SBSPSS/source/system/main.cpp

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/****************/
/*** PSX Main ***/
/****************/
#include <libmcrd.h>
#include "system\global.h"
#include "fileio\fileio.h"
#include "pad\pads.h"
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#include "pad\vibe.h"
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#include "system\vid.h"
#include "gfx\prim.h"
#include "gfx\tpage.h"
#include "utils\utils.h"
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#include "gfx\actor.h"
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#include "system\gp.h"
// scenes
#include "game\game.h"
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#ifndef __FRONTEND_FRONTEND_H__
#include "frontend\frontend.h"
#endif
#ifdef __USER_paul__
#include "paul\paul.h"
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CPaulScene s_paulScene;
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#endif
#if defined (__USER_paul__)||defined (__USER_art__)||defined (__USER_sbart__)
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#include "paul\scenesel.h"
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#endif
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#ifdef __USER_charles__
#include "map\map.h"
#endif
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#ifndef __SYSTEM_GSTATE_H__
#include "system\gstate.h"
#endif
#ifndef __LOCALE_TEXTDBASE_H__
#include "locale\textdbase.h"
#endif
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#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
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#ifndef __SYSTEM_EXCEPT_H__
#include "system\except.h"
#endif
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#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
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#ifndef __GUI_GUI_H__
#include "gui\gui.h"
#endif
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#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
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#ifndef __GFX_FADER_H__
#include "gfx\fader.h"
#endif
#ifndef __GFX_BUBICLES_H__
#include "gfx\bubicles.h"
#endif
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#include <sprites.h>
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#ifndef __MEMCARD_MEMCARD_H__
#include "memcard\memcard.h"
#endif
#ifndef __MEMCARD_SAVELOAD_H__
#include "memcard\saveload.h"
#endif
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#if __FILE_SYSTEM__==PC
#if !defined(__USER_CDBUILD__)
#if defined(__VERSION_DEBUG__)
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#define USE_SCREEN_UTILS
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#endif
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#endif
#endif
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/*****************************************************************************/
static SpriteBank GenericSpriteBank;
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/*****************************************************************************/
void SaveScreen(RECT R);
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/*****************************************************************************/
static void DoAutoLoad()
{
MemCard::Start();
CSaveLoadDatabase autoloadDb;
autoloadDb.startAutoload();
while(1)
{
MemCard::Handler();
autoloadDb.think();
if(!autoloadDb.monitorAutoload())
break;
VSync(0);
}
MemCard::Stop();
}
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/*****************************************************************************/
void InitSystem() // reordered to reduce black screen (hope all is well
{
ResetCallback();
SaveGP();
SetSp(GetSp()|0x807f0000);
// SetDispMask(0);
MemInit();
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MemCardInit( 1 );
MemCardStart();
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PadsInit();
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MemCardStop();
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CPadVibrationManager::init();
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CFileIO::Init();
TranslationDatabase::initialise(false);
TranslationDatabase::loadLanguage(ENGLISH);
PrimInit();
TPInit();
VidInit();
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#ifdef __USER_paul__
installExceptionHandler(); // Where is the earliest we can do this?
#endif
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setRndSeed( VidGetTickCount() );
SetDispMask(1);
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GenericSpriteBank.load(SPRITES_SPRITES_SPR);
CGameScene::setSpriteBank(&GenericSpriteBank);
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SetUpLoadIcon(GenericSpriteBank.getFrameHeader(FRM__TOKEN));
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StartLoad();
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GameState::initialise();
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CSoundMediator::initialise();
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CSoundMediator::setSfxBank(CSoundMediator::SFX_INGAME);
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initGUIStuff();
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CGameSlotManager::init();
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CBubicleFactory::init();
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CActorPool::AddActor(ACTORS_SPONGEBOB_SBK);
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StopLoad();
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// Autoload? Who wants that in this day and age!? Pah! Autoload.. schmautoload!
