| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374 |
- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** 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, see <http://www.gnu.org/licenses/>.
- */
- // FILE: WinMain.cpp //////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: MapCacheBuilder
- //
- // File name: WinMain.cpp
- //
- // Created: Matthew D. Campbell, October 2002
- //
- // Desc: Application entry point for the standalone MapCache Builder
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include <windows.h>
- #include <stdlib.h>
- #include <string.h>
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Lib/BaseType.h"
- #include "Common/Debug.h"
- #include "Common/GameMemory.h"
- #include "Common/GlobalData.h"
- #include "Common/NameKeyGenerator.h"
- #include "Resource.h"
- #include "Common/ThingFactory.h"
- #include "Common/FileSystem.h"
- #include "Win32Device/Common/Win32LocalFileSystem.h"
- #include "Win32Device/Common/Win32BIGFileSystem.h"
- #include "Common/SubSystemInterface.h"
- #include "GameClient/MapUtil.h"
- #include "W3DDevice/Common/W3DModuleFactory.h"
- #include "Common/FileSystem.h"
- #include "Common/ArchiveFileSystem.h"
- #include "Common/LocalFileSystem.h"
- #include "Common/Debug.h"
- #include "Common/StackDump.h"
- #include "Common/GameMemory.h"
- #include "Common/Science.h"
- #include "Common/ThingFactory.h"
- #include "Common/INI.h"
- #include "Common/GameAudio.h"
- #include "Common/SpecialPower.h"
- #include "Common/TerrainTypes.h"
- #include "Common/DamageFX.h"
- #include "Common/Upgrade.h"
- #include "Common/ModuleFactory.h"
- #include "Common/PlayerTemplate.h"
- #include "Common/MultiplayerSettings.h"
- #include "GameLogic/Armor.h"
- #include "GameLogic/CaveSystem.h"
- #include "GameLogic/CrateSystem.h"
- #include "GameLogic/ObjectCreationList.h"
- #include "GameLogic/Weapon.h"
- #include "GameLogic/RankInfo.h"
- #include "GameLogic/SidesList.h"
- #include "GameLogic/ScriptEngine.h"
- #include "GameLogic/ScriptActions.h"
- #include "GameClient/Anim2D.h"
- #include "GameClient/GameText.h"
- #include "GameClient/ParticleSys.h"
- #include "GameClient/Water.h"
- #include "GameClient/TerrainRoads.h"
- #include "GameClient/FXList.h"
- #include "GameClient/VideoPlayer.h"
- #include "GameLogic/Locomotor.h"
- #include "W3DDevice/Common/W3DModuleFactory.h"
- #include "W3DDevice/GameClient/W3DParticleSys.h"
- #include "MilesAudioDevice/MilesAudioManager.h"
- #include <io.h>
- #include "win32device/GameClient/Win32Mouse.h"
- #include "Win32Device/Common/Win32LocalFileSystem.h"
- #include "Win32Device/Common/Win32BIGFileSystem.h"
- // DEFINES ////////////////////////////////////////////////////////////////////
- // PRIVATE TYPES //////////////////////////////////////////////////////////////
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma message("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- // PRIVATE DATA ///////////////////////////////////////////////////////////////
- static SubsystemInterfaceList _TheSubsystemList;
- template<class SUBSYSTEM>
- void initSubsystem(SUBSYSTEM*& sysref, SUBSYSTEM* sys, const char* path1 = NULL, const char* path2 = NULL, const char* dirpath = NULL)
- {
- sysref = sys;
- _TheSubsystemList.initSubsystem(sys, path1, path2, dirpath, NULL);
- }
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC DATA ////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- HINSTANCE ApplicationHInstance = NULL; ///< our application instance
- /// just to satisfy the game libraries we link to
- HWND ApplicationHWnd = NULL;
- char *gAppPrefix = "MC_";
- // Where are the default string files?
- const Char *g_strFile = "data\\Generals.str";
- const Char *g_csfFile = "data\\%s\\Generals.csf";
- // PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // strtrim ====================================================================
- /** Trim leading and trailing whitespace from a character string (in place). */
- //=============================================================================
- static char* strtrim(char* buffer)
- {
- if (buffer != NULL) {
- // Strip leading white space from the string.
