/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition 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 BFG Edition 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 "Precompiled.h"
#include "globaldata.h"
#include
#include
#include
#include
#include
#include "doomdef.h"
#include "doomstat.h"
#include "dstrings.h"
#include "sounds.h"
#include "z_zone.h"
#include "w_wad.h"
#include "s_sound.h"
#include "v_video.h"
#include "f_finale.h"
#include "f_wipe.h"
#include "m_argv.h"
#include "m_misc.h"
#include "m_menu.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_video.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "wi_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "p_setup.h"
#include "r_local.h"
#include "d_main.h"
//#include "../idLib/precompiled.h"
//#include "../Main/PlayerProfile.h"
//#include "../Main/PSN/PS3_Session.h"
#include "d3xp/Game_local.h"
//
// D-DoomLoop()
// Not a globally visible function,
// just included for source reference,
// called by D_DoomMain, never exits.
// Manages timing and IO,
// calls all ?_Responder, ?_Ticker, and ?_Drawer,
// calls I_GetTime, I_StartFrame, and I_StartTic
//
void D_DoomLoop (void);
void R_ExecuteSetViewSize (void);
void D_CheckNetGame (void);
bool D_PollNetworkStart();
void D_ProcessEvents (void);
void D_DoAdvanceDemo (void);
const char* wadfiles[MAXWADFILES] =
{
0
};
const char* extraWad = 0;
//
// EVENT HANDLING
//
// Events are asynchronous inputs generally generated by the game user.
// Events can be discarded if no responder claims them
//
//
// D_PostEvent
// Called by the I/O functions when input is detected
//
void D_PostEvent (event_t* ev)
{
::g->events[::g->eventhead] = *ev;
::g->eventhead = (++::g->eventhead)&(MAXEVENTS-1);
}
//
// D_ProcessEvents
// Send all the ::g->events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
event_t* ev;
// IF STORE DEMO, DO NOT ACCEPT INPUT
if ( ( ::g->gamemode == commercial )
&& (W_CheckNumForName("map01")<0) )
return;
for ( ; ::g->eventtail != ::g->eventhead ; ::g->eventtail = (++::g->eventtail)&(MAXEVENTS-1) )
{
ev = &::g->events[::g->eventtail];
if (M_Responder (ev))
continue; // menu ate the event
G_Responder (ev);
}
}
//
// D_Display
// draw current display, possibly wiping it from the previous
//
// ::g->wipegamestate can be set to -1 to force a ::g->wipe on the next draw
extern bool waitingForWipe;
void D_Wipe()
{
int nowtime, tics;
nowtime = I_GetTime();
tics = nowtime - ::g->wipestart;
if (tics != 0)
{
::g->wipestart = nowtime;
::g->wipedone = wipe_ScreenWipe( 0, 0, SCREENWIDTH, SCREENHEIGHT, tics );
// DHM - Nerve :: Demo recording :: Stop large hitch on first frame after the wipe
if ( ::g->wipedone ) {
::g->oldtrt_entertics = nowtime / ::g->ticdup;
::g->gametime = nowtime;
::g->wipe = false;
waitingForWipe = false;
}
}
}
void D_Display (void)
{
qboolean redrawsbar;
if (::g->nodrawers)
return; // for comparative timing / profiling
redrawsbar = false;
// change the view size if needed
if (::g->setsizeneeded)
{
R_ExecuteSetViewSize();
::g->oldgamestate = (gamestate_t)-1; // force background redraw
::g->borderdrawcount = 3;
}
// save the current screen if about to ::g->wipe
if (::g->gamestate != ::g->wipegamestate)
{
::g->wipe = true;
wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
}
else
::g->wipe = false;
if (::g->gamestate == GS_LEVEL && ::g->gametic)
HU_Erase();
// do buffered drawing
switch (::g->gamestate)
{
