/* ** i_main.cpp ** System-specific startup code. Eventually calls D_DoomMain. ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ // HEADER FILES ------------------------------------------------------------ #include #include #include #include #include #include #include "m_argv.h" #include "c_console.h" #include "version.h" #include "cmdlib.h" #include "i_system.h" #include "core/gamecontrol.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern "C" int cc_install_handlers(int, char**, int, int*, const char*, int(*)(char*, char*)); #ifdef __APPLE__ void Mac_I_FatalError(const char* errortext); #endif #ifdef __linux__ void Linux_I_FatalError(const char* errortext); #endif // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // The command line arguments. FArgs *Args; // PRIVATE DATA DEFINITIONS ------------------------------------------------ // CODE -------------------------------------------------------------------- void I_DetectOS() { // The POSIX version never implemented this. } void I_StartupJoysticks(); int main (int argc, char **argv) { #if !defined (__APPLE__) { #if 0 // TODO: Crash handling int s[4] = { SIGSEGV, SIGILL, SIGFPE, SIGBUS }; cc_install_handlers(argc, argv, 4, s, GAMENAMELOWERCASE "-crash.log", DoomSpecificInfo); #endif } #endif // !__APPLE__ printf(GAMENAME" %s - %s - SDL version\nCompiled on %s\n", GetVersionString(), GetGitTime(), __DATE__); seteuid (getuid ()); // Set LC_NUMERIC environment variable in case some library decides to // clear the setlocale call at least this will be correct. // Note that the LANG environment variable is overridden by LC_* setenv ("LC_NUMERIC", "C", 1); setlocale (LC_ALL, "C"); if (SDL_Init (0) < 0) { fprintf (stderr, "Could not initialize SDL:\n%s\n", SDL_GetError()); return -1; } printf("\n"); Args = new FArgs(argc, argv); // Should we even be doing anything with progdir on Unix systems? char program[PATH_MAX]; if (realpath (argv[0], program) == NULL) strcpy (program, argv[0]); char *slash = strrchr (program, '/'); if (slash != NULL) { *(slash + 1) = '\0'; progdir = program; } else { progdir = "./"; } I_StartupJoysticks(); const int result = GameMain(); SDL_Quit(); return result; }