dhewm3/neo/framework/Common.cpp
Daniel Gibson 89c44d7ac9 Make warning about falling back to base.dll more visible
.. by surrounding it with newlines.
This warning is shown when trying to start a mod without its game dll
(because the user has forgotten to unpack the mod dll archive, or
 because it's a mod that doesn't have its own dll).
Surrounding it with empty lines hopefully makes it easier for users
to figure out what went wrong when they look at the log.
2022-06-08 03:22:12 +02:00

3372 lines
96 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include <SDL.h>
#include "sys/platform.h"
#include "idlib/containers/HashTable.h"
#include "idlib/LangDict.h"
#include "idlib/MapFile.h"
#include "cm/CollisionModel.h"
#include "framework/async/AsyncNetwork.h"
#include "framework/async/NetworkSystem.h"
#include "framework/BuildVersion.h"
#include "framework/Licensee.h"
#include "framework/Console.h"
#include "framework/Session.h"
#include "framework/Game.h"
#include "framework/KeyInput.h"
#include "framework/EventLoop.h"
#include "renderer/Image.h"
#include "renderer/Model.h"
#include "renderer/ModelManager.h"
#include "renderer/RenderSystem.h"
#include "tools/compilers/compiler_public.h"
#include "tools/compilers/aas/AASFileManager.h"
#include "tools/edit_public.h"
#include "framework/Common.h"
#include "GameCallbacks_local.h"
#include "Session_local.h" // DG: For FT_IsDemo/isDemo() hack
#define MAX_PRINT_MSG_SIZE 4096
#define MAX_WARNING_LIST 256
typedef enum {
ERP_NONE,
ERP_FATAL, // exit the entire game with a popup window
ERP_DROP, // print to console and disconnect from game
ERP_DISCONNECT // don't kill server
} errorParm_t;
#if defined( _DEBUG )
#define BUILD_DEBUG "-debug"
#else
#define BUILD_DEBUG ""
#endif
struct version_s {
version_s( void ) { sprintf( string, "%s.%d%s %s-%s %s %s", ENGINE_VERSION, BUILD_NUMBER, BUILD_DEBUG, BUILD_OS, BUILD_CPU, ID__DATE__, ID__TIME__ ); }
char string[256];
} version;
idCVar com_version( "si_version", version.string, CVAR_SYSTEM|CVAR_ROM|CVAR_SERVERINFO, "engine version" );
idCVar com_skipRenderer( "com_skipRenderer", "0", CVAR_BOOL|CVAR_SYSTEM, "skip the renderer completely" );
idCVar com_machineSpec( "com_machineSpec", "-1", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_SYSTEM, "hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality, 3 = ultra quality" );
idCVar com_purgeAll( "com_purgeAll", "0", CVAR_BOOL | CVAR_ARCHIVE | CVAR_SYSTEM, "purge everything between level loads" );
idCVar com_memoryMarker( "com_memoryMarker", "-1", CVAR_INTEGER | CVAR_SYSTEM | CVAR_INIT, "used as a marker for memory stats" );
idCVar com_preciseTic( "com_preciseTic", "1", CVAR_BOOL|CVAR_SYSTEM, "run one game tick every async thread update" );
idCVar com_asyncInput( "com_asyncInput", "0", CVAR_BOOL|CVAR_SYSTEM, "sample input from the async thread" );
#define ASYNCSOUND_INFO "0: mix sound inline, 1 or 3: async update every 16ms 2: async update about every 100ms (original behavior)"
idCVar com_asyncSound( "com_asyncSound", "1", CVAR_INTEGER|CVAR_SYSTEM, ASYNCSOUND_INFO, 0, 3 );
idCVar com_forceGenericSIMD( "com_forceGenericSIMD", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "force generic platform independent SIMD" );
idCVar com_developer( "developer", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "developer mode" );
idCVar com_allowConsole( "com_allowConsole", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "allow toggling console with the tilde key" );
idCVar com_speeds( "com_speeds", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "show engine timings" );
idCVar com_showFPS( "com_showFPS", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_ARCHIVE|CVAR_NOCHEAT, "show frames rendered per second" );
idCVar com_showMemoryUsage( "com_showMemoryUsage", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "show total and per frame memory usage" );
idCVar com_showAsyncStats( "com_showAsyncStats", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "show async network stats" );
idCVar com_showSoundDecoders( "com_showSoundDecoders", "0", CVAR_BOOL|CVAR_SYSTEM|CVAR_NOCHEAT, "show sound decoders" );
idCVar com_timestampPrints( "com_timestampPrints", "0", CVAR_SYSTEM, "print time with each console print, 1 = msec, 2 = sec", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar com_timescale( "timescale", "1", CVAR_SYSTEM | CVAR_FLOAT, "scales the time", 0.1f, 10.0f );
idCVar com_makingBuild( "com_makingBuild", "0", CVAR_BOOL | CVAR_SYSTEM, "1 when making a build" );
idCVar com_updateLoadSize( "com_updateLoadSize", "0", CVAR_BOOL | CVAR_SYSTEM | CVAR_NOCHEAT, "update the load size after loading a map" );
idCVar com_enableDebuggerServer( "com_enableDebuggerServer", "0", CVAR_BOOL | CVAR_SYSTEM, "toggle debugger server and try to connect to com_dbgClientAdr" );
idCVar com_dbgClientAdr( "com_dbgClientAdr", "localhost", CVAR_SYSTEM | CVAR_ARCHIVE, "debuggerApp client address" );
idCVar com_dbgServerAdr( "com_dbgServerAdr", "localhost", CVAR_SYSTEM | CVAR_ARCHIVE, "debugger server address" );
idCVar com_product_lang_ext( "com_product_lang_ext", "1", CVAR_INTEGER | CVAR_SYSTEM | CVAR_ARCHIVE, "Extension to use when creating language files." );
// com_speeds times
int time_gameFrame;
int time_gameDraw;
int time_frontend; // renderSystem frontend time
int time_backend; // renderSystem backend time
int com_frameTime; // time for the current frame in milliseconds
int com_frameNumber; // variable frame number
volatile int com_ticNumber; // 60 hz tics
int com_editors; // currently opened editor(s)
bool com_editorActive; // true if an editor has focus
bool com_debuggerSupported; // only set to true when the updateDebugger function is set. see GetAdditionalFunction()
#ifdef _WIN32
HWND com_hwndMsg = NULL;
bool com_outputMsg = false;
unsigned int com_msgID = -1;
#endif
#ifdef __DOOM_DLL__
idGame * game = NULL;
idGameEdit * gameEdit = NULL;
#endif
// writes si_version to the config file - in a kinda obfuscated way
//#define ID_WRITE_VERSION
class idCommonLocal : public idCommon {
public:
idCommonLocal( void );
virtual void Init( int argc, char **argv );
virtual void Shutdown( void );
virtual void Quit( void );
virtual bool IsInitialized( void ) const;
virtual void Frame( void );
virtual void GUIFrame( bool execCmd, bool network );
virtual void Async( void );
virtual void StartupVariable( const char *match, bool once );
virtual void InitTool( const toolFlag_t tool, const idDict *dict );
virtual void ActivateTool( bool active );
virtual void WriteConfigToFile( const char *filename );
virtual void WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd );
virtual void BeginRedirect( char *buffer, int buffersize, void (*flush)( const char * ) );
virtual void EndRedirect( void );
virtual void SetRefreshOnPrint( bool set );
virtual void Printf( const char *fmt, ... ) id_attribute((format(printf,2,3)));
virtual void VPrintf( const char *fmt, va_list arg );
virtual void DPrintf( const char *fmt, ... ) id_attribute((format(printf,2,3)));
virtual void Warning( const char *fmt, ... ) id_attribute((format(printf,2,3)));
virtual void DWarning( const char *fmt, ...) id_attribute((format(printf,2,3)));
virtual void PrintWarnings( void );
virtual void ClearWarnings( const char *reason );
virtual void Error( const char *fmt, ... ) id_attribute((format(printf,2,3)));
virtual void FatalError( const char *fmt, ... ) id_attribute((format(printf,2,3)));
virtual const idLangDict * GetLanguageDict( void );
virtual const char * KeysFromBinding( const char *bind );
virtual const char * BindingFromKey( const char *key );
virtual int ButtonState( int key );
virtual int KeyState( int key );
// DG: hack to allow adding callbacks and exporting additional functions without breaking the game ABI
// see Common.h for longer explanation...
// returns true if setting the callback was successful, else false
// When a game DLL is unloaded the callbacks are automatically removed from the Engine
// so you usually don't have to worry about that; but you can call this with cb = NULL
// and userArg = NULL to remove a callback manually (e.g. if userArg refers to an object you deleted)
virtual bool SetCallback(idCommon::CallbackType cbt, idCommon::FunctionPointer cb, void* userArg);
// returns true if that function is available in this version of dhewm3
// *out_fnptr will be the function (you'll have to cast it probably)
// *out_userArg will be an argument you have to pass to the function, if appropriate (else NULL)
// NOTE: this doesn't do anything yet, but allows to add ugly mod-specific hacks without breaking the Game interface
virtual bool GetAdditionalFunction(idCommon::FunctionType ft, idCommon::FunctionPointer* out_fnptr, void** out_userArg);
// DG end
void InitGame( void );
void ShutdownGame( bool reloading );
// localization
void InitLanguageDict( void );
void LocalizeGui( const char *fileName, idLangDict &langDict );
void LocalizeMapData( const char *fileName, idLangDict &langDict );
void LocalizeSpecificMapData( const char *fileName, idLangDict &langDict, const idLangDict &replaceArgs );
void SetMachineSpec( void );
private:
void InitCommands( void );
void InitRenderSystem( void );
void InitSIMD( void );
bool AddStartupCommands( void );
void ParseCommandLine( int argc, char **argv );
void ClearCommandLine( void );
bool SafeMode( void );
void CheckToolMode( void );
void WriteConfiguration( void );
void DumpWarnings( void );
void SingleAsyncTic( void );
void LoadGameDLL( void );
void LoadGameDLLbyName( const char *dll, idStr& s );
void UnloadGameDLL( void );
void PrintLoadingMessage( const char *msg );
void FilterLangList( idStrList* list, idStr lang );
bool com_fullyInitialized;
bool com_refreshOnPrint; // update the screen every print for dmap
int com_errorEntered; // 0, ERP_DROP, etc
char errorMessage[MAX_PRINT_MSG_SIZE];
char * rd_buffer;
int rd_buffersize;
void (*rd_flush)( const char *buffer );
idStr warningCaption;
idStrList warningList;
idStrList errorList;
uintptr_t gameDLL;
idLangDict languageDict;
#ifdef ID_WRITE_VERSION
idCompressor * config_compressor;
#endif
SDL_TimerID async_timer;
};
idCommonLocal commonLocal;
idCommon * common = &commonLocal;
/*
==================
idCommonLocal::idCommonLocal
==================
*/
idCommonLocal::idCommonLocal( void ) {
com_fullyInitialized = false;
com_refreshOnPrint = false;
com_errorEntered = 0;
com_debuggerSupported = false;
strcpy( errorMessage, "" );
rd_buffer = NULL;
rd_buffersize = 0;
rd_flush = NULL;
gameDLL = 0;
#ifdef ID_WRITE_VERSION
config_compressor = NULL;
#endif
async_timer = 0;
}
/*
==================
idCommonLocal::BeginRedirect
==================
*/
void idCommonLocal::BeginRedirect( char *buffer, int buffersize, void (*flush)( const char *) ) {
if ( !buffer || !buffersize || !flush ) {
return;
}
rd_buffer = buffer;
rd_buffersize = buffersize;
rd_flush = flush;
*rd_buffer = 0;
}
/*
==================
idCommonLocal::EndRedirect
==================
*/
void idCommonLocal::EndRedirect( void ) {
if ( rd_flush && rd_buffer[ 0 ] ) {
rd_flush( rd_buffer );
}
rd_buffer = NULL;
rd_buffersize = 0;
rd_flush = NULL;
}
#ifdef _WIN32
/*
==================
EnumWindowsProc
==================
*/
BOOL CALLBACK EnumWindowsProc( HWND hwnd, LPARAM lParam ) {
char buff[1024];
::GetWindowText( hwnd, buff, sizeof( buff ) );
if ( idStr::Icmpn( buff, EDITOR_WINDOWTEXT, strlen( EDITOR_WINDOWTEXT ) ) == 0 ) {
com_hwndMsg = hwnd;
return FALSE;
}
return TRUE;
}
/*
==================
FindEditor
==================
*/
bool FindEditor( void ) {
com_hwndMsg = NULL;
EnumWindows( EnumWindowsProc, 0 );
return !( com_hwndMsg == NULL );
}
#endif
/*
==================
idCommonLocal::SetRefreshOnPrint
==================
*/
void idCommonLocal::SetRefreshOnPrint( bool set ) {
com_refreshOnPrint = set;
}
/*
==================
idCommonLocal::VPrintf
A raw string should NEVER be passed as fmt, because of "%f" type crashes.