case GS_LEVEL:
if (!::g->gametic)
break;
if (::g->automapactive)
AM_Drawer ();
if (::g->wipe || (::g->viewheight != 200 * GLOBAL_IMAGE_SCALER && ::g->fullscreen) )
redrawsbar = true;
if (::g->inhelpscreensstate && !::g->inhelpscreens)
redrawsbar = true; // just put away the help screen
ST_Drawer ( ::g->viewheight == 200 * GLOBAL_IMAGE_SCALER, redrawsbar );
::g->fullscreen = ::g->viewheight == 200 * GLOBAL_IMAGE_SCALER;
break;
case GS_INTERMISSION:
WI_Drawer ();
break;
case GS_FINALE:
F_Drawer ();
break;
case GS_DEMOSCREEN:
D_PageDrawer ();
break;
}
// draw buffered stuff to screen
I_UpdateNoBlit ();
// draw the view directly
if (::g->gamestate == GS_LEVEL && !::g->automapactive && ::g->gametic)
R_RenderPlayerView (&::g->players[::g->displayplayer]);
if (::g->gamestate == GS_LEVEL && ::g->gametic)
HU_Drawer ();
// clean up border stuff
if (::g->gamestate != ::g->oldgamestate && ::g->gamestate != GS_LEVEL)
I_SetPalette ((byte*)W_CacheLumpName ("PLAYPAL",PU_CACHE_SHARED));
// see if the border needs to be initially drawn
if (::g->gamestate == GS_LEVEL && ::g->oldgamestate != GS_LEVEL)
{
::g->viewactivestate = false; // view was not active
R_FillBackScreen (); // draw the pattern into the back screen
}
// see if the border needs to be updated to the screen
if (::g->gamestate == GS_LEVEL && !::g->automapactive && ::g->scaledviewwidth != (320 * GLOBAL_IMAGE_SCALER) )
{
if (::g->menuactive || ::g->menuactivestate || !::g->viewactivestate)
::g->borderdrawcount = 3;
if (::g->borderdrawcount)
{
R_DrawViewBorder (); // erase old menu stuff
::g->borderdrawcount--;
}
}
::g->menuactivestate = ::g->menuactive;
::g->viewactivestate = ::g->viewactive;
::g->inhelpscreensstate = ::g->inhelpscreens;
::g->oldgamestate = ::g->wipegamestate = ::g->gamestate;
// draw pause pic
/*
if (::g->paused)
{
if (::g->automapactive)
y = 4;
else
y = ::g->viewwindowy+4;
V_DrawPatchDirect(::g->viewwindowx+(ORIGINAL_WIDTH-68)/2,
y,0,(patch_t*)W_CacheLumpName ("M_PAUSE", PU_CACHE_SHARED));
}
*/
// menus go directly to the screen
M_Drawer (); // menu is drawn even on top of everything
NetUpdate ( NULL ); // send out any new accumulation
// normal update
if (!::g->wipe)
{
I_FinishUpdate (); // page flip or blit buffer
return;
}
// \ update
wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
::g->wipestart = I_GetTime () - 1;
D_Wipe(); // initialize g->wipedone
}
void D_RunFrame( bool Sounds )
{
if (Sounds) {
// move positional sounds
S_UpdateSounds (::g->players[::g->consoleplayer].mo);
}
// Update display, next frame, with current state.
D_Display ();
if (Sounds) {
// Update sound output.
I_SubmitSound();
}
}
//
// D_DoomLoop
//
void D_DoomLoop (void)
{
// DHM - Not used
/*
if (M_CheckParm ("-debugfile"))
{
char filename[20];
sprintf (filename,"debug%i.txt",::g->consoleplayer);
I_Printf ("debug output to: %s\n",filename);
::g->debugfile = f o p e n(filename,"w");
}
I_InitGraphics ();
while (1)
{
TryRunTics();
D_RunFrame( true );
}
*/
}
//
// DEMO LOOP
//
//
// D_PageTicker
// Handles timing for warped ::g->projection
//
void D_PageTicker (void)
{
if (--::g->pagetic < 0)
D_AdvanceDemo ();
}
//
// D_PageDrawer
//
void D_PageDrawer (void)
{
V_DrawPatch (0,0, 0, (patch_t*)W_CacheLumpName(::g->pagename, PU_CACHE_SHARED));
}
//
// D_AdvanceDemo
// Called after each demo or intro ::g->demosequence finishes
//
void D_AdvanceDemo (void)
{
::g->advancedemo = true;
}
//
// This cycles through the demo sequences.