//#if defined(__USER_paul__) || defined(__USER_CDBUILD__)
// DoAutoLoad();
//#endif
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#if defined(__DEBUG_MEM__)
DebugMemFontInit();
#endif
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#ifdef __USER_paul__
s_paulScene.init();
#endif
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
static int s_time = 0;
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#if defined(__DEBUG_MEM__)
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void dumpDebugMem();
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void DebugMemFontInit();
#endif
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void MainLoop()
{
while (1)
{
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int frames;
frames=GameState::getFramesSinceLast();
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// System Think
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FontBank::think(frames);
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CSoundMediator::think(frames);
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// Think States
GameState::think();
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CBubicleFactory::think(frames);
CFader::think(frames);
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#ifdef __USER_paul__
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s_paulScene.think(frames);
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#endif
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// Render States
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CFader::render();
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GameState::render();
CBubicleFactory::render();
#ifdef __USER_paul__
s_paulScene.render();
#endif
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while(DrawSync(1));
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VidSwapDraw();
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PrimDisplay();
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CPadVibrationManager::think(frames);
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PadUpdate();
DbgPollHost();
#if defined(__VERSION_DEBUG__)
#if defined(__DEBUG_MEM__)
dumpDebugMem();
#endif
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#if defined(USE_SCREEN_UTILS)
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if (PadGetHeld(0) & PAD_L2)
if (PadGetDown(0) & PAD_START) SaveScreen(VidGetScreen()->Draw.clip);
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if (PadGetDown(0) & PAD_SELECT) VRamViewer();
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#endif
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#endif
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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#if defined(__USER_daveo__)
#include "fma/fma.h"
int TestFMA=-1;
#endif
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int main()
{
CFileIO::GetAllFilePos();
InitSystem();
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#if defined (__USER_paul__)||defined (__USER_art__)||defined (__USER_sbart__)
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GameState::setNextScene( &SceneSelector );
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#elif defined(__USER_daveo__)
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if (TestFMA==-1)
{
GameState::setNextScene( &GameScene );
}
else
{
FmaScene.selectFma((CFmaScene::FMA_SCRIPT_NUMBER)TestFMA);
GameState::setNextScene(&FmaScene);
}
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#elif defined(__USER_charles__)
GameState::setNextScene( &MapScene );
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#else
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GameState::setNextScene( &FrontEndScene );
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#endif
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// CXAStream::Init(); // PKG - Stuck here so that it doesn't affect any startup stuff (7/8/00)
MainLoop();
return(0);
}
/*****************************************************************************/
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#if defined(USE_SCREEN_UTILS)
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#if defined(__VERSION_DEBUG__)
struct sTgaHdr
{
char id; // 0
char colmaptype; // 1
char imagetype; // 2
char fei[2]; // 3
char cml[2]; // 5
char cmes; // 7
short xorig; // 8
short yorig; // 10
short width; // 12
short height; // 14
char depth; // 15
char imagedesc; // 16
};
bool FileExists(char const * Name)
{
int FileHnd;
FileHnd=PCopen((char *)Name,0,0);
if (FileHnd!=-1)
{
PCclose(FileHnd);
return true;
}
else
return false;
}
void SaveScreen(RECT SR)
{
int FileHnd;
static int ScreenNo=0;
sTgaHdr FileHdr;
int W=SR.w;
int H=SR.h;
char Filename[32];
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sprintf( Filename, "SBSP%04d.tga", ScreenNo );
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while (FileExists( Filename ) )
{
ScreenNo++;
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sprintf( Filename, "SBSP%04d.tga", ScreenNo );
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}
FileHnd=PCcreat((char *)Filename,0);
ASSERT(FileHnd != -1);
//---------------------------------------------------------------------------
// Header
memset(&FileHdr,0 ,sizeof(sTgaHdr));
FileHdr.imagetype= 2; //imagetype
FileHdr.width = W;
FileHdr.height= H;
FileHdr.depth=24;
// FileHdr.imagedesc=24;
PCwrite(FileHnd,(char *)&FileHdr,sizeof(sTgaHdr));
//---------------------------------------------------------------------------
// Data
int x,y;
u16 InBuffer[1024];
u8 OutBuffer[1024*3];
SR.y+=SR.h;
SR.h=1;
for (y=0; y<H; y++)
{
SR.y--;
StoreImage(&SR,(u32*)InBuffer);
for (x=0; x<W; x++)
{
u16 Col;
u8 R,G,B;
Col=InBuffer[x];
R=Col&0x1f;
G=(Col>>5)&0x1f;
B=(Col>>10)&0x1f;
R=R*255/31;
G=G*255/31;
B=B*255/31;
OutBuffer[(x*3)+0]=B;
OutBuffer[(x*3)+1]=G;
OutBuffer[(x*3)+2]=R;
}
PCwrite(FileHnd,(char *)OutBuffer,W*3);
}
//---------------------------------------------------------------------------
PCclose(FileHnd);
}
#endif
#endif