==================
*/
void idCommonLocal::VPrintf( const char *fmt, va_list args ) {
char msg[MAX_PRINT_MSG_SIZE];
int timeLength;
// if the cvar system is not initialized
if ( !cvarSystem->IsInitialized() ) {
return;
}
// optionally put a timestamp at the beginning of each print,
// so we can see how long different init sections are taking
if ( com_timestampPrints.GetInteger() ) {
int t = Sys_Milliseconds();
if ( com_timestampPrints.GetInteger() == 1 ) {
t /= 1000;
}
sprintf( msg, "[%i]", t );
timeLength = strlen( msg );
} else {
timeLength = 0;
}
// don't overflow
if ( idStr::vsnPrintf( msg+timeLength, MAX_PRINT_MSG_SIZE-timeLength-1, fmt, args ) < 0 ) {
msg[sizeof(msg)-2] = '\n'; msg[sizeof(msg)-1] = '\0'; // avoid output garbling
Sys_Printf( "idCommon::VPrintf: truncated to %zd characters\n", strlen(msg)-1 );
}
if ( rd_buffer ) {
if ( (int)( strlen( msg ) + strlen( rd_buffer ) ) > ( rd_buffersize - 1 ) ) {
rd_flush( rd_buffer );
*rd_buffer = 0;
}
strcat( rd_buffer, msg );
return;
}
// echo to console buffer
console->Print( msg );
// remove any color codes
idStr::RemoveColors( msg );
if ( com_enableDebuggerServer.GetBool( ) ) {
// print to script debugger server
if ( com_editors & EDITOR_DEBUGGER )
DebuggerServerPrint( msg );
else
// only echo to dedicated console and early console when debugger is not running so no
// deadlocks occur if engine functions called from the debuggerthread trace stuff..
Sys_Printf( "%s", msg );
} else {
Sys_Printf( "%s", msg );
}
#if 0 // !@#
#if defined(_DEBUG) && defined(WIN32)
if ( strlen( msg ) < 512 ) {
TRACE( msg );
}
#endif
#endif
// don't trigger any updates if we are in the process of doing a fatal error
if ( com_errorEntered != ERP_FATAL ) {
// update the console if we are in a long-running command, like dmap
if ( com_refreshOnPrint ) {
session->UpdateScreen();
}
// let session redraw the animated loading screen if necessary
session->PacifierUpdate();
}
#ifdef _WIN32
if ( com_outputMsg ) {
if ( com_msgID == -1 ) {
com_msgID = ::RegisterWindowMessage( DMAP_MSGID );
if ( !FindEditor() ) {
com_outputMsg = false;
} else {
Sys_ShowWindow( false );
}
}
if ( com_hwndMsg ) {
ATOM atom = ::GlobalAddAtom( msg );
::PostMessage( com_hwndMsg, com_msgID, 0, static_cast<LPARAM>(atom) );
}
}
#endif
}
/*
==================
idCommonLocal::Printf
Both client and server can use this, and it will output to the appropriate place.
A raw string should NEVER be passed as fmt, because of "%f" type crashers.
==================
*/
void idCommonLocal::Printf( const char *fmt, ... ) {
va_list argptr;
va_start( argptr, fmt );
VPrintf( fmt, argptr );
va_end( argptr );
}
/*
==================
idCommonLocal::DPrintf
prints message that only shows up if the "developer" cvar is set
==================
*/
void idCommonLocal::DPrintf( const char *fmt, ... ) {
va_list argptr;
char msg[MAX_PRINT_MSG_SIZE];
if ( !cvarSystem->IsInitialized() || !com_developer.GetBool() ) {
return; // don't confuse non-developers with techie stuff...
}
va_start( argptr, fmt );
idStr::vsnPrintf( msg, sizeof(msg), fmt, argptr );
va_end( argptr );
msg[sizeof(msg)-1] = '\0';
// never refresh the screen, which could cause reentrency problems
bool temp = com_refreshOnPrint;
com_refreshOnPrint = false;
Printf( S_COLOR_RED"%s", msg );
com_refreshOnPrint = temp;
}
/*
==================
idCommonLocal::DWarning
prints warning message in yellow that only shows up if the "developer" cvar is set
==================
*/
void idCommonLocal::DWarning( const char *fmt, ... ) {
va_list argptr;
char msg[MAX_PRINT_MSG_SIZE];
if ( !com_developer.GetBool() ) {
return; // don't confuse non-developers with techie stuff...
}
va_start( argptr, fmt );
idStr::vsnPrintf( msg, sizeof(msg), fmt, argptr );
va_end( argptr );
msg[sizeof(msg)-1] = '\0';
Printf( S_COLOR_YELLOW"WARNING: %s\n", msg );
}
/*
==================
idCommonLocal::Warning
prints WARNING %s and adds the warning message to a queue to be printed later on
==================
*/
void idCommonLocal::Warning( const char *fmt, ... ) {
va_list argptr;
char msg[MAX_PRINT_MSG_SIZE];
va_start( argptr, fmt );
idStr::vsnPrintf( msg, sizeof(msg), fmt, argptr );
va_end( argptr );
msg[sizeof(msg)-1] = 0;
Printf( S_COLOR_YELLOW "WARNING: " S_COLOR_RED "%s\n", msg );
if ( warningList.Num() < MAX_WARNING_LIST ) {
warningList.AddUnique( msg );
}
}
/*
==================
idCommonLocal::PrintWarnings
==================
*/
void idCommonLocal::PrintWarnings( void ) {
int i;
if ( !warningList.Num() ) {
return;
}
warningList.Sort();
Printf( "----- Warnings -----\n" );
Printf( "during %s...\n", warningCaption.c_str() );
for ( i = 0; i < warningList.Num(); i++ ) {
Printf( S_COLOR_YELLOW "WARNING: " S_COLOR_RED "%s\n", warningList[i].c_str() );
}
if ( warningList.Num() ) {
if ( warningList.Num() >= MAX_WARNING_LIST ) {
Printf( "more than %d warnings\n", MAX_WARNING_LIST );
} else {
Printf( "%d warnings\n", warningList.Num() );
}
}
}
/*
==================
idCommonLocal::ClearWarnings
==================
*/
void idCommonLocal::ClearWarnings( const char *reason ) {
warningCaption = reason;
warningList.Clear();
}
/*
==================
idCommonLocal::DumpWarnings
==================
*/
void idCommonLocal::DumpWarnings( void ) {
int i;
idFile *warningFile;
if ( !warningList.Num() ) {
return;
}
warningFile = fileSystem->OpenFileWrite( "warnings.txt", "fs_savepath" );
if ( warningFile ) {
warningFile->Printf( "----- Warnings -----\n\n" );
warningFile->Printf( "during %s...\n", warningCaption.c_str() );
warningList.Sort();
for ( i = 0; i < warningList.Num(); i++ ) {
warningList[i].RemoveColors();
warningFile->Printf( "WARNING: %s\n", warningList[i].c_str() );
}
if ( warningList.Num() >= MAX_WARNING_LIST ) {
warningFile->Printf( "\nmore than %d warnings!\n", MAX_WARNING_LIST );
} else {
warningFile->Printf( "\n%d warnings.\n", warningList.Num() );
}
warningFile->Printf( "\n\n----- Errors -----\n\n" );
errorList.Sort();
for ( i = 0; i < errorList.Num(); i++ ) {
errorList[i].RemoveColors();
warningFile->Printf( "ERROR: %s", errorList[i].c_str() );
}
warningFile->ForceFlush();
fileSystem->CloseFile( warningFile );
#if defined(_WIN32) && !defined(_DEBUG)
idStr osPath;
osPath = fileSystem->RelativePathToOSPath( "warnings.txt", "fs_savepath" );
WinExec( va( "Notepad.exe %s", osPath.c_str() ), SW_SHOW );
#endif
}
}
/*
==================
idCommonLocal::Error
==================
*/
void idCommonLocal::Error( const char *fmt, ... ) {
va_list argptr;
static int lastErrorTime;
static int errorCount;
int currentTime;
int code = ERP_DROP;
// always turn this off after an error
com_refreshOnPrint = false;
// when we are running automated scripts, make sure we
// know if anything failed
if ( cvarSystem->GetCVarInteger( "fs_copyfiles" ) ) {
code = ERP_FATAL;
}
// if we don't have GL running, make it a fatal error
if ( !renderSystem->IsOpenGLRunning() ) {
code = ERP_FATAL;
}
// if we got a recursive error, make it fatal
if ( com_errorEntered ) {
// if we are recursively erroring while exiting
// from a fatal error, just kill the entire
// process immediately, which will prevent a
// full screen rendering window covering the
// error dialog
if ( com_errorEntered == ERP_FATAL ) {
Sys_Quit();
}
code = ERP_FATAL;
}
// if we are getting a solid stream of ERP_DROP, do an ERP_FATAL
currentTime = Sys_Milliseconds();
if ( currentTime - lastErrorTime < 100 ) {
if ( ++errorCount > 3 ) {
code = ERP_FATAL;
}
} else {
errorCount = 0;
}
lastErrorTime = currentTime;
com_errorEntered = code;
va_start (argptr,fmt);
idStr::vsnPrintf( errorMessage, sizeof(errorMessage), fmt, argptr );
va_end (argptr);
errorMessage[sizeof(errorMessage)-1] = '\0';
// copy the error message to the clip board
Sys_SetClipboardData( errorMessage );
// add the message to the error list
errorList.AddUnique( errorMessage );
// Dont shut down the session for gui editor or debugger
if ( !( com_editors & ( EDITOR_GUI | EDITOR_DEBUGGER ) ) ) {
session->Stop();
}
if ( code == ERP_DISCONNECT ) {
com_errorEntered = 0;
throw idException( errorMessage );
// The gui editor doesnt want thing to com_error so it handles exceptions instead
} else if( com_editors & ( EDITOR_GUI | EDITOR_DEBUGGER ) ) {
com_errorEntered = 0;
throw idException( errorMessage );
} else if ( code == ERP_DROP ) {
Printf( "********************\nERROR: %s\n********************\n", errorMessage );
com_errorEntered = 0;
throw idException( errorMessage );
} else {
Printf( "********************\nERROR: %s\n********************\n", errorMessage );
}
if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart partial windowed\n" );
}
Shutdown();
Sys_Error( "%s", errorMessage );
}
/*
==================
idCommonLocal::FatalError
Dump out of the game to a system dialog
==================
*/
void idCommonLocal::FatalError( const char *fmt, ... ) {
va_list argptr;
// if we got a recursive error, make it fatal
if ( com_errorEntered ) {
// if we are recursively erroring while exiting
// from a fatal error, just kill the entire
// process immediately, which will prevent a
// full screen rendering window covering the
// error dialog
Sys_Printf( "FATAL: recursed fatal error:\n%s\n", errorMessage );
va_start( argptr, fmt );
idStr::vsnPrintf( errorMessage, sizeof(errorMessage), fmt, argptr );
va_end( argptr );
errorMessage[sizeof(errorMessage)-1] = '\0';
Sys_Printf( "%s\n", errorMessage );
// write the console to a log file?
Sys_Quit();
}
com_errorEntered = ERP_FATAL;
va_start( argptr, fmt );
idStr::vsnPrintf( errorMessage, sizeof(errorMessage), fmt, argptr );
va_end( argptr );
errorMessage[sizeof(errorMessage)-1] = '\0';
if ( cvarSystem->GetCVarBool( "r_fullscreen" ) ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart partial windowed\n" );
}
Sys_Printf( "shutting down: %s\n", errorMessage );
Shutdown();
Sys_Error( "%s", errorMessage );
}
/*
==================
idCommonLocal::Quit
==================
*/
void idCommonLocal::Quit( void ) {
#ifdef ID_ALLOW_TOOLS
if ( com_editors & EDITOR_RADIANT ) {
RadiantInit();
return;
}
#endif
// don't try to shutdown if we are in a recursive error
if ( !com_errorEntered ) {
Shutdown();
}
Sys_Quit();
}
/*
============================================================================
COMMAND LINE FUNCTIONS
+ characters separate the commandLine string into multiple console
command lines.
