Kart-Public/src/d_main.c
Eidolon ec1af1bbf7 Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>

Place Frame Interpolation in "Experimental" video options header

This seems like an appropriate way to describe the feature for now.

Add smooth level platter under interpolation, `renderdeltatics`

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Add smooth rendering to save select screen

Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll

Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.

Ensure + commands get executed before map start

Always have precise_t defined

Fix misc dropshadow issues

Reset view interpolation on level load

Remove unnecessary precipmobj thinker hack

Add reset interpolation state functions

Reset precip interpolation on snap to ceil

Reset mobj interp state on TeleportMove

Only swap view interp state if a tick is run

Run anti-lag chasecam at tic frequency

Fixes jittery and unstable chasecam in high latency netgames

Homogenize mobj interpolations

Add sector plane level interpolations

Add SectorScroll interpolator

Add SideScroll interpolator

Add Polyobj interpolator

Intialize interpolator list at a better time

Delete interpolators associated with thinkers

Interpolate mobj angles and player drawangle

Interpolate HWR_DrawModel

Add functions to handle interpolation

Much less code duplication

P_InitAngle, to fix angle interpolation on spawning objects

Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.

Do not speed up underwater/heatwave effect in OpenGL

Closer OpenGL underwater/heatwave effect to Software

Interpolate from time of previous tic

Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.

Consider this the proper fix to 54148a0dd0 too.

Calculate FPS stuff even if frame is skipped

I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.

Keep rect in memory

Feel better about this than creating one all da time

Lots of FPS stuff

- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)

Misc changes after Kart cherry-picks

Fix renderdeltatics with new timing data

Update mobj oldstates before all thinkers

Allow FPS cap values

Adjust how FPS cap is checked to improve FPS stability

Fix precip crash from missing vars

Improve the framerate limiter's timing for extreme stable FPS

Handle the sleep at the end of D_SRB2Loop instead of the start

Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.

Reset mobj interp state on add

Add mobj interpolator on load netgame

Move mobj interpolators to r_fps

Dynamic slope interpolators

I_GetFrameTime to try and improve frame pace

(It doesn't feel that much better though.)

Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code

Fix plane interpolation light level flickering

Fix flickering plane interpolation for OpenGL in the exact same way

Funny OpenGL renderer being at least 50% copy-pasted Software code :)

P_SetOrigin & P_MoveOrigin to replace P_TeleportMove

Convert P_TeleportMove use to origin funcs

Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.

Waypoint polyobjects interpolate z & children

Add interpolation to more moving plane types

Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)

Reset overlays interp states each TryRunTics

Interpolate model interpolation (lol)

Use interp tracer pos for GL linkdraw

Papersprite angle interpolation

Makes the ending signpost smooth

Move intermission emerald bounce to ticker

Bring back shadows on polyobjects

Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.

Fix a bunch of ticking in hu_ drawing functions

Revert "Reset overlays interp states each TryRunTics"

This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.

Move intro ticking out of the drawer

Adjust 1up monitor icon z offsets

Fixes interpolation issues with 1up monitors.

Delta time choose player menu animations

Add drawerlib deltaTime function

Interpolate afterimages further back

Use old sleep in dedicated mode

Clamp cechotimer to 0

Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).

Revert "Remove unnecessary precipmobj thinker hack"

This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.

Fix frame pacing when game lags behind

The frame timestamp should've been made at the start of the frame, not the end.

Fix I_FrameCapSleep not respecting cpusleep

Jonathan Joestar bruh

Allow dedicated to use precise sleep timing again

Instead of only using one old sleep, just enforce framerate cap to match TICRATE.

Make Lua TeleportMove call MoveOrigin

Reset Metal fume interp state on appear

Add interpdebug

Put interpdebug stuff in perfstats instead

Add timescale cvar

Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!

Enable timescale outside of DEVELOP builds

It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!

Force interpolation when timescale != 1.0

Reset old_z in MT_LOCKON think

Fixes interpolation artifacting due to spawn pos.

Fix cutscenes in interp

Fix boss1 laser in interp

Interpolate mobj scale

Precalculate refresh rate

Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well

Fix interp scaling crashing software

Reset interp scale when Lua sets .scale

Disable angle interp on fresh mobjs

Fix interp scale crash for hires sprites

Interp shadow scales

Copy interp state in P_SpawnMobjFromMobj

Fix multiplayer character select

Don't interpolate mobj state if frac = 1.0

Fix Mario block item placement

Interpolate spritescale/offset x/y

Fix offset copies for SpawnMobjFromMobj

THANKS SAL

Add Lua HUD drawlists

Buffers draw calls between tics to ensure hooks
run at the originally intended rate.

