#include "../game/q_shared.h" #include "../qcommon/qcommon.h" #include "../client/client.h" #include "win_local.h" #include "resource.h" #include #include #include "../game/g_public.h" #ifdef _XBOX #include #define NEWDECL __cdecl #ifndef FINAL_BUILD #include "dbg_console_xbox.h" #endif #endif 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); } char *Sys_Cwd( void ) { static char cwd[MAX_OSPATH]; #ifdef _XBOX strcpy(cwd, "d:"); #endif #ifdef _GAMECUBE strcpy(cwd, "."); #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 ===================== */ // 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. #define LAUNCH_MAGIC "J3D1" bool Sys_QuickStart( void ) { static bool retVal = false; static bool initialized = false; if( initialized ) return retVal; initialized = true; DWORD launchType; LAUNCH_DATA ld; if( (XGetLaunchInfo( &launchType, &ld ) != ERROR_SUCCESS) || (launchType != LDT_TITLE) || strcmp((const char *)&ld.Data[0], LAUNCH_MAGIC) ) return (retVal = false); return (retVal = true); } void Sys_Reboot( const char *reason ) { LAUNCH_DATA ld; const char *path = NULL; memset( &ld, 0, sizeof(ld) ); if (!Q_stricmp(reason, "multiplayer")) { path = "d:\\jamp.xbe"; } 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(); XLaunchNewImage(path, &ld); // This function should not return! Com_Error( ERR_FATAL, "ERROR: XLaunchNewImage returned\n" ); } /* ================== 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(); Win_Init(); Com_Init( "" ); // 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 if (strstr(directory, "d:\\base\\")) directory += 8; 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; }