// FIXME - version dependend demo numbers?
//
void D_DoAdvanceDemo (void)
{
::g->players[::g->consoleplayer].playerstate = PST_LIVE; // not reborn
::g->advancedemo = false;
::g->usergame = false; // no save / end game here
::g->paused = false;
::g->gameaction = ga_nothing;
if ( ::g->gamemode == retail )
::g->demosequence = (::g->demosequence+1)%8;
else
::g->demosequence = (::g->demosequence+1)%6;
switch (::g->demosequence)
{
case 0:
if ( ::g->gamemode == commercial )
::g->pagetic = 35 * 11;
else
::g->pagetic = 8 * TICRATE;
::g->gamestate = GS_DEMOSCREEN;
::g->pagename = "INTERPIC";
if ( ::g->gamemode == commercial )
S_StartMusic(mus_dm2ttl);
else
S_StartMusic (mus_intro);
break;
case 1:
G_DeferedPlayDemo ("demo1");
break;
case 2:
::g->pagetic = 3 * TICRATE;
::g->gamestate = GS_DEMOSCREEN;
::g->pagename = "INTERPIC";
break;
case 3:
G_DeferedPlayDemo ("demo2");
break;
case 4:
::g->pagetic = 3 * TICRATE;
::g->gamestate = GS_DEMOSCREEN;
::g->pagename = "INTERPIC";
break;
case 5:
G_DeferedPlayDemo ("demo3");
break;
// THE DEFINITIVE DOOM Special Edition demo
case 6:
::g->pagetic = 3 * TICRATE;
::g->gamestate = GS_DEMOSCREEN;
::g->pagename = "INTERPIC";
break;
case 7:
G_DeferedPlayDemo ("demo4");
break;
}
}
//
// D_StartTitle
//
void D_StartTitle (void)
{
::g->gameaction = ga_nothing;
::g->demosequence = -1;
D_AdvanceDemo ();
}
// print ::g->title for every printed line
//
// D_AddExtraWadFile
//
void D_SetExtraWadFile( const char *file ) {
extraWad = file;
}
//
// D_AddFile
//
void D_AddFile (const char *file)
{
int numwadfiles;
for (numwadfiles = 0 ; wadfiles[numwadfiles] ; numwadfiles++)
if (file == wadfiles[numwadfiles])
return;
;
wadfiles[numwadfiles] = file;
}
//
// IdentifyVersion
// Checks availability of IWAD files by name,
// to determine whether registered/commercial features
// should be executed (notably loading PWAD's).
//
void IdentifyVersion (void)
{
W_FreeWadFiles();
const ExpansionData * expansion = DoomLib::GetCurrentExpansion();
::g->gamemode = expansion->gameMode;
::g->gamemission = expansion->pack_type;
if( expansion->type == ExpansionData::PWAD ) {
D_AddFile( expansion->iWadFilename );
D_AddFile( expansion->pWadFilename );
} else {
D_AddFile( expansion->iWadFilename );
}
}
//
// Find a Response File
//
void FindResponseFile (void)
{
}
//
// D_DoomMain
//
void D_DoomMain (void)
{
int p;
char file[256];
FindResponseFile ();
IdentifyVersion ();
setbuf (stdout, NULL);
::g->modifiedgame = false;
// TODO: Networking
//const bool isDeathmatch = gameLocal->GetMatchParms().GetGameType() == GAME_TYPE_PVP;
const bool isDeathmatch = false;
::g->nomonsters = M_CheckParm ("-nomonsters") || isDeathmatch;
::g->respawnparm = M_CheckParm ("-respawn");
::g->fastparm = M_CheckParm ("-fast");
::g->devparm = M_CheckParm ("-devparm");
if (M_CheckParm ("-altdeath") || isDeathmatch)
::g->deathmatch = 2;
else if (M_CheckParm ("-deathmatch"))
::g->deathmatch = 1;
switch ( ::g->gamemode )
{
case retail:
sprintf (::g->title,
" "
"The Ultimate DOOM Startup v%i.%i"
" ",
VERSION/100,VERSION%100);
break;
case shareware:
sprintf (::g->title,
" "
"DOOM Shareware Startup v%i.%i"
" ",
VERSION/100,VERSION%100);
break;
case registered:
sprintf (::g->title,
" "
"DOOM Registered Startup v%i.%i"
" ",
VERSION/100,VERSION%100);
break;
case commercial:
sprintf (::g->title,
" "
"DOOM 2: Hell on Earth v%i.%i"
" ",
VERSION/100,VERSION%100);
break;
default:
sprintf (::g->title,
" "
"Public DOOM - v%i.%i"
" ",
VERSION/100,VERSION%100);
break;
}
I_Printf ("%s\n",::g->title);
if (::g->devparm)
I_Printf(D_DEVSTR);
if (M_CheckParm("-cdrom"))
{
I_Printf(D_CDROM);
//c++ mkdir("c:\\doomdata",0);
strcpy (::g->basedefault,"c:/doomdata/default.cfg");
}
// add any files specified on the command line with -file ::g->wadfile
// to the wad list
//
p = M_CheckParm ("-file");
if (p)
{
// the parms after p are ::g->wadfile/lump names,
// until end of parms or another - preceded parm
::g->modifiedgame = true; // homebrew levels
while (++p != ::g->myargc && ::g->myargv[p][0] != '-')
D_AddFile (::g->myargv[p]);
}
p = M_CheckParm ("-playdemo");
if (!p)
p = M_CheckParm ("-timedemo");
if (p && p < ::g->myargc-1)
{
sprintf (file,"d:\\%s.lmp", ::g->myargv[p+1]);
D_AddFile (file);
I_Printf("Playing demo %s.lmp.\n",::g->myargv[p+1]);
}
// get skill / episode / map from defaults
::g->startskill = sk_medium;
::g->startepisode = 1;
::g->startmap = 1;
::g->autostart = false;
if ( DoomLib::matchParms.gameEpisode != GAME_EPISODE_UNKNOWN ) {
::g->startepisode = DoomLib::matchParms.gameEpisode;
::g->autostart = 1;
}
if ( DoomLib::matchParms.gameMap != -1 ) {
::g->startmap = DoomLib::matchParms.gameMap;
::g->autostart = 1;
}
if ( DoomLib::matchParms.gameSkill != -1) {
::g->startskill = (skill_t)DoomLib::matchParms.gameSkill;
}
// get skill / episode / map from cmdline
p = M_CheckParm ("-skill");
if (p && p < ::g->myargc-1)
{
::g->startskill = (skill_t)(::g->myargv[p+1][0]-'1');
::g->autostart = true;
}
p = M_CheckParm ("-episode");
if (p && p < ::g->myargc-1)
{
::g->startepisode = ::g->myargv[p+1][0]-'0';
::g->startmap = 1;
::g->autostart = true;
}
/*p = M_CheckParm ("-timer");
if (p && p < ::g->myargc-1 && ::g->deathmatch)
{*/
// TODO: Networking
//const int timeLimit = gameLocal->GetMatchParms().GetTimeLimit();
const int timeLimit = 0;
if (timeLimit != 0 && ::g->deathmatch)
{
int time;
//time = atoi(::g->myargv[p+1]);
time = timeLimit;
I_Printf("Levels will end after %d minute",time);
if (time>1)
I_Printf("s");
I_Printf(".\n");
}
p = M_CheckParm ("-avg");
if (p && p < ::g->myargc-1 && ::g->deathmatch)
I_Printf("Austin Virtual Gaming: Levels will end after 20 minutes\n");
p = M_CheckParm ("-warp");
if (p && p < ::g->myargc-1)
{
if (::g->gamemode == commercial)
::g->startmap = atoi (::g->myargv[p+1]);
else
{
::g->startepisode = ::g->myargv[p+1][0]-'0';
::g->startmap = ::g->myargv[p+2][0]-'0';
}
::g->autostart = true;
}
I_Printf ("Z_Init: Init zone memory allocation daemon. \n");
Z_Init ();
// init subsystems
I_Printf ("V_Init: allocate ::g->screens.\n");
V_Init ();
I_Printf ("M_LoadDefaults: Load system defaults.\n");
M_LoadDefaults (); // load before initing other systems
I_Printf ("W_Init: Init WADfiles.\n");
W_InitMultipleFiles (wadfiles);
// Check for -file in shareware
if (::g->modifiedgame)
{
// These are the lumps that will be checked in IWAD,
// if any one is not present, execution will be aborted.
