ref: 8777a9672ecaf308d974a9c36f6edab6ee65bf4b
dir: /src/i_system.c/
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <stdarg.h>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#else
#include <unistd.h>
#endif
#include "deh_main.h"
#include "doomdef.h"
#include "doomstat.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_misc.h"
#include "i_joystick.h"
#include "i_timer.h"
#include "i_video.h"
#include "s_sound.h"
#include "d_net.h"
#include "g_game.h"
#include "i_system.h"
#include "txt_main.h"
#include "w_wad.h"
#include "z_zone.h"
#define MIN_RAM  4 /* MiB */
int mb_used = 16;
int show_endoom = 1;
// Tactile feedback function, probably used for the Logitech Cyberman
void I_Tactile(int on, int off, int total)
{
}
byte *I_ZoneBase (int *size)
{
    byte *zonemem;
    int min_ram = MIN_RAM;
    int p;
    //!
    // @arg <mb>
    //
    // Specify the heap size, in MiB (default 16).
    //
    p = M_CheckParm("-mb");
    if (p > 0)
    {
        mb_used = atoi(myargv[p+1]);
        min_ram = mb_used;
    }
    // Allocate the zone memory.  This loop tries progressively smaller
    // zone sizes until a size is found that can be allocated.
    // If we used the -mb command line parameter, only the parameter
    // provided is accepted.
    zonemem = NULL;
    while (zonemem == NULL)
    {
        // We need a reasonable minimum amount of RAM to start.
        if (mb_used < min_ram)
        {
            I_Error("Unable to allocate %i MiB of RAM for zone", mb_used);
        }
        // Try to allocate the zone memory.
        *size = mb_used * 1024 * 1024;
        zonemem = malloc(*size);
        // Failed to allocate?  Reduce zone size until we reach a size
        // that is acceptable.  We decrease by 2 MiB at a time to ensure
        // that there is 1-2 MiB still free on the system (my Windows
        // Mobile PDA becomes unstable if very low on memory)
        if (zonemem == NULL)
        {
            mb_used -= 2;
        }
    }
    printf("zone memory: %p, %x allocated for zone\n", 
           zonemem, *size);
    return zonemem;
}
// 
// I_ConsoleStdout
//
// Returns true if stdout is a real console, false if it is a file
//
boolean I_ConsoleStdout(void)
{
#ifdef _WIN32
    // SDL "helpfully" always redirects stdout to a file.
    return 0;
#else
    return isatty(fileno(stdout));
#endif
}
//
// I_Init
//
void I_Init (void)
{
    I_CheckIsScreensaver();
    I_InitTimer();
    I_InitJoystick();
}
#define ENDOOM_W 80
#define ENDOOM_H 25
// 
// Displays the text mode ending screen after the game quits
//
void I_Endoom(void)
{
    unsigned char *endoom_data;
    unsigned char *screendata;
    int y;
    int indent;
    endoom_data = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
    // Set up text mode screen
    TXT_Init();
    // Make sure the new window has the right title and icon
 
    I_SetWindowCaption();
    I_SetWindowIcon();
    
    // Write the data to the screen memory
  
    screendata = TXT_GetScreenData();
    indent = (ENDOOM_W - TXT_SCREEN_W) / 2;
    for (y=0; y<TXT_SCREEN_H; ++y)
    {
        memcpy(screendata + (y * TXT_SCREEN_W * 2),
               endoom_data + (y * ENDOOM_W + indent) * 2,
               TXT_SCREEN_W * 2);
    }
    // Wait for a keypress
    while (true)
    {
        TXT_UpdateScreen();
        if (TXT_GetChar() >= 0)
        {
            break;
        }
        
        TXT_Sleep(0);
    }
    
    // Shut down text mode screen
    TXT_Shutdown();
}
//
// I_Quit
//
void I_Quit (void)
{
    D_QuitNetGame ();
    G_CheckDemoStatus();
    S_Shutdown();
    if (!screensaver_mode)
    {
        M_SaveDefaults ();
    }
    I_ShutdownGraphics();
    if (show_endoom && !testcontrols && !screensaver_mode)
    {
        I_Endoom();
    }
    exit(0);
}
void I_WaitVBL(int count)
{
    I_Sleep((count * 1000) / 70);
}
//
// I_Error
//
extern boolean demorecording;
static boolean already_quitting = false;
void I_Error (char *error, ...)
{
    va_list	argptr;
    if (already_quitting)
    {
        fprintf(stderr, "Warning: recursive call to I_Error detected.\n");
        exit(-1);
    }
    else
    {
        already_quitting = true;
    }
    
    // Message first.
    va_start(argptr, error);
    fprintf(stderr, "\nError: ");
    vfprintf(stderr, error, argptr);
    fprintf(stderr, "\n");
    va_end(argptr);
    fflush(stderr);
    // Shutdown. Here might be other errors.
    if (demorecording)
    {
	G_CheckDemoStatus();
    }
    D_QuitNetGame ();
    I_ShutdownGraphics();
    S_Shutdown();
    
#ifdef _WIN32
    // On Windows, pop up a dialog box with the error message.
    {
        char msgbuf[512];
        wchar_t wmsgbuf[512];
        va_start(argptr, error);
        memset(msgbuf, 0, sizeof(msgbuf));
        vsnprintf(msgbuf, sizeof(msgbuf) - 1, error, argptr);
        va_end(argptr);
        MultiByteToWideChar(CP_ACP, 0,
                            msgbuf, strlen(msgbuf) + 1,
                            wmsgbuf, sizeof(wmsgbuf));
        MessageBoxW(NULL, wmsgbuf, L"Error", MB_OK);
    }
#endif
    // abort();
    exit(-1);
}