Rename drawerlib deltaTime to getDeltaTime

Make renderisnewtic is false between tics

I know what I'm doing! I swear

Completely refactor timing system

Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.

This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.

Ensure mobj interpolators reset on level load

Ensure view is not interpolated on first frame

Disable sprite offset interpolation (for now)

Refactor timing code even more

System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2022-05-03 20:26:05 -05:00

1748 lines
42 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_main.c
/// \brief SRB2 main program
///
/// SRB2 main program (D_SRB2Main) and game loop (D_SRB2Loop),
/// plus functions to parse command line parameters, configure game
/// parameters, and call the startup functions.
#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
#include <sys/stat.h>
#include <sys/types.h>
#endif
#ifdef __GNUC__
#include <unistd.h> // for getcwd
#endif
#ifdef PC_DOS
#include <stdio.h> // for snprintf
int snprintf(char *str, size_t n, const char *fmt, ...);
//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
#endif
#if (defined (_WIN32) && !defined (_WIN32_WCE)) && !defined (_XBOX)
#include <direct.h>
#include <malloc.h>
#endif
#if !defined (UNDER_CE)
#include <time.h>
#elif defined (_XBOX)
#define NO_TIME
#endif
#include "doomdef.h"
#include "am_map.h"
#include "console.h"
#include "d_net.h"
#include "f_finale.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "i_sound.h"
#include "i_system.h"
#include "i_time.h"
#include "i_threads.h"
#include "i_video.h"
#include "m_argv.h"
#include "m_menu.h"
#include "m_misc.h"
#include "p_setup.h"
#include "p_saveg.h"
#include "r_main.h"
#include "r_local.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "v_video.h"
#include "w_wad.h"
#include "z_zone.h"
#include "d_main.h"
#include "d_netfil.h"
#include "m_cheat.h"
#include "y_inter.h"
#include "p_local.h" // chasecam
#include "m_misc.h" // screenshot functionality
#include "dehacked.h" // Dehacked list test
#include "m_cond.h" // condition initialization
#include "fastcmp.h"
#include "r_fps.h" // Frame interpolation/uncapped
#include "keys.h"
#include "filesrch.h" // refreshdirmenu
#ifdef CMAKECONFIG
#include "config.h"
#else
#include "config.h.in"
#endif
#ifdef _XBOX
#include "sdl12/SRB2XBOX/xboxhelp.h"
#endif
#ifdef HWRENDER
#include "hardware/hw_main.h" // 3D View Rendering
#endif
#ifdef _WINDOWS
#include "win32/win_main.h" // I_DoStartupMouse
#endif
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
#endif
#ifdef HAVE_BLUA
#include "lua_script.h"
#endif
#ifdef HAVE_DISCORDRPC
#include "discord.h"
#endif
// platform independant focus loss
UINT8 window_notinfocus = false;
//
// DEMO LOOP
//
//static INT32 demosequence;
static const char *pagename = "MAP1PIC";
static char *startupwadfiles[MAX_WADFILES];
static char *startuppwads[MAX_WADFILES];
boolean devparm = false; // started game with -devparm
boolean singletics = false; // timedemo
boolean lastdraw = false;
postimg_t postimgtype[MAXSPLITSCREENPLAYERS];
INT32 postimgparam[MAXSPLITSCREENPLAYERS];
// These variables are only true if
// whether the respective sound system is disabled
// or they're init'ed, but the player just toggled them
#ifdef _XBOX
#ifndef NO_MIDI
boolean midi_disabled = true;
#endif
boolean sound_disabled = true;
boolean digital_disabled = true;
#else
#ifndef NO_MIDI
boolean midi_disabled = false;
#endif
boolean sound_disabled = false;
boolean digital_disabled = false;
#endif
boolean advancedemo;
#ifdef DEBUGFILE
INT32 debugload = 0;
#endif
char savegamename[256];
#ifdef _arch_dreamcast
char srb2home[256] = "/cd";
char srb2path[256] = "/cd";
#else
char srb2home[256] = ".";
char srb2path[256] = ".";
#endif
boolean usehome = true;
const char *pandf = "%s" PATHSEP "%s";
//
// EVENT HANDLING
//
// Events are asynchronous inputs generally generated by the game user.
// Events can be discarded if no responder claims them
// referenced from i_system.c for I_GetKey()
event_t events[MAXEVENTS];
