mirror of
https://github.com/isledecomp/isle.git
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5aa7921e90
* add test to compare assembly between functions * ci: use abs path of wget * ci: fix shell disambiguity * ci: ensure capstone is installed * ci: ensure correct filenames * use better source for lego island files * give me an idea of what the dir structure looks like * make wine path function * improved script and project * fixed script on windows * print debug info because now it literally only doesn't work on fucking github actions * better source path resolving For some reason, nmake compiles produce different symbols. I wonder if this affects the accuracy of the decomp.
138 lines
3.0 KiB
C++
138 lines
3.0 KiB
C++
#include <DSOUND.H>
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#include <Windows.h>
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#include "define.h"
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#include "isle.h"
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#include "legoomni.h"
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// OFFSET: ISLE 0x401ca0
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BOOL findExistingInstance(void)
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{
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HWND hWnd = FindWindowA(WNDCLASS_NAME, WINDOW_TITLE);
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if (hWnd) {
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if (SetForegroundWindow(hWnd)) {
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ShowWindow(hWnd, SW_RESTORE);
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}
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return 0;
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}
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return 1;
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}
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// OFFSET: ISLE 0x401ce0
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BOOL startDirectSound(void)
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{
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LPDIRECTSOUND lpDS = 0;
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HRESULT ret = DirectSoundCreate(NULL, &lpDS, NULL);
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if (ret == DS_OK && lpDS != NULL) {
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lpDS->Release();
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return TRUE;
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}
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return FALSE;
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}
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// OFFSET: ISLE 0x401610
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
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{
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// Look for another instance, if we find one, bring it to the foreground instead
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if (!findExistingInstance()) {
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return 0;
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}
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// Attempt to create DirectSound instance
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BOOL soundReady = FALSE;
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for (int i = 0; i < 20; i++) {
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if (startDirectSound()) {
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soundReady = TRUE;
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break;
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}
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Sleep(500);
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}
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// Throw error if sound unavailable
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if (!soundReady) {
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MessageBoxA(NULL, "\"LEGO\xAE Island\" is not detecting a DirectSound compatible sound card. Please quit all other applications and try again.",
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"Lego Island Error",0);
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return 0;
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}
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// Create global app instance
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g_isle = new Isle();
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// Create window
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if (g_isle->setupWindow(hInstance) != SUCCESS) {
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MessageBoxA(NULL, "\"LEGO\xAE Island\" failed to start. Please quit all other applications and try again.", "LEGO\xAE Island Error",0);
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return 0;
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}
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// Get reference to window
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HWND window;
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if (g_isle->m_windowHandle) {
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window = g_isle->m_windowHandle;
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}
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// Load accelerator (this call actually achieves nothing - there is no "AppAccel" resource in the original - but we'll keep this for authenticity)
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LoadAcceleratorsA(hInstance, "AppAccel");
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MSG msg;
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while (!g_closed) {
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while (!PeekMessageA(&msg, NULL, 0, 0, PM_NOREMOVE)) {
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if (g_isle) {
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g_isle->tick(1);
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}
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}
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if (g_isle) {
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g_isle->tick(1);
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}
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if (g_closed) {
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break;
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}
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do {
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if (!PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) {
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break;
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}
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MSG nextMsg;
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if (!g_isle
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|| !g_isle->m_windowHandle
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|| msg.message != WM_MOUSEMOVE
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|| !PeekMessageA(&nextMsg, NULL, 0, 0, PM_NOREMOVE)
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|| nextMsg.message != WM_MOUSEMOVE) {
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TranslateMessage(&msg);
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DispatchMessageA(&msg);
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}
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if (g_reqEnableRMDevice) {
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g_reqEnableRMDevice = 0;
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VideoManager()->EnableRMDevice();
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g_rmDisabled = 0;
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Lego()->vtable3c();
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}
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if (g_closed) {
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break;
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}
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if (g_mousedown == 0) {
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LAB_00401bc7:
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if (g_mousemoved) {
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g_mousemoved = FALSE;
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}
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} else if (g_mousemoved) {
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if (g_isle) {
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g_isle->tick(0);
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}
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goto LAB_00401bc7;
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}
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} while (!g_closed);
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}
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DestroyWindow(window);
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return msg.wParam;
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}
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