTime - lastTime;
lastTime = newTime;
// If the timer isn't supposed to run, and we're "paused", don't update:
extern bool in_camera;
if( !demoTimerAlways && (demoTimerPaused || in_camera) )
return;
// If we weren't even launched by CDX in the first place, or were given
// a zero timeout, do nothing:
if( !demoLaunchDataValid || !demoLaunchData.dwTimeout )
return;
// Time ran out?
if( demoTimer < diffTime )
Sys_Reboot( "demo", NULL );
demoTimer -= diffTime;
}
// Pause/unpause the demo timer when entering/exiting non-interactive state:
void Demo_TimerPause( bool bPaused )
{
// Always stamp the timer right before we change state:
Demo_TimerUpdate();
demoTimerPaused = bPaused;
}
#endif
/*
==================
WinMain
==================
*/
#if defined (_XBOX)
int __cdecl main()
#elif defined (_GAMECUBE)
int main(int argc, char* argv[])
#endif
{
// Z_SetFreeOSMem();
// I'm going to kill someone. This should not be necessary. No, really.
Direct3D_SetPushBufferSize(1024*1024, 128*1024);
// get the initial time base
Sys_Milliseconds();
// Need to fetch this stuff REALLY early so that path re-mappnig works
// for renderer startup. Bleh.
Sys_QuickStart();
Win_Init();
Com_Init( "" );
// Run one frame, to finish loading (calls CL_StartHunkUsers)...
IN_Frame();
Com_Frame();
extern void G_AllocGentities( void );
G_AllocGentities();
// And then quickly copy all the planet binks to the Z: drive
extern void Sys_BinkCopyInit(void);
Sys_BinkCopyInit();
// main game loop
while( 1 ) {
IN_Frame();
Com_Frame();
// Poll debug console for new commands
#ifndef FINAL_BUILD
DebugConsoleHandleCommands();
#endif
}
return 0;
}
char *Sys_GetClipboardData(void) { return NULL; }
void Sys_StartProcess(char *, qboolean) {}
void Sys_OpenURL(char *, int) {}
void Sys_Quit(void) {}
void Sys_ShowConsole(int, int) {}
void Sys_Mkdir(const char *) {}
int Sys_LowPhysicalMemory(void) { return 0; }
void Sys_FreeFileList(char **filelist)
{
// All strings in a file list are allocated at once, so we just need to
// do two frees, one for strings, one for the pointers.
if ( filelist )
{
if ( filelist[0] )
Z_Free( filelist[0] );
Z_Free( filelist );
}
}
#ifdef _JK2MP
char** Sys_ListFiles(const char *directory, const char *extension, char *filter, int *numfiles, qboolean wantsubs)
#else
char** Sys_ListFiles(const char *directory, const char *extension, int *numfiles, qboolean wantsubs)
#endif
{
#ifdef _JK2MP
// MP has extra filter paramter. We don't support that.
if (filter)
{
assert(!"Sys_ListFiles doesn't support filter on console!");
return NULL;
}
#endif
// Hax0red console version of Sys_ListFiles. We mangle our arguments to get a standard filename
// That file should exist, and contain the list of files that meet this search criteria.
char listFilename[MAX_OSPATH];
char *listFile, *curFile, *end;
int nfiles;
char **retList;
// S00per hack
#ifdef XBOX_DEMO
const char *basePath = Sys_RemapPath( "base\\" );
if (strstr(directory, basePath))
directory += strlen( basePath );
#else
if (strstr(directory, "d:\\base\\"))
directory += 8;
#endif
if (!extension)
{
extension = "";
}
else if (extension[0] == '/' && extension[1] == 0)
{
// Passing a slash as extension will find directories
extension = "dir";
}
else if (extension[0] == '.')
{
// Skip over leading .
extension++;
}
// Build our filename
Com_sprintf(listFilename, sizeof(listFilename), "%s\\_console_%s_list_", directory, extension);
if (FS_ReadFile( listFilename, (void**)&listFile ) <= 0)
{
if(listFile) {
FS_FreeFile(listFile);
}
Com_Printf( "WARNING: List file %s not found\n", listFilename );
if (numfiles)
*numfiles = 0;
return NULL;
}
// Do a first pass to count number of files in the list
nfiles = 0;
curFile = listFile;
while (true)
{
// Find end of line
end = strchr(curFile, '\r');
if (end)
{
// Should have a \n next -- skip them both
end += 2;
}
else
{
end = strchr(curFile, '\n');
if (end) end++;
else end = curFile + strlen(curFile);
}
// Is the line empty? If so, we're done.
if (!curFile || !curFile[0]) break;
++nfiles;
// Advance to next line
curFile = end;
}
// Fill in caller's pointer for number of files found
if (numfiles) *numfiles = nfiles;
// Did we find any files at all?
if (nfiles == 0)
{
FS_FreeFile(listFile);
return NULL;
}
// Allocate a file list, and quick string pool, but use LISTFILES
retList = (char **) Z_Malloc( ( nfiles + 1 ) * sizeof( *retList ), TAG_LISTFILES, qfalse);
// Our string pool is actually slightly too large, but it's temporary, and that's better
// than slightly too small
char *stringPool = (char *) Z_Malloc( strlen(listFile) + 1, TAG_LISTFILES, qfalse );
// Now go through the list of files again, and fill in the list to be returned
nfiles = 0;
curFile = listFile;
while (true)
{
// Find end of line
end = strchr(curFile, '\r');
if (end)
{
// Should have a \n next -- skip them both
*end++ = '\0';
*end++ = '\0';
}
else
{
end = strchr(curFile, '\n');
if (end) *end++ = '\0';
else end = curFile + strlen(curFile);
}
// Is the line empty? If so, we're done.
int curStrSize = strlen(curFile);
if (curStrSize < 1)
{
retList[nfiles] = NULL;
break;
}
// Alloc a small copy
//retList[nfiles++] = CopyString( curFile );
retList[nfiles++] = stringPool;
strcpy(stringPool, curFile);
stringPool += (curStrSize + 1);
// Advance to next line
curFile = end;
}
// Free the special file's buffer
FS_FreeFile( listFile );
return retList;
}
/*
=================
Sys_UnloadGame
=================
*/
void Sys_UnloadGame( void ) {
}
/*
=================
Sys_GetGameAPI
Loads the game dll
=================
*/
#ifndef _JK2MP
void *Sys_GetGameAPI (void *parms)
{
extern game_export_t *GetGameAPI( game_import_t *import );
return GetGameAPI((game_import_t *)parms);
}
#endif
/*
=================
Sys_LoadCgame
Used to hook up a development dll
=================
*/
// void * Sys_LoadCgame( void )
#ifndef _JK2MP
void * Sys_LoadCgame( int (**entryPoint)(int, ...), int (*systemcalls)(int, ...) )
{
extern void CG_PreInit();
extern void cg_dllEntry( int (*syscallptr)( int arg,... ) );
extern int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7 );
cg_dllEntry(systemcalls);
*entryPoint = (int (*)(int,...))vmMain;
// CG_PreInit();
return 0;
}
#endif
/* VVFIXME: More stubs */
qboolean Sys_FileOutOfDate( LPCSTR psFinalFileName /* dest */, LPCSTR psDataFileName /* src */ )
{
return qfalse;
}
qboolean Sys_CopyFile(LPCSTR lpExistingFileName, LPCSTR lpNewFileName, qboolean bOverwrite)
{
return qfalse;
}
qboolean Sys_CheckCD( void )
{
return qtrue;
}