INT32 eventhead, eventtail;
boolean dedicated = false;
//
// D_PostEvent
// Called by the I/O functions when input is detected
//
void D_PostEvent(const event_t *ev)
{
events[eventhead] = *ev;
eventhead = (eventhead+1) & (MAXEVENTS-1);
}
// just for lock this function
#if defined (PC_DOS) && !defined (DOXYGEN)
void D_PostEvent_end(void) {};
#endif
// modifier keys
// Now handled in I_OsPolling
UINT8 shiftdown = 0; // 0x1 left, 0x2 right
UINT8 ctrldown = 0; // 0x1 left, 0x2 right
UINT8 altdown = 0; // 0x1 left, 0x2 right
boolean capslock = 0; // gee i wonder what this does.
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
event_t *ev;
boolean eaten;
for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
{
ev = &events[eventtail];
// Screenshots over everything so that they can be taken anywhere.
if (M_ScreenshotResponder(ev))
continue; // ate the event
if (gameaction == ga_nothing && gamestate == GS_TITLESCREEN)
{
if (cht_Responder(ev))
continue;
}
if (demo.savemode == DSM_TITLEENTRY)
{
if (G_DemoTitleResponder(ev))
continue;
}
// Menu input
#ifdef HAVE_THREADS
I_lock_mutex(&m_menu_mutex);
#endif
{
eaten = M_Responder(ev);
}
#ifdef HAVE_THREADS
I_unlock_mutex(m_menu_mutex);
#endif
if (eaten)
continue; // menu ate the event
// Demo input:
if (demo.playback)
if (M_DemoResponder(ev))
continue; // demo ate the event
// console input
#ifdef HAVE_THREADS
I_lock_mutex(&con_mutex);
#endif
{
eaten = CON_Responder(ev);
}
#ifdef HAVE_THREADS
I_unlock_mutex(con_mutex);
#endif
if (eaten)
continue; // ate the event
G_Responder(ev);
}
}
//
// D_Display
// draw current display, possibly wiping it from the previous
//
// wipegamestate can be set to -1 to force a wipe on the next draw
// added comment : there is a wipe eatch change of the gamestate
gamestate_t wipegamestate = GS_LEVEL;
static boolean D_Display(void)
{
boolean forcerefresh = false;
static boolean wipe = false;
INT32 wipedefindex = 0;
UINT8 i;
if (!dedicated)
{
if (nodrawers)
return false; // for comparative timing/profiling
// check for change of screen size (video mode)
if (setmodeneeded && !wipe)
SCR_SetMode(); // change video mode
if (vid.recalc)
SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()
// change the view size if needed
if (setsizeneeded)
{
R_ExecuteSetViewSize();
forcerefresh = true; // force background redraw
}
// draw buffered stuff to screen
// Used only by linux GGI version
I_UpdateNoBlit();
}
// save the current screen if about to wipe
wipe = (gamestate != wipegamestate);
if (wipe)
{
// set for all later
wipedefindex = gamestate; // wipe_xxx_toblack
if (gamestate == GS_TITLESCREEN && wipegamestate != GS_INTRO)
wipedefindex = wipe_timeattack_toblack;
else if (gamestate == GS_INTERMISSION)
{
if (intertype == int_spec) // Special Stage
wipedefindex = wipe_specinter_toblack;
else //if (intertype != int_coop) // Multiplayer
wipedefindex = wipe_multinter_toblack;
}
if (!dedicated)
{
// Fade to black first
if (gamestate != GS_LEVEL // fades to black on its own timing, always
&& wipedefs[wipedefindex] != UINT8_MAX)
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
}
if (gamestate != GS_LEVEL && rendermode != render_none)
{
V_SetPaletteLump("PLAYPAL"); // Reset the palette
R_ReInitColormaps(0, LUMPERROR);
}
F_WipeStartScreen();
}
else //dedicated servers
{
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
wipegamestate = gamestate;
}
}
if (dedicated) //bail out after wipe logic
return false;
// do buffered drawing
switch (gamestate)
{
case GS_LEVEL:
if (!gametic)
break;
HU_Erase();
AM_Drawer();
break;
case GS_INTERMISSION:
Y_IntermissionDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_VOTING:
Y_VoteDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_TIMEATTACK:
break;
case GS_INTRO:
F_IntroDrawer();
if (wipegamestate == (gamestate_t)-1)
{
wipe = true;
wipedefindex = gamestate; // wipe_xxx_toblack
}
break;
case GS_CUTSCENE:
F_CutsceneDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_GAMEEND:
F_GameEndDrawer();
break;
case GS_EVALUATION:
F_GameEvaluationDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_CONTINUING:
F_ContinueDrawer();
break;
case GS_CREDITS:
F_CreditDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_TITLESCREEN:
F_TitleScreenDrawer();
if (wipe)
wipedefindex = wipe_titlescreen_toblack;
break;
case GS_WAITINGPLAYERS:
// The clientconnect drawer is independent...
if (netgame)
{
// I don't think HOM from nothing drawing is independent...
F_WaitingPlayersDrawer();
HU_Erase();
HU_Drawer();
}
case GS_DEDICATEDSERVER:
case GS_NULL:
break;
}
if (gamestate == GS_LEVEL)
{
// draw the view directly
if (cv_renderview.value && !automapactive)
{
R_ApplyLevelInterpolators(R_UsingFrameInterpolation() ? rendertimefrac : FRACUNIT);
for (i = 0; i <= splitscreen; i++)
{
if (players[displayplayers[i]].mo || players[displayplayers[i]].playerstate == PST_DEAD)
{
if (i == 0) // Initialize for P1
{
viewwindowy = 0;
viewwindowx = 0;
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
objectsdrawn = 0;
}
viewssnum = i;
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(i, &players[displayplayers[i]]);
else
#endif
if (rendermode != render_none)
{
if (i > 0) // Splitscreen-specific
{
switch (i)
{
case 1:
if (splitscreen > 1)
{
viewwindowx = viewwidth;
viewwindowy = 0;
}
else
{
viewwindowx = 0;
viewwindowy = viewheight;
}
M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
break;
case 2:
viewwindowx = 0;
viewwindowy = viewheight;
M_Memcpy(ylookup, ylookup3, viewheight*sizeof (ylookup[0]));
break;
case 3:
viewwindowx = viewwidth;
viewwindowy = viewheight;
M_Memcpy(ylookup, ylookup4, viewheight*sizeof (ylookup[0]));
default:
break;
}
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
}
R_RenderPlayerView(&players[displayplayers[i]]);
if (i > 0)
M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
}
}
}
if (rendermode == render_soft)
{
for (i = 0; i <= splitscreen; i++)
{
if (postimgtype[i])
V_DoPostProcessor(i, postimgtype[i], postimgparam[i]);
}
}
R_RestoreLevelInterpolators();
}
if (lastdraw)
{
if (rendermode == render_soft)
{
VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
usebuffer = true;
}
lastdraw = false;
}
ST_Drawer();
HU_Drawer();
}
// change gamma if needed
// (GS_LEVEL handles this already due to level-specific palettes)
if (forcerefresh && gamestate != GS_LEVEL)
V_SetPalette(0);
wipegamestate = gamestate;
// draw pause pic
if (paused && cv_showhud.value && !demo.playback)
{
INT32 py;
patch_t *patch;
if (automapactive)
py = 4;
else
py = viewwindowy + 4;
patch = W_CachePatchName("M_PAUSE", PU_CACHE);
V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
}
if (demo.rewinding)
V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSLAM);
// vid size change is now finished if it was on...
vid.recalc = 0;
// FIXME: draw either console or menu, not the two
if (gamestate != GS_TIMEATTACK)
CON_Drawer();
#ifdef HAVE_THREADS
I_lock_mutex(&m_menu_mutex);
#endif
M_Drawer(); // menu is drawn even on top of everything
#ifdef HAVE_THREADS
I_unlock_mutex(m_menu_mutex);
#endif
// focus lost moved to M_Drawer
//
// wipe update
//
if (wipe)
{
// note: moved up here because NetUpdate does input changes
// and input during wipe tends to mess things up
wipedefindex += WIPEFINALSHIFT;
if (rendermode != render_none)
{
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
}
}
NetUpdate(); // send out any new accumulation
// It's safe to end the game now.
if (G_GetExitGameFlag())
{
Command_ExitGame_f();
G_ClearExitGameFlag();
}
//
// normal update
//
if (!wipe)
{
if (cv_netstat.value)
{
char s[50];
Net_GetNetStat();
s[sizeof s - 1] = '\0';
snprintf(s, sizeof s - 1, "get %d b/s", getbps);
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s);
snprintf(s, sizeof s - 1, "send %d b/s", sendbps);
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s);
snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent);
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s);
snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent);
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s);
}
if (cv_shittyscreen.value)
V_DrawVhsEffect(cv_shittyscreen.value == 2);