- char * source = buffer;
- while ((*source != 0) && ((unsigned char)*source <= 32))
- {
- source++;
- }
- if (source != buffer)
- {
- strcpy(buffer, source);
- }
- // Clip trailing white space from the string.
- for (int index = strlen(buffer)-1; index >= 0; index--)
- {
- if ((*source != 0) && ((unsigned char)buffer[index] <= 32))
- {
- buffer[index] = '\0';
- }
- else
- {
- break;
- }
- }
- }
- return buffer;
- }
- static char *nextParam(char *newSource, char *seps)
- {
- static char *source = NULL;
- if (newSource)
- {
- source = newSource;
- }
- if (!source)
- {
- return NULL;
- }
- // find first separator
- char *first = source;//strpbrk(source, seps);
- if (first)
- {
- // go past initial spaces
- char *firstNonSpace = first;
- while (*firstNonSpace == ' ')
- ++firstNonSpace;
- first = firstNonSpace;
- // go past separator
- char *firstSep = strpbrk(first, seps);
- char firstChar[2] = {0,0};
- if (firstSep == first)
- {
- firstChar[0] = *first;
- while (*first == firstChar[0]) first++;
- }
- // find end
- char *end;
- if (firstChar[0])
- end = strpbrk(first, firstChar);
- else
- end = strpbrk(first, seps);
- // trim string & save next start pos
- if (end)
- {
- source = end+1;
- *end = 0;
- if (!*source)
- source = NULL;
- }
- else
- {
- source = NULL;
- }
- if (first && !*first)
- first = NULL;
- }
- return first;
- }
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // WinMain ====================================================================
- /** Application entry point */
- //=============================================================================
- Int APIENTRY WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
- LPSTR lpCmdLine, Int nCmdShow )
- {
- // start the log
- DEBUG_INIT(DEBUG_FLAGS_DEFAULT);
- initMemoryManager();
- try
- {
- // save application instance
- ApplicationHInstance = hInstance;
- // Set the current directory to the app directory.
- char buf[_MAX_PATH];
- GetModuleFileName(NULL, buf, sizeof(buf));
- char *pEnd = buf + strlen(buf);
- while (pEnd != buf) {
- if (*pEnd == '\\') {
- *pEnd = 0;
- break;
- }
- pEnd--;
- }
- ::SetCurrentDirectory(buf);
- /*
- ** Convert WinMain arguments to simple main argc and argv
- */
- std::list<std::string> argvSet;
- char *token;
- token = nextParam(lpCmdLine, "\" ");
- while (token != NULL) {
- char * str = strtrim(token);
- argvSet.push_back(str);
- DEBUG_LOG(("Adding '%s'\n", str));
- token = nextParam(NULL, "\" ");
- }
- // not part of the subsystem list, because it should normally never be reset!