All of these are valid:
doom +set test blah +map test
doom set test blah+map test
doom set test blah + map test
============================================================================
*/
#define MAX_CONSOLE_LINES 32
int com_numConsoleLines;
idCmdArgs com_consoleLines[MAX_CONSOLE_LINES];
/*
==================
idCommonLocal::ParseCommandLine
==================
*/
void idCommonLocal::ParseCommandLine( int argc, char **argv ) {
int i;
com_numConsoleLines = 0;
// API says no program path
for ( i = 0; i < argc; i++ ) {
if ( argv[ i ][ 0 ] == '+' ) {
com_numConsoleLines++;
com_consoleLines[ com_numConsoleLines-1 ].AppendArg( argv[ i ] + 1 );
} else {
if ( !com_numConsoleLines ) {
com_numConsoleLines++;
}
com_consoleLines[ com_numConsoleLines-1 ].AppendArg( argv[ i ] );
}
}
}
/*
==================
idCommonLocal::ClearCommandLine
==================
*/
void idCommonLocal::ClearCommandLine( void ) {
com_numConsoleLines = 0;
}
/*
==================
idCommonLocal::SafeMode
Check for "safe" on the command line, which will
skip loading of config file (DoomConfig.cfg)
==================
*/
bool idCommonLocal::SafeMode( void ) {
int i;
for ( i = 0 ; i < com_numConsoleLines ; i++ ) {
if ( !idStr::Icmp( com_consoleLines[ i ].Argv(0), "safe" )
|| !idStr::Icmp( com_consoleLines[ i ].Argv(0), "cvar_restart" ) ) {
com_consoleLines[ i ].Clear();
return true;
}
}
return false;
}
/*
==================
idCommonLocal::CheckToolMode
Check for "renderbump", "dmap", or "editor" on the command line,
and force fullscreen off in those cases
==================
*/
void idCommonLocal::CheckToolMode( void ) {
int i;
for ( i = 0 ; i < com_numConsoleLines ; i++ ) {
if ( !idStr::Icmp( com_consoleLines[ i ].Argv(0), "guieditor" ) ) {
com_editors |= EDITOR_GUI;
}
else if ( !idStr::Icmp( com_consoleLines[ i ].Argv(0), "debugger" ) ) {
com_editors |= EDITOR_DEBUGGER;
}
else if ( !idStr::Icmp( com_consoleLines[ i ].Argv(0), "editor" ) ) {
com_editors |= EDITOR_RADIANT;
}
// Nerve: Add support for the material editor
else if ( !idStr::Icmp( com_consoleLines[ i ].Argv(0), "materialEditor" ) ) {
com_editors |= EDITOR_MATERIAL;
}
if ( !idStr::Icmp( com_consoleLines[ i ].Argv(0), "renderbump" )
|| !idStr::Icmp( com_consoleLines[ i ].Argv(0), "editor" )
|| !idStr::Icmp( com_consoleLines[ i ].Argv(0), "guieditor" )
|| !idStr::Icmp( com_consoleLines[ i ].Argv(0), "debugger" )
|| !idStr::Icmp( com_consoleLines[ i ].Argv(0), "dmap" )
|| !idStr::Icmp( com_consoleLines[ i ].Argv(0), "materialEditor" )
) {
cvarSystem->SetCVarBool( "r_fullscreen", false );
return;
}
}
}
/*
==================
idCommonLocal::StartupVariable
Searches for command line parameters that are set commands.
If match is not NULL, only that cvar will be looked for.
That is necessary because cddir and basedir need to be set
before the filesystem is started, but all other sets should
be after execing the config and default.
==================
*/
void idCommonLocal::StartupVariable( const char *match, bool once ) {
int i;
const char *s;
i = 0;
while ( i < com_numConsoleLines ) {
if ( strcmp( com_consoleLines[ i ].Argv( 0 ), "set" ) ) {
i++;
continue;
}
s = com_consoleLines[ i ].Argv(1);
if ( !match || !idStr::Icmp( s, match ) ) {
cvarSystem->SetCVarString( s, com_consoleLines[ i ].Argv( 2 ) );
if ( once ) {
// kill the line
int j = i + 1;
while ( j < com_numConsoleLines ) {
com_consoleLines[ j - 1 ] = com_consoleLines[ j ];
j++;
}
com_numConsoleLines--;
continue;
}
}
i++;
}
}
/*
==================
idCommonLocal::AddStartupCommands
Adds command line parameters as script statements
Commands are separated by + signs
Returns true if any late commands were added, which
will keep the demoloop from immediately starting
==================
*/
bool idCommonLocal::AddStartupCommands( void ) {
int i;
bool added;
added = false;
// quote every token, so args with semicolons can work
for ( i = 0; i < com_numConsoleLines; i++ ) {
if ( !com_consoleLines[i].Argc() ) {
continue;
}
// set commands won't override menu startup
if ( idStr::Icmpn( com_consoleLines[i].Argv(0), "set", 3 ) ) {
added = true;
}
// directly as tokenized so nothing gets screwed
cmdSystem->BufferCommandArgs( CMD_EXEC_APPEND, com_consoleLines[i] );
}
return added;
}
/*
=================
idCommonLocal::InitTool
=================
*/
void idCommonLocal::InitTool( const toolFlag_t tool, const idDict *dict ) {
#ifdef ID_ALLOW_TOOLS
if ( tool & EDITOR_SOUND ) {
SoundEditorInit( dict );
} else if ( tool & EDITOR_LIGHT ) {
LightEditorInit( dict );
} else if ( tool & EDITOR_PARTICLE ) {
ParticleEditorInit( dict );
} else if ( tool & EDITOR_AF ) {
AFEditorInit( dict );
}
#endif
}
/*
==================
idCommonLocal::ActivateTool
Activates or Deactivates a tool
==================
*/
void idCommonLocal::ActivateTool( bool active ) {
com_editorActive = active;
}
/*
==================
idCommonLocal::WriteFlaggedCVarsToFile
==================
*/
void idCommonLocal::WriteFlaggedCVarsToFile( const char *filename, int flags, const char *setCmd ) {
idFile *f;
f = fileSystem->OpenFileWrite( filename, "fs_configpath" );
if ( !f ) {
Printf( "Couldn't write %s.\n", filename );
return;
}
cvarSystem->WriteFlaggedVariables( flags, setCmd, f );
fileSystem->CloseFile( f );
}
/*
==================
idCommonLocal::WriteConfigToFile
==================
*/
void idCommonLocal::WriteConfigToFile( const char *filename ) {
idFile *f;
#ifdef ID_WRITE_VERSION
ID_TIME_T t;
char *curtime;
idStr runtag;
idFile_Memory compressed( "compressed" );
idBase64 out;
#endif
f = fileSystem->OpenFileWrite( filename, "fs_configpath" );
if ( !f ) {
Printf ("Couldn't write %s.\n", filename );
return;
}
#ifdef ID_WRITE_VERSION
assert( config_compressor );
t = time( NULL );
curtime = ctime( &t );
sprintf( runtag, "%s - %s", cvarSystem->GetCVarString( "si_version" ), curtime );
config_compressor->Init( &compressed, true, 8 );
config_compressor->Write( runtag.c_str(), runtag.Length() );
config_compressor->FinishCompress( );
out.Encode( (const byte *)compressed.GetDataPtr(), compressed.Length() );
f->Printf( "// %s\n", out.c_str() );
#endif
idKeyInput::WriteBindings( f );
cvarSystem->WriteFlaggedVariables( CVAR_ARCHIVE, "seta", f );
fileSystem->CloseFile( f );
}
/*
===============
idCommonLocal::WriteConfiguration
Writes key bindings and archived cvars to config file if modified
===============
*/
void idCommonLocal::WriteConfiguration( void ) {
// if we are quiting without fully initializing, make sure
// we don't write out anything
if ( !com_fullyInitialized ) {
return;
}
if ( !( cvarSystem->GetModifiedFlags() & CVAR_ARCHIVE ) ) {
return;
}
cvarSystem->ClearModifiedFlags( CVAR_ARCHIVE );
// disable printing out the "Writing to:" message
bool developer = com_developer.GetBool();
com_developer.SetBool( false );
WriteConfigToFile( CONFIG_FILE );
session->WriteCDKey( );
// restore the developer cvar
com_developer.SetBool( developer );
}
/*
===============
KeysFromBinding()
Returns the key bound to the command
===============
*/
const char* idCommonLocal::KeysFromBinding( const char *bind ) {
return idKeyInput::KeysFromBinding( bind );
}
/*
===============
BindingFromKey()
Returns the binding bound to key
===============
*/
const char* idCommonLocal::BindingFromKey( const char *key ) {
return idKeyInput::BindingFromKey( key );
}
/*
===============
ButtonState()
Returns the state of the button
===============
*/
int idCommonLocal::ButtonState( int key ) {
return usercmdGen->ButtonState(key);
}
/*
===============
ButtonState()
Returns the state of the key
===============
*/
int idCommonLocal::KeyState( int key ) {
return usercmdGen->KeyState(key);
}
//============================================================================
#ifdef ID_ALLOW_TOOLS
/*
==================
Com_Editor_f
we can start the editor dynamically, but we won't ever get back
==================
*/
static void Com_Editor_f( const idCmdArgs &args ) {
RadiantInit();
}
/*
=============
Com_ScriptDebugger_f
=============
*/
static void Com_ScriptDebugger_f( const idCmdArgs &args ) {
// Make sure it wasnt on the command line
if ( !( com_editors & EDITOR_DEBUGGER ) ) {
//start debugger server if needed
if ( !com_enableDebuggerServer.GetBool() )
com_enableDebuggerServer.SetBool( true );
//start debugger client.
DebuggerClientLaunch();
}
}
/*
=============
Com_EditGUIs_f
=============
*/
static void Com_EditGUIs_f( const idCmdArgs &args ) {
GUIEditorInit();
}
/*
=============
Com_MaterialEditor_f
=============
*/
static void Com_MaterialEditor_f( const idCmdArgs &args ) {
// Turn off sounds
soundSystem->SetMute( true );
MaterialEditorInit();
}
#endif // ID_ALLOW_TOOLS
/*
============
idCmdSystemLocal::PrintMemInfo_f
This prints out memory debugging data
============
*/
static void PrintMemInfo_f( const idCmdArgs &args ) {
MemInfo_t mi;
memset( &mi, 0, sizeof( mi ) );
mi.filebase = session->GetCurrentMapName();
renderSystem->PrintMemInfo( &mi ); // textures and models
soundSystem->PrintMemInfo( &mi ); // sounds
common->Printf( " Used image memory: %s bytes\n", idStr::FormatNumber( mi.imageAssetsTotal ).c_str() );
mi.assetTotals += mi.imageAssetsTotal;
common->Printf( " Used model memory: %s bytes\n", idStr::FormatNumber( mi.modelAssetsTotal ).c_str() );
mi.assetTotals += mi.modelAssetsTotal;
common->Printf( " Used sound memory: %s bytes\n", idStr::FormatNumber( mi.soundAssetsTotal ).c_str() );
mi.assetTotals += mi.soundAssetsTotal;
common->Printf( " Used asset memory: %s bytes\n", idStr::FormatNumber( mi.assetTotals ).c_str() );
// write overview file
idFile *f;
f = fileSystem->OpenFileAppend( "maps/printmeminfo.txt" );
if ( !f ) {
return;
}
f->Printf( "total(%s ) image(%s ) model(%s ) sound(%s ): %s\n", idStr::FormatNumber( mi.assetTotals ).c_str(), idStr::FormatNumber( mi.imageAssetsTotal ).c_str(),
idStr::FormatNumber( mi.modelAssetsTotal ).c_str(), idStr::FormatNumber( mi.soundAssetsTotal ).c_str(), mi.filebase.c_str() );
fileSystem->CloseFile( f );
}
#ifdef ID_ALLOW_TOOLS
/*
==================
Com_EditLights_f
==================
*/
static void Com_EditLights_f( const idCmdArgs &args ) {
LightEditorInit( NULL );
cvarSystem->SetCVarInteger( "g_editEntityMode", 1 );
}
/*
==================
Com_EditSounds_f
==================
*/
static void Com_EditSounds_f( const idCmdArgs &args ) {
SoundEditorInit( NULL );
cvarSystem->SetCVarInteger( "g_editEntityMode", 2 );
}
/*
==================
Com_EditDecls_f
==================
*/
static void Com_EditDecls_f( const idCmdArgs &args ) {
DeclBrowserInit( NULL );
}
/*
==================
Com_EditAFs_f
==================
*/
static void Com_EditAFs_f( const idCmdArgs &args ) {
AFEditorInit( NULL );
}
/*
==================
Com_EditParticles_f
==================
*/
static void Com_EditParticles_f( const idCmdArgs &args ) {
ParticleEditorInit( NULL );
}
/*
==================
Com_EditScripts_f
==================
*/
static void Com_EditScripts_f( const idCmdArgs &args ) {
ScriptEditorInit( NULL );
}
/*
==================
Com_EditPDAs_f
==================
*/
static void Com_EditPDAs_f( const idCmdArgs &args ) {
PDAEditorInit( NULL );
}
#endif // ID_ALLOW_TOOLS
/*
==================
Com_Error_f
Just throw a fatal error to test error shutdown procedures.