return true; // Do I_FinishUpdate in the main loop
}
return false;
}
// =========================================================================
// D_SRB2Loop
// =========================================================================
tic_t rendergametic;
void D_SRB2Loop(void)
{
tic_t entertic = 0, oldentertics = 0, realtics = 0, rendertimeout = INFTICS;
double deltatics = 0.0;
double deltasecs = 0.0;
boolean interp = false;
boolean doDisplay = false;
boolean screenUpdate = false;
if (dedicated)
server = true;
// Pushing of + parameters is now done back in D_SRB2Main, not here.
#ifdef _WINDOWS
CONS_Printf("I_StartupMouse()...\n");
I_DoStartupMouse();
#endif
I_UpdateTime(cv_timescale.value);
oldentertics = I_GetTime();
// end of loading screen: CONS_Printf() will no more call FinishUpdate()
con_startup = false;
// make sure to do a d_display to init mode _before_ load a level
SCR_SetMode(); // change video mode
SCR_Recalc();
// Check and print which version is executed.
// Use this as the border between setup and the main game loop being entered.
CONS_Printf(
"===========================================================================\n"
" We hope you enjoy this game as\n"
" much as we did making it!\n"
"===========================================================================\n");
// hack to start on a nice clear console screen.
COM_ImmedExecute("cls;version");
if (rendermode == render_soft)
V_DrawFixedPatch(0, 0, FRACUNIT/2, 0, (patch_t *)W_CacheLumpNum(W_GetNumForName("KARTKREW"), PU_CACHE), NULL);
I_FinishUpdate(); // page flip or blit buffer
for (;;)
{
// capbudget is the minimum precise_t duration of a single loop iteration
precise_t capbudget;
precise_t enterprecise = I_GetPreciseTime();
precise_t finishprecise = enterprecise;
{
// Casting the return value of a function is bad practice (apparently)
double budget = round((1.0 / R_GetFramerateCap()) * I_GetPrecisePrecision());
capbudget = (precise_t) budget;
}
I_UpdateTime(cv_timescale.value);
if (lastwipetic)
{
oldentertics = lastwipetic;
lastwipetic = 0;
}
// get real tics
entertic = I_GetTime();
realtics = entertic - oldentertics;
oldentertics = entertic;
if (demo.playback && gamestate == GS_LEVEL)
{
// Nicer place to put this.
realtics = realtics * cv_playbackspeed.value;
}
#ifdef DEBUGFILE
if (!realtics)
if (debugload)
debugload--;
#endif
interp = R_UsingFrameInterpolation() && !dedicated;
doDisplay = screenUpdate = false;
#ifdef HW3SOUND
HW3S_BeginFrameUpdate();
#endif
refreshdirmenu = 0; // not sure where to put this, here as good as any?
if (realtics > 0 || singletics)
{
// don't skip more than 10 frames at a time
// (fadein / fadeout cause massive frame skip!)
if (realtics > 8)
realtics = 1;
// process tics (but maybe not if realtic == 0)
TryRunTics(realtics);
if (lastdraw || singletics || gametic > rendergametic)
{
rendergametic = gametic;
rendertimeout = entertic + TICRATE/17;
doDisplay = true;
}
else if (rendertimeout < entertic) // in case the server hang or netsplit
{
doDisplay = true;
}
renderisnewtic = true;
}
else
{
renderisnewtic = false;
}
if (interp)
{
renderdeltatics = FLOAT_TO_FIXED(deltatics);
if (!(paused || P_AutoPause()))
{
rendertimefrac = g_time.timefrac;
}
else
{
rendertimefrac = FRACUNIT;
}
}
else
{
renderdeltatics = realtics * FRACUNIT;
rendertimefrac = FRACUNIT;
}
if (interp || doDisplay)
{
screenUpdate = D_Display();
}
// consoleplayer -> displayplayers (hear sounds from viewpoint)
S_UpdateSounds(); // move positional sounds
// check for media change, loop music..
I_UpdateCD();
#ifdef HW3SOUND
HW3S_EndFrameUpdate();
#endif
#ifdef HAVE_BLUA
LUA_Step();
#endif
#ifdef HAVE_DISCORDRPC
if (! dedicated)
{
Discord_RunCallbacks();
}
#endif
// I_FinishUpdate is now here instead of D_Display,
// because it synchronizes it more closely with the frame counter.
if (screenUpdate == true)
{
I_FinishUpdate(); // page flip or blit buffer
}
// Fully completed frame made.
finishprecise = I_GetPreciseTime();
if (!singletics)
{
INT64 elapsed = (INT64)(finishprecise - enterprecise);
if (elapsed > 0 && (INT64)capbudget > elapsed)
