remove all screwing about with uLandGraphics - have not found a way to properly handle LandBackTex through despeckling or fill checks that does not result in ugly fire damage or wiped out landbacktex. Would rather some snowflakes lines than that.
/*
This is an experimental main to use with hwLibary
- create the library with `cmake . -DBUILD_ENGINE_LIBRARY=1' and `make hwengine'
- compile this file with `gcc libhwLibrary.dylib libSDLmain.a wrapper.c -o wrapper -framework Cocoa -framework SDL'
(in Mac OS X, but this command line shouldn't be much different in other OSes; make sure to set the correct files/paths)
- this executable expect a save file "Save.hws" and the data folder "Data" to be in the same launching directory
*/
#import <stdio.h>
#import <stdlib.h>
extern void Game (const char **);
int SDL_main (int argc, const char **argv) {
const char **gameArgs = (const char**) malloc(sizeof(char *) * 9);
gameArgs[0] = "wrapper"; //UserNick
gameArgs[1] = "0"; //ipcPort
gameArgs[2] = "0"; //isSoundEnabled
gameArgs[3] = "0"; //isMusicEnabled
gameArgs[4] = "en.txt"; //cLocaleFName
gameArgs[5] = "0"; //cAltDamage
gameArgs[6] = "768"; //cScreenHeight
gameArgs[7] = "1024"; //cScreenHeight
gameArgs[8] = "Save.hws"; //recordFileName
Game(gameArgs);
free(gameArgs);
return 0;
}