==================
*/
static void Com_Error_f( const idCmdArgs &args ) {
if ( !com_developer.GetBool() ) {
commonLocal.Printf( "error may only be used in developer mode\n" );
return;
}
if ( args.Argc() > 1 ) {
commonLocal.FatalError( "Testing fatal error" );
} else {
commonLocal.Error( "Testing drop error" );
}
}
/*
==================
Com_Freeze_f
Just freeze in place for a given number of seconds to test error recovery.
==================
*/
static void Com_Freeze_f( const idCmdArgs &args ) {
float s;
int start, now;
if ( args.Argc() != 2 ) {
commonLocal.Printf( "freeze <seconds>\n" );
return;
}
if ( !com_developer.GetBool() ) {
commonLocal.Printf( "freeze may only be used in developer mode\n" );
return;
}
s = atof( args.Argv(1) );
start = eventLoop->Milliseconds();
while ( 1 ) {
now = eventLoop->Milliseconds();
if ( ( now - start ) * 0.001f > s ) {
break;
}
}
}
/*
=================
Com_Crash_f
A way to force a bus error for development reasons
=================
*/
static void Com_Crash_f( const idCmdArgs &args ) {
if ( !com_developer.GetBool() ) {
commonLocal.Printf( "crash may only be used in developer mode\n" );
return;
}
#ifdef __GNUC__
__builtin_trap();
#else
* ( int * ) 0 = 0x12345678;
#endif
}
/*
=================
Com_Quit_f
=================
*/
static void Com_Quit_f( const idCmdArgs &args ) {
commonLocal.Quit();
}
/*
===============
Com_WriteConfig_f
Write the config file to a specific name
===============
*/
void Com_WriteConfig_f( const idCmdArgs &args ) {
idStr filename;
if ( args.Argc() != 2 ) {
commonLocal.Printf( "Usage: writeconfig <filename>\n" );
return;
}
filename = args.Argv(1);
filename.DefaultFileExtension( ".cfg" );
commonLocal.Printf( "Writing %s.\n", filename.c_str() );
commonLocal.WriteConfigToFile( filename );
}
/*
=================
Com_SetMachineSpecs_f
=================
*/
void Com_SetMachineSpec_f( const idCmdArgs &args ) {
commonLocal.SetMachineSpec();
}
/*
=================
Com_ExecMachineSpecs_f
=================
*/
#ifdef MACOS_X
void OSX_GetVideoCard( int& outVendorId, int& outDeviceId );
bool OSX_GetCPUIdentification( int& cpuId, bool& oldArchitecture );
#endif
void Com_ExecMachineSpec_f( const idCmdArgs &args ) {
if ( com_machineSpec.GetInteger() == 3 ) {
cvarSystem->SetCVarInteger( "image_anisotropy", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_lodbias", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_forceDownSize", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_roundDown", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_preload", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useAllFormats", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecular", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBump", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecularLimit", 64, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBumpLimit", 256, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_usePrecompressedTextures", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downsize", 0 , CVAR_ARCHIVE );
cvarSystem->SetCVarString( "image_filter", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_anisotropy", 8, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useCompression", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_ignoreHighQuality", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "s_maxSoundsPerShader", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_mode", 5, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useNormalCompression", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_multiSamples", 0, CVAR_ARCHIVE );
} else if ( com_machineSpec.GetInteger() == 2 ) {
cvarSystem->SetCVarString( "image_filter", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_anisotropy", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_lodbias", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_forceDownSize", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_roundDown", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_preload", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useAllFormats", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecular", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBump", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecularLimit", 64, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBumpLimit", 256, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_usePrecompressedTextures", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downsize", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_anisotropy", 8, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useCompression", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_ignoreHighQuality", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "s_maxSoundsPerShader", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useNormalCompression", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_mode", 4, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_multiSamples", 0, CVAR_ARCHIVE );
} else if ( com_machineSpec.GetInteger() == 1 ) {
cvarSystem->SetCVarString( "image_filter", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_anisotropy", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_lodbias", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSize", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_forceDownSize", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_roundDown", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_preload", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useCompression", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useAllFormats", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_usePrecompressedTextures", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecular", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBump", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecularLimit", 64, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBumpLimit", 256, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useNormalCompression", 2, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_mode", 3, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_multiSamples", 0, CVAR_ARCHIVE );
} else {
cvarSystem->SetCVarString( "image_filter", "GL_LINEAR_MIPMAP_LINEAR", CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_anisotropy", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_lodbias", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_roundDown", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_preload", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useAllFormats", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_usePrecompressedTextures", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSize", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_anisotropy", 0, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useCompression", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_ignoreHighQuality", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "s_maxSoundsPerShader", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecular", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBump", 1, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeSpecularLimit", 64, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_downSizeBumpLimit", 256, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_mode", 3 , CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "image_useNormalCompression", 2, CVAR_ARCHIVE );
cvarSystem->SetCVarInteger( "r_multiSamples", 0, CVAR_ARCHIVE );
}
cvarSystem->SetCVarBool( "com_purgeAll", false, CVAR_ARCHIVE );
cvarSystem->SetCVarBool( "r_forceLoadImages", false, CVAR_ARCHIVE );
cvarSystem->SetCVarBool( "g_decals", true, CVAR_ARCHIVE );
cvarSystem->SetCVarBool( "g_projectileLights", true, CVAR_ARCHIVE );
cvarSystem->SetCVarBool( "g_doubleVision", true, CVAR_ARCHIVE );
cvarSystem->SetCVarBool( "g_muzzleFlash", true, CVAR_ARCHIVE );
#if MACOS_X
// On low settings, G4 systems & 64MB FX5200/NV34 Systems should default shadows off
bool oldArch;
int vendorId, deviceId, cpuId;
OSX_GetVideoCard( vendorId, deviceId );
OSX_GetCPUIdentification( cpuId, oldArch );
bool isFX5200 = vendorId == 0x10DE && ( deviceId & 0x0FF0 ) == 0x0320;
if ( oldArch && ( com_machineSpec.GetInteger() == 0 ) ) {
cvarSystem->SetCVarBool( "r_shadows", false, CVAR_ARCHIVE );
} else {
cvarSystem->SetCVarBool( "r_shadows", true, CVAR_ARCHIVE );
}
#endif
}
/*
=================
Com_ReloadEngine_f
=================
*/
void Com_ReloadEngine_f( const idCmdArgs &args ) {
bool menu = false;
if ( !commonLocal.IsInitialized() ) {
return;
}
if ( args.Argc() > 1 && idStr::Icmp( args.Argv( 1 ), "menu" ) == 0 ) {
menu = true;
}
common->Printf( "============= ReloadEngine start =============\n" );
if ( !menu ) {
Sys_ShowConsole( 1, false );
}
commonLocal.ShutdownGame( true );
commonLocal.InitGame();
if ( !menu && !idAsyncNetwork::serverDedicated.GetBool() ) {
Sys_ShowConsole( 0, false );
}
common->Printf( "============= ReloadEngine end ===============\n" );
if ( !cmdSystem->PostReloadEngine() ) {
if ( menu ) {
session->StartMenu( );
}
}
}
/*
===============
idCommonLocal::GetLanguageDict
===============
*/
const idLangDict *idCommonLocal::GetLanguageDict( void ) {
return &languageDict;
}
/*
===============
idCommonLocal::FilterLangList
===============
*/
void idCommonLocal::FilterLangList( idStrList* list, idStr lang ) {
idStr temp;
for( int i = 0; i < list->Num(); i++ ) {
temp = (*list)[i];
temp = temp.Right(temp.Length()-strlen("strings/"));
temp = temp.Left(lang.Length());
if(idStr::Icmp(temp, lang) != 0) {
list->RemoveIndex(i);
i--;
}
}
}
/*
===============
idCommonLocal::InitLanguageDict
===============
*/
void idCommonLocal::InitLanguageDict( void ) {
idStr fileName;
languageDict.Clear();
//D3XP: Instead of just loading a single lang file for each language
//we are going to load all files that begin with the language name
//similar to the way pak files work. So you can place english001.lang
//to add new strings to the english language dictionary
idFileList* langFiles;
langFiles = fileSystem->ListFilesTree( "strings", ".lang", true );
idStrList langList = langFiles->GetList();
StartupVariable( "sys_lang", false ); // let it be set on the command line - this is needed because this init happens very early
idStr langName = cvarSystem->GetCVarString( "sys_lang" );
//Loop through the list and filter
idStrList currentLangList = langList;
FilterLangList(&currentLangList, langName);
if ( currentLangList.Num() == 0 ) {
// reset cvar to default and try to load again
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "reset sys_lang" );
langName = cvarSystem->GetCVarString( "sys_lang" );
currentLangList = langList;
FilterLangList(&currentLangList, langName);
}
for( int i = 0; i < currentLangList.Num(); i++ ) {
//common->Printf("%s\n", currentLangList[i].c_str());
languageDict.Load( currentLangList[i], false );
}
fileSystem->FreeFileList(langFiles);
Sys_InitScanTable();
}
/*
===============
idCommonLocal::LocalizeSpecificMapData
===============
*/
void idCommonLocal::LocalizeSpecificMapData( const char *fileName, idLangDict &langDict, const idLangDict &replaceArgs ) {
idStr out, ws, work;
idMapFile map;
if ( map.Parse( fileName, false, false ) ) {
int count = map.GetNumEntities();
for ( int i = 0; i < count; i++ ) {
idMapEntity *ent = map.GetEntity( i );
if ( ent ) {
for ( int j = 0; j < replaceArgs.GetNumKeyVals(); j++ ) {
const idLangKeyValue *kv = replaceArgs.GetKeyVal( j );
const char *temp = ent->epairs.GetString( kv->key );
if ( temp && *temp ) {
idStr val = kv->value;
if ( val == temp ) {
ent->epairs.Set( kv->key, langDict.AddString( temp ) );
}
}
}
}
}
map.Write( fileName, ".map" );
}
}
/*
===============
idCommonLocal::LocalizeMapData
===============
*/
void idCommonLocal::LocalizeMapData( const char *fileName, idLangDict &langDict ) {
const char *buffer = NULL;
idLexer src( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
common->SetRefreshOnPrint( true );
if ( fileSystem->ReadFile( fileName, (void**)&buffer ) > 0 ) {
src.LoadMemory( buffer, strlen(buffer), fileName );
if ( src.IsLoaded() ) {
common->Printf( "Processing %s\n", fileName );
idStr mapFileName;
idToken token, token2;
idLangDict replaceArgs;
while ( src.ReadToken( &token ) ) {
mapFileName = token;
replaceArgs.Clear();
src.ExpectTokenString( "{" );
while ( src.ReadToken( &token) ) {
if ( token == "}" ) {
break;
}
if ( src.ReadToken( &token2 ) ) {
if ( token2 == "}" ) {
break;
}
replaceArgs.AddKeyVal( token, token2 );
}
}
common->Printf( " localizing map %s...\n", mapFileName.c_str() );
LocalizeSpecificMapData( mapFileName, langDict, replaceArgs );
}
}
fileSystem->FreeFile( (void*)buffer );
}
common->SetRefreshOnPrint( false );
}
/*
===============
idCommonLocal::LocalizeGui
===============
*/
void idCommonLocal::LocalizeGui( const char *fileName, idLangDict &langDict ) {
idStr out, ws, work;
const char *buffer = NULL;
out.Empty();
int k;
char ch;
char slash = '\\';
char tab = 't';
char nl = 'n';
idLexer src( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
if ( fileSystem->ReadFile( fileName, (void**)&buffer ) > 0 ) {
src.LoadMemory( buffer, strlen(buffer), fileName );
if ( src.IsLoaded() ) {
idFile *outFile = fileSystem->OpenFileWrite( fileName );
common->Printf( "Processing %s\n", fileName );
session->UpdateScreen();
idToken token;
while( src.ReadToken( &token ) ) {
src.GetLastWhiteSpace( ws );
out += ws;
if ( token.type == TT_STRING ) {
out += va( "\"%s\"", token.c_str() );
} else {
out += token;
}
if ( out.Length() > 200000 ) {
outFile->Write( out.c_str(), out.Length() );
out = "";
}
work = token.Right( 6 );
if ( token.Icmp( "text" ) == 0 || work.Icmp( "::text" ) == 0 || token.Icmp( "choices" ) == 0 ) {
if ( src.ReadToken( &token ) ) {
// see if already exists, if so save that id to this position in this file
// otherwise add this to the list and save the id to this position in this file
src.GetLastWhiteSpace( ws );
out += ws;
token = langDict.AddString( token );
out += "\"";
for ( k = 0; k < token.Length(); k++ ) {
ch = token[k];
if ( ch == '\t' ) {
out += slash;
out += tab;
} else if ( ch == '\n' || ch == '\r' ) {
out += slash;
out += nl;
} else {
out += ch;
}
}
out += "\"";
}
} else if ( token.Icmp( "comment" ) == 0 ) {
if ( src.ReadToken( &token ) ) {
// need to write these out by hand to preserve any \n's
// see if already exists, if so save that id to this position in this file
// otherwise add this to the list and save the id to this position in this file
src.GetLastWhiteSpace( ws );
out += ws;
out += "\"";
for ( k = 0; k < token.Length(); k++ ) {
ch = token[k];
if ( ch == '\t' ) {
out += slash;
out += tab;
} else if ( ch == '\n' || ch == '\r' ) {
out += slash;
out += nl;
} else {
out += ch;
}
}
out += "\"";
}
}
}
outFile->Write( out.c_str(), out.Length() );
fileSystem->CloseFile( outFile );
}
fileSystem->FreeFile( (void*)buffer );
}
}
/*
=================
ReloadLanguage_f
=================
*/
void Com_ReloadLanguage_f( const idCmdArgs &args ) {
commonLocal.InitLanguageDict();
}
typedef idHashTable<idStrList> ListHash;
void LoadMapLocalizeData(ListHash& listHash) {
idStr fileName = "map_localize.cfg";
const char *buffer = NULL;
idLexer src( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
if ( fileSystem->ReadFile( fileName, (void**)&buffer ) > 0 ) {
src.LoadMemory( buffer, strlen(buffer), fileName );
if ( src.IsLoaded() ) {
idStr classname;
idToken token;
while ( src.ReadToken( &token ) ) {
classname = token;
src.ExpectTokenString( "{" );
idStrList list;
while ( src.ReadToken( &token) ) {
if ( token == "}" ) {
break;
}
list.Append(token);
}
listHash.Set(classname, list);
}
}
fileSystem->FreeFile( (void*)buffer );
}
}
void LoadGuiParmExcludeList(idStrList& list) {
idStr fileName = "guiparm_exclude.cfg";
const char *buffer = NULL;
idLexer src( LEXFL_NOFATALERRORS | LEXFL_NOSTRINGCONCAT | LEXFL_ALLOWMULTICHARLITERALS | LEXFL_ALLOWBACKSLASHSTRINGCONCAT );
if ( fileSystem->ReadFile( fileName, (void**)&buffer ) > 0 ) {
src.LoadMemory( buffer, strlen(buffer), fileName );
if ( src.IsLoaded() ) {
idStr classname;
idToken token;
while ( src.ReadToken( &token ) ) {
list.Append(token);
}
}
fileSystem->FreeFile( (void*)buffer );
}
}
bool TestMapVal(idStr& str) {
//Already Localized?