{
I_SleepDuration(capbudget - (finishprecise - enterprecise));
}
}
// Capture the time once more to get the real delta time.
finishprecise = I_GetPreciseTime();
deltasecs = (double)((INT64)(finishprecise - enterprecise)) / I_GetPrecisePrecision();
deltatics = deltasecs * NEWTICRATE;
// Only take screenshots after drawing.
if (moviemode)
M_SaveFrame();
if (takescreenshot)
M_DoScreenShot();
}
}
//
// D_AdvanceDemo
// Called after each demo or intro demosequence finishes
//
void D_AdvanceDemo(void)
{
advancedemo = true;
}
// =========================================================================
// D_SRB2Main
// =========================================================================
//
// D_StartTitle
//
void D_StartTitle(void)
{
INT32 i;
if (netgame)
{
if (gametype == GT_RACE) // SRB2kart
{
G_SetGamestate(GS_WAITINGPLAYERS); // hack to prevent a command repeat
if (server)
{
char mapname[6];
strlcpy(mapname, G_BuildMapName(spstage_start), sizeof (mapname));
strlwr(mapname);
mapname[5] = '\0';
COM_BufAddText(va("map %s\n", mapname));
}
}
return;
}
// okay, stop now
// (otherwise the game still thinks we're playing!)
SV_StopServer();
SV_ResetServer();
for (i = 0; i < MAXPLAYERS; i++)
CL_ClearPlayer(i);
splitscreen = 0;
SplitScreen_OnChange();
botingame = false;
botskin = 0;
cv_debug = 0;
emeralds = 0;
// In case someone exits out at the same time they start a time attack run,
// reset modeattacking
modeattacking = ATTACKING_NONE;
// empty maptol so mario/etc sounds don't play in sound test when they shouldn't
maptol = 0;
gameaction = ga_nothing;
memset(displayplayers, 0, sizeof(displayplayers));
consoleplayer = 0;
//demosequence = -1;
gametype = GT_RACE; // SRB2kart
paused = false;
advancedemo = false;
F_StartTitleScreen();
// Reset the palette -- SRB2Kart: actually never mind let's do this in the middle of every fade
/*if (rendermode != render_none)
V_SetPaletteLump("PLAYPAL");*/
}
//
// D_AddFile
//
static void D_AddFile(const char *file, char **filearray)
{
size_t pnumwadfiles;
char *newfile;
for (pnumwadfiles = 0; filearray[pnumwadfiles]; pnumwadfiles++)
;
newfile = malloc(strlen(file) + 1);
if (!newfile)
{
I_Error("No more free memory to AddFile %s",file);
}
strcpy(newfile, file);
filearray[pnumwadfiles] = newfile;
}
static inline void D_CleanFile(char **filearray)
{
size_t pnumwadfiles;
for (pnumwadfiles = 0; filearray[pnumwadfiles]; pnumwadfiles++)
{
free(filearray[pnumwadfiles]);
filearray[pnumwadfiles] = NULL;
}
}
// ==========================================================================
// Identify the SRB2 version, and IWAD file to use.
// ==========================================================================
static boolean AddIWAD(void)
{
char * path = va(pandf,srb2path,"srb2.srb");
if (FIL_ReadFileOK(path))
{
D_AddFile(path, startupwadfiles);
return true;
}
else
{
return false;
}
}
static void IdentifyVersion(void)
{
const char *srb2waddir = NULL;
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
// change to the directory where 'srb2.srb' is found
srb2waddir = I_LocateWad();
#endif
// get the current directory (possible problem on NT with "." as current dir)
if (srb2waddir)
{
strlcpy(srb2path,srb2waddir,sizeof (srb2path));
}
else
{
#if !defined(_WIN32_WCE) && !defined(_PS3)
if (getcwd(srb2path, 256) != NULL)
srb2waddir = srb2path;
else
#endif
{
#ifdef _arch_dreamcast
srb2waddir = "/cd";
#else
srb2waddir = srb2path;
#endif
}
}
// Load the IWAD
if (! AddIWAD())
{
I_Error("SRB2.SRB not found! Expected in %s\n", srb2waddir);
}
// will be overwritten in case of -cdrom or unix/win home
snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2waddir);
configfile[sizeof configfile - 1] = '\0';
// if you change the ordering of this or add/remove a file, be sure to update the md5
// checking in D_SRB2Main
#ifdef USE_PATCH_DTA
// Add our crappy patches to fix our bugs
D_AddFile(va(pandf,srb2waddir,"patch.dta"));
#endif
D_AddFile(va(pandf,srb2waddir,"gfx.kart"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"textures.kart"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"chars.kart"), startupwadfiles);
