#include #include "legoinc.h" #include "define.h" #include "legoomni.h" #include "isle.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 = NULL; 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", MB_OK); 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", MB_OK); return 0; } // Get reference to window HWND window; if (g_isle->m_windowHandle) { window = g_isle->m_windowHandle; } // Load accelerators (this call actually achieves nothing - there is no "AppAccel" resource in the original - but we'll keep this for authenticity) // This line may actually be here because it's in DFVIEW, an example project that ships with // MSVC420, and was such a clean example of a Win32 app, that it was later adapted // into an "ExeSkeleton" sample for MSVC600. It's quite possible Mindscape derived // this app from that example since they no longer had the luxury of the // MFC AppWizard which we know they used for the frontend used during development (ISLEMFC.EXE, MAIN.EXE, et al.) 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; }