if(str.Find("#str_") != -1) {
return false;
}
return true;
}
bool TestGuiParm(const char* parm, const char* value, idStrList& excludeList) {
idStr testVal = value;
//Already Localized?
if(testVal.Find("#str_") != -1) {
return false;
}
//Numeric
if(testVal.IsNumeric()) {
return false;
}
//Contains ::
if(testVal.Find("::") != -1) {
return false;
}
//Contains /
if(testVal.Find("/") != -1) {
return false;
}
if(excludeList.Find(testVal)) {
return false;
}
return true;
}
void GetFileList(const char* dir, const char* ext, idStrList& list) {
//Recurse Subdirectories
idStrList dirList;
Sys_ListFiles(dir, "/", dirList);
for(int i = 0; i < dirList.Num(); i++) {
if(dirList[i] == "." || dirList[i] == "..") {
continue;
}
idStr fullName = va("%s/%s", dir, dirList[i].c_str());
GetFileList(fullName, ext, list);
}
idStrList fileList;
Sys_ListFiles(dir, ext, fileList);
for(int i = 0; i < fileList.Num(); i++) {
idStr fullName = va("%s/%s", dir, fileList[i].c_str());
list.Append(fullName);
}
}
int LocalizeMap(const char* mapName, idLangDict &langDict, ListHash& listHash, idStrList& excludeList, bool writeFile) {
common->Printf("Localizing Map '%s'\n", mapName);
int strCount = 0;
idMapFile map;
if ( map.Parse(mapName, false, false ) ) {
int count = map.GetNumEntities();
for ( int j = 0; j < count; j++ ) {
idMapEntity *ent = map.GetEntity( j );
if ( ent ) {
idStr classname = ent->epairs.GetString("classname");
//Hack: for info_location
bool hasLocation = false;
idStrList* list;
listHash.Get(classname, &list);
if(list) {
for(int k = 0; k < list->Num(); k++) {
idStr val = ent->epairs.GetString((*list)[k], "");
if(val.Length() && classname == "info_location" && (*list)[k] == "location") {
hasLocation = true;
}
if(val.Length() && TestMapVal(val)) {
if(!hasLocation || (*list)[k] == "location") {
//Localize it!!!
strCount++;
ent->epairs.Set( (*list)[k], langDict.AddString( val ) );
}
}
}
}
listHash.Get("all", &list);
if(list) {
for(int k = 0; k < list->Num(); k++) {
idStr val = ent->epairs.GetString((*list)[k], "");
if(val.Length() && TestMapVal(val)) {
//Localize it!!!
strCount++;
ent->epairs.Set( (*list)[k], langDict.AddString( val ) );
}
}
}
//Localize the gui_parms
const idKeyValue* kv = ent->epairs.MatchPrefix("gui_parm");
while( kv ) {
if(TestGuiParm(kv->GetKey(), kv->GetValue(), excludeList)) {
//Localize It!
strCount++;
ent->epairs.Set( kv->GetKey(), langDict.AddString( kv->GetValue() ) );
}
kv = ent->epairs.MatchPrefix( "gui_parm", kv );
}
}
}
if(writeFile && strCount > 0) {
//Before we write the map file lets make a backup of the original
idStr file = fileSystem->RelativePathToOSPath(mapName);
idStr bak = file.Left(file.Length() - 4);
bak.Append(".bak_loc");
fileSystem->CopyFile( file, bak );
map.Write( mapName, ".map" );
}
}
common->Printf("Count: %d\n", strCount);
return strCount;
}
/*
=================
LocalizeMaps_f
=================
*/
void Com_LocalizeMaps_f( const idCmdArgs &args ) {
if ( args.Argc() < 2 ) {
common->Printf( "Usage: localizeMaps <count | dictupdate | all> <map>\n" );
return;
}
int strCount = 0;
bool count = false;
bool dictUpdate = false;
bool write = false;
if ( idStr::Icmp( args.Argv(1), "count" ) == 0 ) {
count = true;
} else if ( idStr::Icmp( args.Argv(1), "dictupdate" ) == 0 ) {
count = true;
dictUpdate = true;
} else if ( idStr::Icmp( args.Argv(1), "all" ) == 0 ) {
count = true;
dictUpdate = true;
write = true;
} else {
common->Printf( "Invalid Command\n" );
common->Printf( "Usage: localizeMaps <count | dictupdate | all>\n" );
return;
}
idLangDict strTable;
idStr filename = va("strings/english%.3i.lang", com_product_lang_ext.GetInteger());
if(strTable.Load( filename ) == false) {
//This is a new file so set the base index
strTable.SetBaseID(com_product_lang_ext.GetInteger()*100000);
}
common->SetRefreshOnPrint( true );
ListHash listHash;
LoadMapLocalizeData(listHash);
idStrList excludeList;
LoadGuiParmExcludeList(excludeList);
if(args.Argc() == 3) {
strCount += LocalizeMap(args.Argv(2), strTable, listHash, excludeList, write);
} else {
idStrList files;
//wow, what now? a hardcoded path?
GetFileList("z:/d3xp/d3xp/maps/game", "*.map", files);
for ( int i = 0; i < files.Num(); i++ ) {
idStr file = fileSystem->OSPathToRelativePath(files[i]);
strCount += LocalizeMap(file, strTable, listHash, excludeList, write);
}
}
if(count) {
common->Printf("Localize String Count: %d\n", strCount);
}
common->SetRefreshOnPrint( false );
if(dictUpdate) {
strTable.Save( filename );
}
}
/*
=================
LocalizeGuis_f
=================
*/
void Com_LocalizeGuis_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
common->Printf( "Usage: localizeGuis <all | gui>\n" );
return;
}
idLangDict strTable;
idStr filename = va("strings/english%.3i.lang", com_product_lang_ext.GetInteger());
if(strTable.Load( filename ) == false) {
//This is a new file so set the base index
strTable.SetBaseID(com_product_lang_ext.GetInteger()*100000);
}
idFileList *files;
if ( idStr::Icmp( args.Argv(1), "all" ) == 0 ) {
idStr game = cvarSystem->GetCVarString( "fs_game" );
if(game.Length()) {
files = fileSystem->ListFilesTree( "guis", "*.gui", true, game );
} else {
files = fileSystem->ListFilesTree( "guis", "*.gui", true );
}
for ( int i = 0; i < files->GetNumFiles(); i++ ) {
commonLocal.LocalizeGui( files->GetFile( i ), strTable );
}
fileSystem->FreeFileList( files );
if(game.Length()) {
files = fileSystem->ListFilesTree( "guis", "*.pd", true, game );
} else {
files = fileSystem->ListFilesTree( "guis", "*.pd", true, "d3xp" );
}
for ( int i = 0; i < files->GetNumFiles(); i++ ) {
commonLocal.LocalizeGui( files->GetFile( i ), strTable );
}
fileSystem->FreeFileList( files );
} else {
commonLocal.LocalizeGui( args.Argv(1), strTable );
}
strTable.Save( filename );
}
void Com_LocalizeGuiParmsTest_f( const idCmdArgs &args ) {
common->SetRefreshOnPrint( true );
idFile *localizeFile = fileSystem->OpenFileWrite( "gui_parm_localize.csv" );
idFile *noLocalizeFile = fileSystem->OpenFileWrite( "gui_parm_nolocalize.csv" );
idStrList excludeList;
LoadGuiParmExcludeList(excludeList);
idStrList files;
GetFileList("z:/d3xp/d3xp/maps/game", "*.map", files);
for ( int i = 0; i < files.Num(); i++ ) {
common->Printf("Testing Map '%s'\n", files[i].c_str());
idMapFile map;
idStr file = fileSystem->OSPathToRelativePath(files[i]);
if ( map.Parse(file, false, false ) ) {
int count = map.GetNumEntities();
for ( int j = 0; j < count; j++ ) {
idMapEntity *ent = map.GetEntity( j );
if ( ent ) {
const idKeyValue* kv = ent->epairs.MatchPrefix("gui_parm");
while( kv ) {
if(TestGuiParm(kv->GetKey(), kv->GetValue(), excludeList)) {
idStr out = va("%s,%s,%s\r\n", kv->GetValue().c_str(), kv->GetKey().c_str(), file.c_str());
localizeFile->Write( out.c_str(), out.Length() );
} else {
idStr out = va("%s,%s,%s\r\n", kv->GetValue().c_str(), kv->GetKey().c_str(), file.c_str());
noLocalizeFile->Write( out.c_str(), out.Length() );
}
kv = ent->epairs.MatchPrefix( "gui_parm", kv );
}
}
}
}
}
fileSystem->CloseFile( localizeFile );
fileSystem->CloseFile( noLocalizeFile );
common->SetRefreshOnPrint( false );
}
void Com_LocalizeMapsTest_f( const idCmdArgs &args ) {
ListHash listHash;
LoadMapLocalizeData(listHash);
common->SetRefreshOnPrint( true );
idFile *localizeFile = fileSystem->OpenFileWrite( "map_localize.csv" );
idStrList files;
GetFileList("z:/d3xp/d3xp/maps/game", "*.map", files);
for ( int i = 0; i < files.Num(); i++ ) {
common->Printf("Testing Map '%s'\n", files[i].c_str());
idMapFile map;
idStr file = fileSystem->OSPathToRelativePath(files[i]);
if ( map.Parse(file, false, false ) ) {
int count = map.GetNumEntities();
for ( int j = 0; j < count; j++ ) {
idMapEntity *ent = map.GetEntity( j );
if ( ent ) {
//Temp code to get a list of all entity key value pairs
/*idStr classname = ent->epairs.GetString("classname");
if(classname == "worldspawn" || classname == "func_static" || classname == "light" || classname == "speaker" || classname.Left(8) == "trigger_") {
continue;
}
for( int i = 0; i < ent->epairs.GetNumKeyVals(); i++) {
const idKeyValue* kv = ent->epairs.GetKeyVal(i);
idStr out = va("%s,%s,%s,%s\r\n", classname.c_str(), kv->GetKey().c_str(), kv->GetValue().c_str(), file.c_str());
localizeFile->Write( out.c_str(), out.Length() );
}*/
idStr classname = ent->epairs.GetString("classname");
//Hack: for info_location
bool hasLocation = false;
idStrList* list;
listHash.Get(classname, &list);
if(list) {
for(int k = 0; k < list->Num(); k++) {
idStr val = ent->epairs.GetString((*list)[k], "");
if(classname == "info_location" && (*list)[k] == "location") {
hasLocation = true;
}
if(val.Length() && TestMapVal(val)) {
if(!hasLocation || (*list)[k] == "location") {
idStr out = va("%s,%s,%s\r\n", val.c_str(), (*list)[k].c_str(), file.c_str());
localizeFile->Write( out.c_str(), out.Length() );
}
}
}
}
listHash.Get("all", &list);
if(list) {
for(int k = 0; k < list->Num(); k++) {
idStr val = ent->epairs.GetString((*list)[k], "");
if(val.Length() && TestMapVal(val)) {
idStr out = va("%s,%s,%s\r\n", val.c_str(), (*list)[k].c_str(), file.c_str());
localizeFile->Write( out.c_str(), out.Length() );
}
}
}
}
}
}
}
fileSystem->CloseFile( localizeFile );
common->SetRefreshOnPrint( false );
}
/*
=================
Com_StartBuild_f
=================
*/
void Com_StartBuild_f( const idCmdArgs &args ) {
globalImages->StartBuild();
}
/*
=================
Com_FinishBuild_f
=================
*/
void Com_FinishBuild_f( const idCmdArgs &args ) {
if ( game ) {
game->CacheDictionaryMedia( NULL );
}
globalImages->FinishBuild( ( args.Argc() > 1 ) );
}
/*
==============
Com_Help_f
==============
*/
void Com_Help_f( const idCmdArgs &args ) {
common->Printf( "\nCommonly used commands:\n" );
common->Printf( " spawnServer - start the server.\n" );
common->Printf( " disconnect - shut down the server.\n" );