char name[23][16]=
{
"e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9",
"e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9",
"dphoof","bfgga0","heada1","cybra1","spida1d1"
};
int i;
if ( ::g->gamemode == shareware)
I_Error("\nYou cannot -file with the shareware "
"version. Register!");
// Check for fake IWAD with right name,
// but w/o all the lumps of the registered version.
if (::g->gamemode == registered)
for (i = 0;i < 23; i++)
if (W_CheckNumForName(name[i])<0)
I_Error("\nThis is not the registered version.");
}
// Iff additonal PWAD files are used, print modified banner
if (::g->modifiedgame)
{
/*m*/I_Printf (
"===========================================================================\n"
"ATTENTION: This version of DOOM has been modified. If you would like to\n"
"get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n"
" You will not receive technical support for modified games.\n"
" press enter to continue\n"
"===========================================================================\n"
);
getchar ();
}
// Check and print which version is executed.
switch ( ::g->gamemode )
{
case shareware:
case indetermined:
I_Printf (
"===========================================================================\n"
" Shareware!\n"
"===========================================================================\n"
);
break;
case registered:
case retail:
case commercial:
I_Printf (
"===========================================================================\n"
" Commercial product - do not distribute!\n"
" Please report software piracy to the SPA: 1-800-388-PIR8\n"
"===========================================================================\n"
);
break;
default:
// Ouch.
break;
}
I_Printf ("M_Init: Init miscellaneous info.\n");
M_Init ();
I_Printf ("R_Init: Init DOOM refresh daemon - ");
R_Init ();
I_Printf ("\nP_Init: Init Playloop state.\n");
P_Init ();
I_Printf ("I_Init: Setting up machine state.\n");
I_Init ();
I_Printf ("D_CheckNetGame: Checking network game status.\n");
D_CheckNetGame ();
}
bool D_DoomMainPoll(void)
{
int p;
char file[256];
if (D_PollNetworkStart() == false)
return false;
I_Printf( "S_Init: Setting up sound.\n" );
S_Init( s_volume_sound.GetInteger(), s_volume_midi.GetInteger() );
I_Printf ("HU_Init: Setting up heads up display.\n");
HU_Init ();
I_Printf ("ST_Init: Init status bar.\n");
ST_Init ();
// start the apropriate game based on parms
p = M_CheckParm ("-record");
if (p && p < ::g->myargc-1)
{
G_RecordDemo (::g->myargv[p+1]);
::g->autostart = true;
}
p = M_CheckParm ("-playdemo");
if (p && p < ::g->myargc-1)
{
//::g->singledemo = true; // quit after one demo
G_DeferedPlayDemo (::g->myargv[p+1]);
//D_DoomLoop (); // never returns
}
p = M_CheckParm ("-timedemo");
if (p && p < ::g->myargc-1)
{
G_TimeDemo ("nukage1");//::g->myargv[p+1]);
D_DoomLoop (); // never returns
}
p = M_CheckParm ("-loadgame");
if (p && p < ::g->myargc-1)
{
if (M_CheckParm("-cdrom"))
sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",::g->myargv[p+1][0]);
else
sprintf(file, SAVEGAMENAME"%c.dsg",::g->myargv[p+1][0]);
G_LoadGame (file);
}
if ( ::g->gameaction != ga_loadgame && ::g->gameaction != ga_playdemo )
{
if (::g->autostart || ::g->netgame ) {
G_InitNew (::g->startskill, ::g->startepisode, ::g->startmap );
} else if( ::g->gameaction != ga_newgame) {
D_StartTitle (); // start up intro loop
}
}
return true;
}