isle/ISLE/main.cpp
MattKC 5aa7921e90
Add CI script to compare recompiled assembly with original code (#24)
* 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.
2023-06-18 20:28:18 -07:00

138 lines
3.0 KiB
C++

#include <DSOUND.H>
#include <Windows.h>
#include "define.h"
#include "isle.h"
#include "legoomni.h"
// OFFSET: ISLE 0x401ca0
BOOL findExistingInstance(void)
{
HWND hWnd = FindWindowA(WNDCLASS_NAME, WINDOW_TITLE);
if (hWnd) {
if (SetForegroundWindow(hWnd)) {
ShowWindow(hWnd, SW_RESTORE);
}
return 0;
}
return 1;
}
// OFFSET: ISLE 0x401ce0
BOOL startDirectSound(void)
{
LPDIRECTSOUND lpDS = 0;
HRESULT ret = DirectSoundCreate(NULL, &lpDS, NULL);
if (ret == DS_OK && lpDS != NULL) {
lpDS->Release();
return TRUE;
}
return FALSE;
}
// OFFSET: ISLE 0x401610
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
// Look for another instance, if we find one, bring it to the foreground instead
if (!findExistingInstance()) {
return 0;
}
// Attempt to create DirectSound instance
BOOL soundReady = FALSE;
for (int i = 0; i < 20; i++) {
if (startDirectSound()) {
soundReady = TRUE;
break;
}
Sleep(500);
}
// Throw error if sound unavailable
if (!soundReady) {
MessageBoxA(NULL, "\"LEGO\xAE Island\" is not detecting a DirectSound compatible sound card. Please quit all other applications and try again.",
"Lego Island Error",0);
return 0;
}
// Create global app instance
g_isle = new Isle();
// Create window
if (g_isle->setupWindow(hInstance) != SUCCESS) {
MessageBoxA(NULL, "\"LEGO\xAE Island\" failed to start. Please quit all other applications and try again.", "LEGO\xAE Island Error",0);
return 0;
}
// Get reference to window
HWND window;
if (g_isle->m_windowHandle) {
window = g_isle->m_windowHandle;
}
// Load accelerator (this call actually achieves nothing - there is no "AppAccel" resource in the original - but we'll keep this for authenticity)
LoadAcceleratorsA(hInstance, "AppAccel");
MSG msg;
while (!g_closed) {
while (!PeekMessageA(&msg, NULL, 0, 0, PM_NOREMOVE)) {
if (g_isle) {
g_isle->tick(1);
}
}
if (g_isle) {
g_isle->tick(1);
}
if (g_closed) {
break;
}
do {
if (!PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) {
break;
}
MSG nextMsg;
if (!g_isle
|| !g_isle->m_windowHandle
|| msg.message != WM_MOUSEMOVE
|| !PeekMessageA(&nextMsg, NULL, 0, 0, PM_NOREMOVE)
|| nextMsg.message != WM_MOUSEMOVE) {
TranslateMessage(&msg);
DispatchMessageA(&msg);
}
if (g_reqEnableRMDevice) {
g_reqEnableRMDevice = 0;
VideoManager()->EnableRMDevice();
g_rmDisabled = 0;
Lego()->vtable3c();
}
if (g_closed) {
break;
}
if (g_mousedown == 0) {
LAB_00401bc7:
if (g_mousemoved) {
g_mousemoved = FALSE;
}
} else if (g_mousemoved) {
if (g_isle) {
g_isle->tick(0);
}
goto LAB_00401bc7;
}
} while (!g_closed);
}
DestroyWindow(window);
return msg.wParam;
}