common->Printf( " listCmds - list all console commands.\n" );
common->Printf( " listCVars - list all console variables.\n" );
common->Printf( " kick - kick a client by number.\n" );
common->Printf( " gameKick - kick a client by name.\n" );
common->Printf( " serverNextMap - immediately load next map.\n" );
common->Printf( " serverMapRestart - restart the current map.\n" );
common->Printf( " serverForceReady - force all players to ready status.\n" );
common->Printf( "\nCommonly used variables:\n" );
common->Printf( " si_name - server name (change requires a restart to see)\n" );
common->Printf( " si_gametype - type of game.\n" );
common->Printf( " si_fragLimit - max kills to win (or lives in Last Man Standing).\n" );
common->Printf( " si_timeLimit - maximum time a game will last.\n" );
common->Printf( " si_warmup - do pre-game warmup.\n" );
common->Printf( " si_pure - pure server.\n" );
common->Printf( " g_mapCycle - name of .scriptcfg file for cycling maps.\n" );
common->Printf( "See mapcycle.scriptcfg for an example of a mapcyle script.\n\n" );
}
/*
=================
idCommonLocal::InitCommands
=================
*/
void idCommonLocal::InitCommands( void ) {
cmdSystem->AddCommand( "error", Com_Error_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "causes an error" );
cmdSystem->AddCommand( "crash", Com_Crash_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "causes a crash" );
cmdSystem->AddCommand( "freeze", Com_Freeze_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "freezes the game for a number of seconds" );
cmdSystem->AddCommand( "quit", Com_Quit_f, CMD_FL_SYSTEM, "quits the game" );
cmdSystem->AddCommand( "exit", Com_Quit_f, CMD_FL_SYSTEM, "exits the game" );
cmdSystem->AddCommand( "writeConfig", Com_WriteConfig_f, CMD_FL_SYSTEM, "writes a config file" );
cmdSystem->AddCommand( "reloadEngine", Com_ReloadEngine_f, CMD_FL_SYSTEM, "reloads the engine down to including the file system" );
cmdSystem->AddCommand( "setMachineSpec", Com_SetMachineSpec_f, CMD_FL_SYSTEM, "detects system capabilities and sets com_machineSpec to appropriate value" );
cmdSystem->AddCommand( "execMachineSpec", Com_ExecMachineSpec_f, CMD_FL_SYSTEM, "execs the appropriate config files and sets cvars based on com_machineSpec" );
#if !defined( ID_DEDICATED )
// compilers
cmdSystem->AddCommand( "dmap", Dmap_f, CMD_FL_TOOL, "compiles a map", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "renderbump", RenderBump_f, CMD_FL_TOOL, "renders a bump map", idCmdSystem::ArgCompletion_ModelName );
cmdSystem->AddCommand( "renderbumpFlat", RenderBumpFlat_f, CMD_FL_TOOL, "renders a flat bump map", idCmdSystem::ArgCompletion_ModelName );
cmdSystem->AddCommand( "runAAS", RunAAS_f, CMD_FL_TOOL, "compiles an AAS file for a map", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "runAASDir", RunAASDir_f, CMD_FL_TOOL, "compiles AAS files for all maps in a folder", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "runReach", RunReach_f, CMD_FL_TOOL, "calculates reachability for an AAS file", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "roq", RoQFileEncode_f, CMD_FL_TOOL, "encodes a roq file" );
#endif
#ifdef ID_ALLOW_TOOLS
// editors
cmdSystem->AddCommand( "editor", Com_Editor_f, CMD_FL_TOOL, "launches the level editor Radiant" );
cmdSystem->AddCommand( "editLights", Com_EditLights_f, CMD_FL_TOOL, "launches the in-game Light Editor" );
cmdSystem->AddCommand( "editSounds", Com_EditSounds_f, CMD_FL_TOOL, "launches the in-game Sound Editor" );
cmdSystem->AddCommand( "editDecls", Com_EditDecls_f, CMD_FL_TOOL, "launches the in-game Declaration Editor" );
cmdSystem->AddCommand( "editAFs", Com_EditAFs_f, CMD_FL_TOOL, "launches the in-game Articulated Figure Editor" );
cmdSystem->AddCommand( "editParticles", Com_EditParticles_f, CMD_FL_TOOL, "launches the in-game Particle Editor" );
cmdSystem->AddCommand( "editScripts", Com_EditScripts_f, CMD_FL_TOOL, "launches the in-game Script Editor" );
cmdSystem->AddCommand( "editGUIs", Com_EditGUIs_f, CMD_FL_TOOL, "launches the GUI Editor" );
cmdSystem->AddCommand( "editPDAs", Com_EditPDAs_f, CMD_FL_TOOL, "launches the in-game PDA Editor" );
cmdSystem->AddCommand( "debugger", Com_ScriptDebugger_f, CMD_FL_TOOL, "launches the Script Debugger" );
//BSM Nerve: Add support for the material editor
cmdSystem->AddCommand( "materialEditor", Com_MaterialEditor_f, CMD_FL_TOOL, "launches the Material Editor" );
#endif
cmdSystem->AddCommand( "printMemInfo", PrintMemInfo_f, CMD_FL_SYSTEM, "prints memory debugging data" );
// idLib commands
cmdSystem->AddCommand( "memoryDump", Mem_Dump_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "creates a memory dump" );
cmdSystem->AddCommand( "memoryDumpCompressed", Mem_DumpCompressed_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "creates a compressed memory dump" );
cmdSystem->AddCommand( "showStringMemory", idStr::ShowMemoryUsage_f, CMD_FL_SYSTEM, "shows memory used by strings" );
cmdSystem->AddCommand( "showDictMemory", idDict::ShowMemoryUsage_f, CMD_FL_SYSTEM, "shows memory used by dictionaries" );
cmdSystem->AddCommand( "listDictKeys", idDict::ListKeys_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "lists all keys used by dictionaries" );
cmdSystem->AddCommand( "listDictValues", idDict::ListValues_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "lists all values used by dictionaries" );
cmdSystem->AddCommand( "testSIMD", idSIMD::Test_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "test SIMD code" );
// localization
cmdSystem->AddCommand( "localizeGuis", Com_LocalizeGuis_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "localize guis" );
cmdSystem->AddCommand( "localizeMaps", Com_LocalizeMaps_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "localize maps" );
cmdSystem->AddCommand( "reloadLanguage", Com_ReloadLanguage_f, CMD_FL_SYSTEM, "reload language dict" );
//D3XP Localization
cmdSystem->AddCommand( "localizeGuiParmsTest", Com_LocalizeGuiParmsTest_f, CMD_FL_SYSTEM, "Create test files that show gui parms localized and ignored." );
cmdSystem->AddCommand( "localizeMapsTest", Com_LocalizeMapsTest_f, CMD_FL_SYSTEM, "Create test files that shows which strings will be localized." );
// build helpers
cmdSystem->AddCommand( "startBuild", Com_StartBuild_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "prepares to make a build" );
cmdSystem->AddCommand( "finishBuild", Com_FinishBuild_f, CMD_FL_SYSTEM|CMD_FL_CHEAT, "finishes the build process" );
#ifdef ID_DEDICATED
cmdSystem->AddCommand( "help", Com_Help_f, CMD_FL_SYSTEM, "shows help" );
#endif
}
/*
=================
idCommonLocal::InitRenderSystem
=================
*/
void idCommonLocal::InitRenderSystem( void ) {
if ( com_skipRenderer.GetBool() ) {
return;
}
renderSystem->InitOpenGL();
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04343" ) );
}
/*
=================
idCommonLocal::PrintLoadingMessage
=================
*/
void idCommonLocal::PrintLoadingMessage( const char *msg ) {
if ( !( msg && *msg ) ) {
return;
}
renderSystem->BeginFrame( renderSystem->GetScreenWidth(), renderSystem->GetScreenHeight() );
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 0, 1, 1, declManager->FindMaterial( "splashScreen" ) );
int len = strlen( msg );
renderSystem->DrawSmallStringExt( ( 640 - len * SMALLCHAR_WIDTH ) / 2, 410, msg, idVec4( 0.0f, 0.81f, 0.94f, 1.0f ), true, declManager->FindMaterial( "textures/bigchars" ) );
renderSystem->EndFrame( NULL, NULL );
}
/*
=================
idCommonLocal::InitSIMD
=================
*/
void idCommonLocal::InitSIMD( void ) {
idSIMD::InitProcessor( "doom", com_forceGenericSIMD.GetBool() );
com_forceGenericSIMD.ClearModified();
}
/*
=================
idCommonLocal::Frame
=================
*/
void idCommonLocal::Frame( void ) {
try {
// pump all the events
Sys_GenerateEvents();
// write config file if anything changed
WriteConfiguration();
// change SIMD implementation if required
if ( com_forceGenericSIMD.IsModified() ) {
InitSIMD();
}
if ( com_enableDebuggerServer.IsModified() ) {
if ( com_enableDebuggerServer.GetBool() ) {
DebuggerServerInit();
} else {
DebuggerServerShutdown();
}
}
eventLoop->RunEventLoop();
com_frameTime = com_ticNumber * USERCMD_MSEC;
idAsyncNetwork::RunFrame();
if ( idAsyncNetwork::IsActive() ) {
if ( idAsyncNetwork::serverDedicated.GetInteger() != 1 ) {
session->GuiFrameEvents();
session->UpdateScreen( false );
}
} else {
session->Frame();
// normal, in-sequence screen update
session->UpdateScreen( false );
}
// report timing information
if ( com_speeds.GetBool() ) {
static int lastTime;
int nowTime = Sys_Milliseconds();
int com_frameMsec = nowTime - lastTime;
lastTime = nowTime;
Printf( "frame:%i all:%3i gfr:%3i rf:%3i bk:%3i\n", com_frameNumber, com_frameMsec, time_gameFrame, time_frontend, time_backend );
time_gameFrame = 0;
time_gameDraw = 0;
}
com_frameNumber++;
// set idLib frame number for frame based memory dumps
idLib::frameNumber = com_frameNumber;
}
catch( idException & ) {
return; // an ERP_DROP was thrown
}
}
/*
=================
idCommonLocal::GUIFrame
=================
*/
void idCommonLocal::GUIFrame( bool execCmd, bool network ) {
Sys_GenerateEvents();
eventLoop->RunEventLoop( execCmd ); // and execute any commands
com_frameTime = com_ticNumber * USERCMD_MSEC;
if ( network ) {
idAsyncNetwork::RunFrame();
}
session->Frame();
session->UpdateScreen( false );
}
/*
=================
idCommonLocal::SingleAsyncTic
The system will asyncronously call this function 60 times a second to
handle the time-critical functions that we don't want limited to
the frame rate:
sound mixing
user input generation (conditioned by com_asyncInput)
packet server operation
packet client operation
We are not using thread safe libraries, so any functionality put here must
be VERY VERY careful about what it calls.