- TheNameKeyGenerator = new NameKeyGenerator;
- TheNameKeyGenerator->init();
- TheFileSystem = new FileSystem;
- initSubsystem(TheLocalFileSystem, (LocalFileSystem*)new Win32LocalFileSystem);
- initSubsystem(TheArchiveFileSystem, (ArchiveFileSystem*)new Win32BIGFileSystem);
- INI ini;
- initSubsystem(TheWritableGlobalData, new GlobalData(), "Data\\INI\\Default\\GameData.ini", "Data\\INI\\GameData.ini");
- initSubsystem(TheGameText, CreateGameTextInterface());
- initSubsystem(TheScienceStore, new ScienceStore(), "Data\\INI\\Default\\Science.ini", "Data\\INI\\Science.ini");
- initSubsystem(TheMultiplayerSettings, new MultiplayerSettings(), "Data\\INI\\Default\\Multiplayer.ini", "Data\\INI\\Multiplayer.ini");
- initSubsystem(TheTerrainTypes, new TerrainTypeCollection(), "Data\\INI\\Default\\Terrain.ini", "Data\\INI\\Terrain.ini");
- initSubsystem(TheTerrainRoads, new TerrainRoadCollection(), "Data\\INI\\Default\\Roads.ini", "Data\\INI\\Roads.ini");
- initSubsystem(TheScriptEngine, (ScriptEngine*)(new ScriptEngine()));
- initSubsystem(TheAudio, (AudioManager*)new MilesAudioManager());
- initSubsystem(TheVideoPlayer, (VideoPlayerInterface*)(new VideoPlayer()));
- initSubsystem(TheModuleFactory, (ModuleFactory*)(new W3DModuleFactory()));
- initSubsystem(TheSidesList, new SidesList());
- initSubsystem(TheCaveSystem, new CaveSystem());
- initSubsystem(TheRankInfoStore, new RankInfoStore(), NULL, "Data\\INI\\Rank.ini");
- initSubsystem(ThePlayerTemplateStore, new PlayerTemplateStore(), "Data\\INI\\Default\\PlayerTemplate.ini", "Data\\INI\\PlayerTemplate.ini");
- initSubsystem(TheSpecialPowerStore, new SpecialPowerStore(), "Data\\INI\\Default\\SpecialPower.ini", "Data\\INI\\SpecialPower.ini" );
- initSubsystem(TheParticleSystemManager, (ParticleSystemManager*)(new W3DParticleSystemManager()));
- initSubsystem(TheFXListStore, new FXListStore(), "Data\\INI\\Default\\FXList.ini", "Data\\INI\\FXList.ini");
- initSubsystem(TheWeaponStore, new WeaponStore(), NULL, "Data\\INI\\Weapon.ini");
- initSubsystem(TheObjectCreationListStore, new ObjectCreationListStore(), "Data\\INI\\Default\\ObjectCreationList.ini", "Data\\INI\\ObjectCreationList.ini");
- initSubsystem(TheLocomotorStore, new LocomotorStore(), NULL, "Data\\INI\\Locomotor.ini");
- initSubsystem(TheDamageFXStore, new DamageFXStore(), NULL, "Data\\INI\\DamageFX.ini");
- initSubsystem(TheArmorStore, new ArmorStore(), NULL, "Data\\INI\\Armor.ini");
- initSubsystem(TheThingFactory, new ThingFactory(), "Data\\INI\\Default\\Object.ini", NULL, "Data\\INI\\Object");
- initSubsystem(TheCrateSystem, new CrateSystem(), "Data\\INI\\Default\\Crate.ini", "Data\\INI\\Crate.ini");
- initSubsystem(TheUpgradeCenter, new UpgradeCenter, "Data\\INI\\Default\\Upgrade.ini", "Data\\INI\\Upgrade.ini");
- initSubsystem(TheAnim2DCollection, new Anim2DCollection ); //Init's itself.
- _TheSubsystemList.postProcessLoadAll();
- TheWritableGlobalData->m_buildMapCache = TRUE;
- TheMapCache = new MapCache;
- // add in allowed maps
- for (std::list<std::string>::const_iterator cit = argvSet.begin(); cit != argvSet.end(); ++cit)
- {
- DEBUG_LOG(("Adding shipping map: '%s'\n", cit->c_str()));
- TheMapCache->addShippingMap((*cit).c_str());
- }
- TheMapCache->updateCache();
- delete TheMapCache;
- TheMapCache = NULL;
- // load the dialog box
- //DialogBox( hInstance, (LPCTSTR)IMAGE_PACKER_DIALOG,
- // NULL, (DLGPROC)ImagePackerProc );
- // delete TheGlobalData
- //delete TheGlobalData;
- //TheGlobalData = NULL;
- _TheSubsystemList.shutdownAll();
- delete TheFileSystem;
- TheFileSystem = NULL;
- delete TheNameKeyGenerator;
- TheNameKeyGenerator = NULL;
- }
- catch (...)
- {
- DEBUG_CRASH(("Munkee munkee!"));
- }
- // close the log
- shutdownMemoryManager();
- DEBUG_SHUTDOWN();
- // all done
- return 0;
- } // end WinMain
|