D_AddFile(va(pandf,srb2waddir,"maps.kart"), startupwadfiles);
#ifdef USE_PATCH_KART
D_AddFile(va(pandf,srb2waddir,"patch.kart"), startupwadfiles);
#endif
#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
#define MUSICTEST(str) \
{\
const char *musicpath = va(pandf,srb2waddir,str);\
int ms = W_VerifyNMUSlumps(musicpath); \
if (ms == 1) \
D_AddFile(musicpath, startupwadfiles); \
else if (ms == 0) \
I_Error("File "str" has been modified with non-music/sound lumps"); \
}
MUSICTEST("sounds.kart")
MUSICTEST("music.kart")
#undef MUSICTEST
#endif
}
/* ======================================================================== */
// Just print the nice red titlebar like the original SRB2 for DOS.
/* ======================================================================== */
#ifdef PC_DOS
static inline void D_Titlebar(char *title1, char *title2)
{
// SRB2 banner
clrscr();
textattr((BLUE<<4)+WHITE);
clreol();
cputs(title1);
// standard srb2 banner
textattr((RED<<4)+WHITE);
clreol();
gotoxy((80-strlen(title2))/2, 2);
cputs(title2);
normvideo();
gotoxy(1,3);
}
#endif
//
// Center the title string, then add the date and time of compilation.
//
static inline void D_MakeTitleString(char *s)
{
char temp[82];
char *t;
const char *u;
INT32 i;
for (i = 0, t = temp; i < 82; i++)
*t++=' ';
for (t = temp + (80-strlen(s))/2, u = s; *u != '\0' ;)
*t++ = *u++;
u = compdate;
for (t = temp + 1, i = 11; i-- ;)
*t++ = *u++;
u = comptime;
for (t = temp + 71, i = 8; i-- ;)
*t++ = *u++;
temp[80] = '\0';
strcpy(s, temp);
}
//
// D_SRB2Main
//
void D_SRB2Main(void)
{
INT32 p, i;
char srb2[82]; // srb2 title banner
char title[82];
lumpinfo_t *lumpinfo;
UINT16 wadnum;
char *name;
INT32 pstartmap = 1;
boolean autostart = false;
// Print GPL notice for our console users (Linux)
CONS_Printf(
"\n\nSonic Robo Blast 2 Kart\n"
"Copyright (C) 1998-2018 by Kart Krew & STJr\n\n"
"This program comes with ABSOLUTELY NO WARRANTY.\n\n"
"This is free software, and you are welcome to redistribute it\n"
"and/or modify it under the terms of the GNU General Public License\n"
"as published by the Free Software Foundation; either version 2 of\n"
"the License, or (at your option) any later version.\n"
"See the 'LICENSE.txt' file for details.\n\n"
"Sonic the Hedgehog and related characters are trademarks of SEGA.\n"
"We do not claim ownership of SEGA's intellectual property used\n"
"in this program.\n\n");
// keep error messages until the final flush(stderr)
#if !defined (PC_DOS) && !defined (_WIN32_WCE) && !defined(NOTERMIOS)
if (setvbuf(stderr, NULL, _IOFBF, 1000))
I_OutputMsg("setvbuf didnt work\n");
#endif
#ifdef GETTEXT
// initialise locale code
M_StartupLocale();
#endif
// get parameters from a response file (eg: srb2 @parms.txt)
M_FindResponseFile();
// MAINCFG is now taken care of where "OBJCTCFG" is handled
G_LoadGameSettings();
// Test Dehacked lists
DEH_Check();
// identify the main IWAD file to use
IdentifyVersion();
#if !defined (_WIN32_WCE) && !defined(NOTERMIOS)
setbuf(stdout, NULL); // non-buffered output
#endif
#if defined (_WIN32_WCE) //|| defined (_DEBUG) || defined (GP2X)
devparm = M_CheckParm("-nodebug") == 0;
#else
devparm = M_CheckParm("-debug") != 0;
#endif
// for dedicated server
#if !defined (_WINDOWS) //already check in win_main.c
dedicated = M_CheckParm("-dedicated") != 0;
#endif
strcpy(title, "SRB2Kart");
strcpy(srb2, "SRB2Kart");
D_MakeTitleString(srb2);
#ifdef PC_DOS
D_Titlebar(srb2, title);
#endif
#if defined (__OS2__) && !defined (HAVE_SDL)
// set PM window title
snprintf(pmData->title, sizeof (pmData->title),
"SRB2Kart" VERSIONSTRING ": %s",
title);
pmData->title[sizeof (pmData->title) - 1] = '\0';
#endif
if (devparm)
CONS_Printf(M_GetText("Development mode ON.\n"));
// default savegame
strcpy(savegamename, SAVEGAMENAME"%u.ssg");
{
const char *userhome = D_Home(); //Alam: path to home
if (!userhome)
{
#if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__) && !defined (DC) && !defined (PSP) && !defined(GP2X)
I_Error("Please set $HOME to your home directory\n");