=================
*/
typedef struct {
int milliseconds; // should always be incremeting by 60hz
int deltaMsec; // should always be 16
int timeConsumed; // msec spent in Com_AsyncThread()
int clientPacketsReceived;
int serverPacketsReceived;
int mostRecentServerPacketSequence;
} asyncStats_t;
static const int MAX_ASYNC_STATS = 1024;
asyncStats_t com_asyncStats[MAX_ASYNC_STATS]; // indexed by com_ticNumber
int prevAsyncMsec;
int lastTicMsec;
void idCommonLocal::SingleAsyncTic( void ) {
// main thread code can prevent this from happening while modifying
// critical data structures
Sys_EnterCriticalSection();
asyncStats_t *stat = &com_asyncStats[com_ticNumber & (MAX_ASYNC_STATS-1)];
memset( stat, 0, sizeof( *stat ) );
stat->milliseconds = Sys_Milliseconds();
stat->deltaMsec = stat->milliseconds - com_asyncStats[(com_ticNumber - 1) & (MAX_ASYNC_STATS-1)].milliseconds;
if ( usercmdGen && com_asyncInput.GetBool() ) {
usercmdGen->UsercmdInterrupt();
}
switch ( com_asyncSound.GetInteger() ) {
case 1:
case 3:
// DG: these are now used for the new default behavior of "update every async tic (every 16ms)"
soundSystem->AsyncUpdateWrite( stat->milliseconds );
break;
case 2:
// DG: use 2 for the old "update only 10x/second" behavior in case anyone likes that..
soundSystem->AsyncUpdate( stat->milliseconds );
break;
}
// we update com_ticNumber after all the background tasks
// have completed their work for this tic
com_ticNumber++;
stat->timeConsumed = Sys_Milliseconds() - stat->milliseconds;
Sys_LeaveCriticalSection();
}
/*
=================
idCommonLocal::Async
=================
*/
void idCommonLocal::Async( void ) {
int msec = Sys_Milliseconds();
if ( !lastTicMsec ) {
lastTicMsec = msec - USERCMD_MSEC;
}
if ( !com_preciseTic.GetBool() ) {
// just run a single tic, even if the exact msec isn't precise
SingleAsyncTic();
return;
}
int ticMsec = USERCMD_MSEC;
// the number of msec per tic can be varies with the timescale cvar
float timescale = com_timescale.GetFloat();
if ( timescale != 1.0f ) {
ticMsec /= timescale;
if ( ticMsec < 1 ) {
ticMsec = 1;
}
}
// don't skip too many
if ( timescale == 1.0f ) {
if ( lastTicMsec + 10 * USERCMD_MSEC < msec ) {
lastTicMsec = msec - 10*USERCMD_MSEC;
}
}
while ( lastTicMsec + ticMsec <= msec ) {
SingleAsyncTic();
lastTicMsec += ticMsec;
}
}
/*
=================
idCommonLocal::LoadGameDLLbyName
Helper for LoadGameDLL() to make it less painful to try different dll names.
=================
*/
void idCommonLocal::LoadGameDLLbyName( const char *dll, idStr& s ) {
s.CapLength(0);
// try next to the binary first (build tree)
if (Sys_GetPath(PATH_EXE, s)) {
// "s = " seems superfluous, but works around g++ 4.7 bug else StripFilename()
// (and possibly even CapLength()) seems to be "optimized" away and the string contains garbage
s = s.StripFilename();
s.AppendPath(dll);
gameDLL = sys->DLL_Load(s);
}
#if defined(_WIN32)
// then the lib/ dir relative to the binary on windows
if (!gameDLL && Sys_GetPath(PATH_EXE, s)) {
s.StripFilename();
s.AppendPath("lib");
s.AppendPath(dll);
gameDLL = sys->DLL_Load(s);
}
#elif defined(MACOS_X)
// then the binary dir in the bundle on osx
if (!gameDLL && Sys_GetPath(PATH_EXE, s)) {
s.StripFilename();
s.AppendPath(dll);
gameDLL = sys->DLL_Load(s);
}
#else
// then the install folder on *nix
if (!gameDLL) {
s = BUILD_LIBDIR;
s.AppendPath(dll);
gameDLL = sys->DLL_Load(s);
}
#endif
}
/*
=================
idCommonLocal::LoadGameDLL
=================
*/
void idCommonLocal::LoadGameDLL( void ) {
#ifdef __DOOM_DLL__
const char *fs_game;
char dll[MAX_OSPATH];
idStr s;
gameImport_t gameImport;
gameExport_t gameExport;
GetGameAPI_t GetGameAPI;
fs_game = cvarSystem->GetCVarString("fs_game");
if (!fs_game || !fs_game[0])
fs_game = BASE_GAMEDIR;
gameDLL = 0;
sys->DLL_GetFileName(fs_game, dll, sizeof(dll));
LoadGameDLLbyName(dll, s);
// there was no gamelib for this mod, use default one from base game
if (!gameDLL) {
common->Printf( "\n" );
common->Warning( "couldn't load mod-specific %s, defaulting to base game's library!\n", dll );
sys->DLL_GetFileName(BASE_GAMEDIR, dll, sizeof(dll));
LoadGameDLLbyName(dll, s);
}
if ( !gameDLL ) {
common->FatalError( "couldn't load game dynamic library" );
return;
}
common->Printf("loaded game library '%s'.\n", s.c_str());
GetGameAPI = (GetGameAPI_t) Sys_DLL_GetProcAddress( gameDLL, "GetGameAPI" );
if ( !GetGameAPI ) {
Sys_DLL_Unload( gameDLL );
gameDLL = 0;
common->FatalError( "couldn't find game DLL API" );
return;
}
gameImport.version = GAME_API_VERSION;
gameImport.sys = ::sys;
gameImport.common = ::common;
gameImport.cmdSystem = ::cmdSystem;
gameImport.cvarSystem = ::cvarSystem;
gameImport.fileSystem = ::fileSystem;
gameImport.networkSystem = ::networkSystem;
gameImport.renderSystem = ::renderSystem;
gameImport.soundSystem = ::soundSystem;
gameImport.renderModelManager = ::renderModelManager;
gameImport.uiManager = ::uiManager;
gameImport.declManager = ::declManager;
gameImport.AASFileManager = ::AASFileManager;
gameImport.collisionModelManager = ::collisionModelManager;
gameExport = *GetGameAPI( &gameImport);
if ( gameExport.version != GAME_API_VERSION ) {
Sys_DLL_Unload( gameDLL );
gameDLL = 0;
common->FatalError( "wrong game DLL API version" );
return;
}
game = gameExport.game;
gameEdit = gameExport.gameEdit;
#endif
// initialize the game object
if ( game != NULL ) {
game->Init();
}
}
/*
=================
idCommonLocal::UnloadGameDLL
=================
*/
void idCommonLocal::UnloadGameDLL( void ) {
// shut down the game object
if ( game != NULL ) {
game->Shutdown();
}
#ifdef __DOOM_DLL__
if ( gameDLL ) {
Sys_DLL_Unload( gameDLL );
gameDLL = 0;
}
game = NULL;
gameEdit = NULL;
#endif
com_debuggerSupported = false; // HvG: Reset debugger availability.
gameCallbacks.Reset(); // DG: these callbacks are invalid now because DLL has been unloaded
}
/*
=================
idCommonLocal::IsInitialized
=================
*/
bool idCommonLocal::IsInitialized( void ) const {
return com_fullyInitialized;
}
/*
=================
idCommonLocal::SetMachineSpec
=================
*/
void idCommonLocal::SetMachineSpec( void ) {
int sysRam = Sys_GetSystemRam();
Printf( "Detected\n\t%i MB of System memory\n\n", sysRam );
if ( sysRam >= 1024 ) {
Printf( "This system qualifies for Ultra quality!\n" );
com_machineSpec.SetInteger( 3 );
} else if ( sysRam >= 512 ) {
Printf( "This system qualifies for High quality!\n" );
com_machineSpec.SetInteger( 2 );
} else if ( sysRam >= 384 ) {
Printf( "This system qualifies for Medium quality.\n" );
com_machineSpec.SetInteger( 1 );
} else {
Printf( "This system qualifies for Low quality.\n" );
com_machineSpec.SetInteger( 0 );
}
}
static unsigned int AsyncTimer(unsigned int interval, void *) {
common->Async();
Sys_TriggerEvent(TRIGGER_EVENT_ONE);
// calculate the next interval to get as close to 60fps as possible
unsigned int now = SDL_GetTicks();
unsigned int tick = com_ticNumber * USERCMD_MSEC;
// FIXME: this is pretty broken and basically always returns 1 because now now is much bigger than tic
// (probably com_tickNumber only starts incrementing a second after engine starts?)
// only reason this works is common->Async() checking again before calling SingleAsyncTic()
if (now >= tick)
return 1;
return tick - now;
}
#ifdef _WIN32
#include "../sys/win32/win_local.h" // for Conbuf_AppendText()
#endif // _WIN32
static bool checkForHelp(int argc, char **argv)
{
const char* helpArgs[] = { "--help", "-h", "-help", "-?", "/?" };
const int numHelpArgs = sizeof(helpArgs)/sizeof(helpArgs[0]);
for (int i=0; i<argc; ++i)
{
const char* arg = argv[i];
for (int h=0; h<numHelpArgs; ++h)
{
if (idStr::Icmp(arg, helpArgs[h]) == 0)
{
#ifdef _WIN32
// write it to the Windows-only console window
#define WriteString(s) Conbuf_AppendText(s)
#else // not windows
// write it to stdout
#define WriteString(s) fputs(s, stdout);
#endif // _WIN32
WriteString(ENGINE_VERSION " - http://dhewm3.org\n");
WriteString("Commandline arguments:\n");
WriteString("-h or --help: Show this help\n");
WriteString("+<command> [command arguments]\n");
WriteString(" executes a command (with optional arguments)\n");
WriteString("\nSome interesting commands:\n");
WriteString("+map <map>\n");
WriteString(" directly loads the given level, e.g. +map game/hell1\n");
WriteString("+exec <config>\n");
WriteString(" execute the given config (mainly relevant for dedicated servers)\n");
WriteString("+disconnect\n");
WriteString(" starts the game, goes directly into main menu without showing\n logo video\n");
WriteString("+connect <host>[:port]\n");
WriteString(" directly connect to multiplayer server at given host/port\n");
WriteString(" e.g. +connect d3.example.com\n");
WriteString(" e.g. +connect d3.example.com:27667\n");
WriteString(" e.g. +connect 192.168.0.42:27666\n");
WriteString("+set <cvarname> <value>\n");
WriteString(" Set the given cvar to the given value, e.g. +set r_fullscreen 0\n");
WriteString("+seta <cvarname> <value>\n");
WriteString(" like +set, but also makes sure the changed cvar is saved (\"archived\")\n in a cfg\n");
WriteString("\nSome interesting cvars:\n");
WriteString("+set fs_basepath <gamedata path>\n");
WriteString(" set path to your Doom3 game data (the directory base/ is in)\n");
WriteString("+set fs_game <modname>\n");
WriteString(" start the given addon/mod, e.g. +set fs_game d3xp\n");
#ifndef ID_DEDICATED
WriteString("+set r_fullscreen <0 or 1>\n");
WriteString(" start game in windowed (0) or fullscreen (1) mode\n");
WriteString("+set r_mode <modenumber>\n");
WriteString(" start game in resolution belonging to <modenumber>,\n");
WriteString(" use -1 for custom resolutions:\n");
WriteString("+set r_customWidth <size in pixels>\n");
WriteString("+set r_customHeight <size in pixels>\n");
WriteString(" if r_mode is set to -1, these cvars allow you to specify the\n");
WriteString(" width/height of your custom resolution\n");
#endif // !ID_DEDICATED
WriteString("\nSee https://modwiki.dhewm3.org/CVars_%28Doom_3%29 for more cvars\n");
WriteString("See https://modwiki.dhewm3.org/Commands_%28Doom_3%29 for more commands\n");
#undef WriteString
return true;
}
}
}
return false;
}
#ifdef UINTPTR_MAX // DG: make sure D3_SIZEOFPTR is consistent with reality
#if D3_SIZEOFPTR == 4
#if UINTPTR_MAX != 0xFFFFFFFFUL
#error "CMake assumes that we're building for a 32bit architecture, but UINTPTR_MAX doesn't match!"
#endif
#elif D3_SIZEOFPTR == 8
#if UINTPTR_MAX != 18446744073709551615ULL
#error "CMake assumes that we're building for a 64bit architecture, but UINTPTR_MAX doesn't match!"
#endif
#else
// Hello future person with a 128bit(?) CPU, I hope the future doesn't suck too much and that you don't still use CMake.
// Also, please adapt this check and send a pull request (or whatever way we have to send patches in the future)
#error "D3_SIZEOFPTR should really be 4 (for 32bit targets) or 8 (for 64bit targets), what kind of machine is this?!"
#endif
#endif // UINTPTR_MAX defined
/*
=================
idCommonLocal::Init
=================
*/
void idCommonLocal::Init( int argc, char **argv ) {
// in case UINTPTR_MAX isn't defined (or wrong), do a runtime check at startup
if ( D3_SIZEOFPTR != sizeof(void*) ) {
Sys_Error( "Something went wrong in your build: CMake assumed that sizeof(void*) == %d but in reality it's %d!\n",
(int)D3_SIZEOFPTR, (int)sizeof(void*) );
}
if(checkForHelp(argc, argv))
{
// game has been started with --help (or similar), usage message has been shown => quit
#ifdef _WIN32
// this enforces that the console window is shown until the user closes it
// => checkForHelp() writes to the console window on Windows
Sys_Error(".");
#endif // _WIN32
exit(1);
}
#ifdef ID_DEDICATED
// we want to use the SDL event queue for dedicated servers. That
// requires video to be initialized, so we just use the dummy
// driver for headless boxen
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_setenv("SDL_VIDEODRIVER", "dummy", 1);
#else
char dummy[] = "SDL_VIDEODRIVER=dummy\0";
SDL_putenv(dummy);
#endif
#endif
if (SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK)) // init joystick to work around SDL 2.0.9 bug #4391
Sys_Error("Error while initializing SDL: %s", SDL_GetError());
Sys_InitThreads();
#if SDL_VERSION_ATLEAST(2, 0, 0)
/* Force the window to minimize when focus is lost. This was the
* default behavior until SDL 2.0.12 and changed with 2.0.14.
* The windows staying maximized has some odd implications for
* window ordering under Windows and some X11 window managers
* like kwin. See:
* * https://github.com/libsdl-org/SDL/issues/4039
* * https://github.com/libsdl-org/SDL/issues/3656 */
SDL_SetHint( SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "1" );
#endif
try {
// set interface pointers used by idLib
idLib::sys = sys;
idLib::common = common;
idLib::cvarSystem = cvarSystem;
idLib::fileSystem = fileSystem;
// initialize idLib
idLib::Init();
// clear warning buffer
ClearWarnings( GAME_NAME " initialization" );
// parse command line options
ParseCommandLine( argc, argv );
// init console command system
cmdSystem->Init();
// init CVar system
cvarSystem->Init();
// start file logging right away, before early console or whatever
StartupVariable( "win_outputDebugString", false );
// register all static CVars
idCVar::RegisterStaticVars();
// print engine version
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_version sdlv;
SDL_GetVersion(&sdlv);
#else
SDL_version sdlv = *SDL_Linked_Version();
#endif
Printf( "%s using SDL v%u.%u.%u\n",
version.string, sdlv.major, sdlv.minor, sdlv.patch );
#if SDL_VERSION_ATLEAST(2, 0, 0)
Printf( "SDL video driver: %s\n", SDL_GetCurrentVideoDriver() );
#endif
// initialize key input/binding, done early so bind command exists
idKeyInput::Init();
// init the console so we can take prints
console->Init();
// get architecture info
Sys_Init();
// initialize networking
Sys_InitNetworking();
// override cvars from command line
StartupVariable( NULL, false );
// set fpu double extended precision
Sys_FPU_SetPrecision();
// initialize processor specific SIMD implementation
InitSIMD();
// init commands
InitCommands();
#ifdef ID_WRITE_VERSION
config_compressor = idCompressor::AllocArithmetic();
#endif
// game specific initialization
InitGame();
// don't add startup commands if no CD key is present
#if ID_ENFORCE_KEY
if ( !session->CDKeysAreValid( false ) || !AddStartupCommands() ) {
#else
if ( !AddStartupCommands() ) {
#endif
// if the user didn't give any commands, run default action
session->StartMenu( true );
}
// print all warnings queued during initialization
PrintWarnings();
#ifdef ID_DEDICATED
Printf( "\nType 'help' for dedicated server info.\n\n" );
#endif
// remove any prints from the notify lines
console->ClearNotifyLines();
ClearCommandLine();
// load the persistent console history
console->LoadHistory();
com_fullyInitialized = true;
}
catch( idException & ) {
Sys_Error( "Error during initialization" );
}
async_timer = SDL_AddTimer(USERCMD_MSEC, AsyncTimer, NULL);
if (!async_timer)
Sys_Error("Error while starting the async timer: %s", SDL_GetError());
}
/*
=================
idCommonLocal::Shutdown
=================
*/
void idCommonLocal::Shutdown( void ) {
if (async_timer) {
SDL_RemoveTimer(async_timer);
async_timer = 0;
}
idAsyncNetwork::server.Kill();
idAsyncNetwork::client.Shutdown();
// save persistent console history
console->SaveHistory();
// game specific shut down
ShutdownGame( false );
// shut down non-portable system services
Sys_Shutdown();
// shut down the console
console->Shutdown();
// shut down the key system
idKeyInput::Shutdown();
// shut down the cvar system
cvarSystem->Shutdown();
// shut down the console command system
cmdSystem->Shutdown();
#ifdef ID_WRITE_VERSION
delete config_compressor;
config_compressor = NULL;
#endif
// free any buffered warning messages
ClearWarnings( GAME_NAME " shutdown" );
warningCaption.Clear();
errorList.Clear();
// free language dictionary
languageDict.Clear();
// enable leak test
Mem_EnableLeakTest( "doom" );
// shutdown idLib
idLib::ShutDown();
Sys_ShutdownThreads();
SDL_Quit();
}
/*
=================
idCommonLocal::InitGame
=================
*/
void idCommonLocal::InitGame( void ) {
// initialize the file system
fileSystem->Init();
// initialize the declaration manager
declManager->Init();
// force r_fullscreen 0 if running a tool
CheckToolMode();
idFile *file = fileSystem->OpenExplicitFileRead( fileSystem->RelativePathToOSPath( CONFIG_SPEC, "fs_configpath" ) );
bool sysDetect = ( file == NULL );
if ( file ) {
fileSystem->CloseFile( file );
} else {
file = fileSystem->OpenFileWrite( CONFIG_SPEC, "fs_configpath" );
fileSystem->CloseFile( file );
}
idCmdArgs args;
if ( sysDetect ) {
SetMachineSpec();
Com_ExecMachineSpec_f( args );
}
// initialize the renderSystem data structures, but don't start OpenGL yet
renderSystem->Init();
// initialize string database right off so we can use it for loading messages
InitLanguageDict();
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04344" ) );
// load the font, etc
console->LoadGraphics();
// init journalling, etc
eventLoop->Init();
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04345" ) );
// exec the startup scripts
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec editor.cfg\n" );
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec default.cfg\n" );
// skip the config file if "safe" is on the command line
if ( !SafeMode() ) {
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec " CONFIG_FILE "\n" );
}
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "exec autoexec.cfg\n" );
// reload the language dictionary now that we've loaded config files
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "reloadLanguage\n" );
// run cfg execution
cmdSystem->ExecuteCommandBuffer();
// re-override anything from the config files with command line args
StartupVariable( NULL, false );
// if any archived cvars are modified after this, we will trigger a writing of the config file
cvarSystem->ClearModifiedFlags( CVAR_ARCHIVE );
// init the user command input code
usercmdGen->Init();
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04346" ) );
// start the sound system, but don't do any hardware operations yet
soundSystem->Init();
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04347" ) );
// init async network
idAsyncNetwork::Init();
#ifdef ID_DEDICATED
idAsyncNetwork::server.InitPort();
cvarSystem->SetCVarBool( "s_noSound", true );
#else
if ( idAsyncNetwork::serverDedicated.GetInteger() == 1 ) {
idAsyncNetwork::server.InitPort();
cvarSystem->SetCVarBool( "s_noSound", true );
} else {
// init OpenGL, which will open a window and connect sound and input hardware
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04348" ) );
InitRenderSystem();
}
#endif
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04349" ) );
// initialize the user interfaces
uiManager->Init();
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04350" ) );
// load the game dll
LoadGameDLL();
// startup the script debugger
if ( com_enableDebuggerServer.GetBool( ) )
DebuggerServerInit( );
PrintLoadingMessage( common->GetLanguageDict()->GetString( "#str_04351" ) );
// init the session
session->Init();
// have to do this twice.. first one sets the correct r_mode for the renderer init
// this time around the backend is all setup correct.. a bit fugly but do not want
// to mess with all the gl init at this point.. an old vid card will never qualify for
if ( sysDetect ) {
SetMachineSpec();
Com_ExecMachineSpec_f( args );
cvarSystem->SetCVarInteger( "s_numberOfSpeakers", 6 );
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "s_restart\n" );
cmdSystem->ExecuteCommandBuffer();
}
}
/*
=================
idCommonLocal::ShutdownGame
=================
*/
void idCommonLocal::ShutdownGame( bool reloading ) {
// kill sound first
idSoundWorld *sw = soundSystem->GetPlayingSoundWorld();
if ( sw ) {
sw->StopAllSounds();
}
// shutdown the script debugger
if ( com_enableDebuggerServer.GetBool() )
DebuggerServerShutdown();
idAsyncNetwork::client.Shutdown();
// shut down the session
session->Shutdown();
// shut down the user interfaces
uiManager->Shutdown();
// shut down the sound system
soundSystem->Shutdown();
// shut down async networking
idAsyncNetwork::Shutdown();
// shut down the user command input code
usercmdGen->Shutdown();
// shut down the event loop
eventLoop->Shutdown();
// shut down the renderSystem
renderSystem->Shutdown();
// shutdown the decl manager
declManager->Shutdown();
// unload the game dll
UnloadGameDLL();
// dump warnings to "warnings.txt"
#ifdef DEBUG
DumpWarnings();
#endif
// shut down the file system
fileSystem->Shutdown( reloading );
}
// DG: below here are hacks to allow adding callbacks and exporting additional functions to the
// Game DLL without breaking the ABI. See Common.h for longer explanation...
// returns true if setting the callback was successful, else false
// When a game DLL is unloaded the callbacks are automatically removed from the Engine
// so you usually don't have to worry about that; but you can call this with cb = NULL
// and userArg = NULL to remove a callback manually (e.g. if userArg refers to an object you deleted)
bool idCommonLocal::SetCallback(idCommon::CallbackType cbt, idCommon::FunctionPointer cb, void* userArg)
{
switch(cbt)
{
case idCommon::CB_ReloadImages:
gameCallbacks.reloadImagesCB = (idGameCallbacks::ReloadImagesCallback)cb;
gameCallbacks.reloadImagesUserArg = userArg;
return true;
default:
Warning("Called idCommon::SetCallback() with unknown CallbackType %d!\n", cbt);
return false;
}
}
static bool isDemo( void )
{
return sessLocal.IsDemoVersion();
}
static bool updateDebugger( idInterpreter *interpreter, idProgram *program, int instructionPointer )
{
if (com_editors & EDITOR_DEBUGGER)
{
DebuggerServerCheckBreakpoint( interpreter, program, instructionPointer );
return true;
}
return false;
}
// returns true if that function is available in this version of dhewm3
// *out_fnptr will be the function (you'll have to cast it probably)
// *out_userArg will be an argument you have to pass to the function, if appropriate (else NULL)
bool idCommonLocal::GetAdditionalFunction(idCommon::FunctionType ft, idCommon::FunctionPointer* out_fnptr, void** out_userArg)
{
if(out_userArg != NULL)
*out_userArg = NULL;
if(out_fnptr == NULL)
{
Warning("Called idCommon::GetAdditionalFunction() with out_fnptr == NULL!\n");
return false;
}
switch(ft)
{
case idCommon::FT_IsDemo:
*out_fnptr = (idCommon::FunctionPointer)isDemo;
// don't set *out_userArg, this function takes no arguments
return true;
case idCommon::FT_UpdateDebugger:
*out_fnptr = (idCommon::FunctionPointer)updateDebugger;
com_debuggerSupported = true;
return true;
default:
*out_fnptr = NULL;
Warning("Called idCommon::SetCallback() with unknown FunctionType %d!\n", ft);
return false;
}
}
idGameCallbacks gameCallbacks;
idGameCallbacks::idGameCallbacks()
: reloadImagesCB(NULL), reloadImagesUserArg(NULL)
{}
void idGameCallbacks::Reset()
{
reloadImagesCB = NULL;
reloadImagesUserArg = NULL;
}