#elif defined (_WIN32_WCE) && 0
if (dedicated)
snprintf(configfile, sizeof configfile, "/Storage Card/SRB2DEMO/d"CONFIGFILENAME);
else
snprintf(configfile, sizeof configfile, "/Storage Card/SRB2DEMO/"CONFIGFILENAME);
#else
if (dedicated)
snprintf(configfile, sizeof configfile, "d"CONFIGFILENAME);
else
snprintf(configfile, sizeof configfile, CONFIGFILENAME);
#endif
}
else
{
// use user specific config file
#ifdef DEFAULTDIR
snprintf(srb2home, sizeof srb2home, "%s" PATHSEP DEFAULTDIR, userhome);
snprintf(downloaddir, sizeof downloaddir, "%s" PATHSEP "DOWNLOAD", srb2home);
if (dedicated)
snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, srb2home);
else
snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2home);
// can't use sprintf since there is %u in savegamename
strcatbf(savegamename, srb2home, PATHSEP);
I_mkdir(srb2home, 0700);
#else
snprintf(srb2home, sizeof srb2home, "%s", userhome);
snprintf(downloaddir, sizeof downloaddir, "%s", userhome);
if (dedicated)
snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, userhome);
else
snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, userhome);
// can't use sprintf since there is %u in savegamename
strcatbf(savegamename, userhome, PATHSEP);
#endif
}
configfile[sizeof configfile - 1] = '\0';
#ifdef _arch_dreamcast
strcpy(downloaddir, "/ram"); // the dreamcast's TMP
#endif
}
// rand() needs seeded regardless of password
srand((unsigned int)time(NULL));
if (M_CheckParm("-password") && M_IsNextParm())
D_SetPassword(M_GetNextParm());
// add any files specified on the command line with -file wadfile
// to the wad list
if (!(M_CheckParm("-connect") && !M_CheckParm("-server")))
{
if (M_CheckParm("-file"))
{
// the parms after p are wadfile/lump names,
// until end of parms or another - preceded parm
while (M_IsNextParm())
{
const char *s = M_GetNextParm();
if (s) // Check for NULL?
D_AddFile(s, startuppwads);
}
}
}
// get map from parms
if (M_CheckParm("-server") || dedicated)
netgame = server = true;
if (M_CheckParm("-warp") && M_IsNextParm())
{
const char *word = M_GetNextParm();
char ch; // use this with sscanf to catch non-digits with
if (fastncmp(word, "MAP", 3)) // MAPxx name
pstartmap = M_MapNumber(word[3], word[4]);
else if (sscanf(word, "%d%c", &pstartmap, &ch) != 1) // a plain number
I_Error("Cannot warp to map %s (invalid map name)\n", word);
// Don't check if lump exists just yet because the wads haven't been loaded!
// Just do a basic range check here.
if (pstartmap < 1 || pstartmap > NUMMAPS)
I_Error("Cannot warp to map %d (out of range)\n", pstartmap);
else
{
if (!M_CheckParm("-server"))
G_SetGameModified(true, true);
autostart = true;
}
}
CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n");
Z_Init();
// adapt tables to SRB2's needs, including extra slots for dehacked file support
P_PatchInfoTables();
//---------------------------------------------------- READY TIME
// we need to check for dedicated before initialization of some subsystems
CONS_Printf("I_InitializeTime()...\n");
I_InitializeTime();
// Make backups of some SOCcable tables.
P_BackupTables();
// Setup default unlockable conditions
M_SetupDefaultConditionSets();
// Setup character tables
// Have to be done here before files are loaded
M_InitCharacterTables();
// load wad, including the main wad file
CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n");
if (!W_InitMultipleFiles(startupwadfiles, false))
#ifdef _DEBUG
CONS_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n");
#else
I_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n");
#endif
D_CleanFile(startupwadfiles);
mainwads = 0;
#ifndef DEVELOP
// Check MD5s of autoloaded files
// Note: Do not add any files that ignore MD5!
W_VerifyFileMD5(mainwads, ASSET_HASH_SRB2_SRB); // srb2.srb/srb2.wad
#ifdef USE_PATCH_DTA
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_PATCH_DTA); // patch.dta
#endif
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_GFX_KART); // gfx.kart
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_TEXTURES_KART); // textures.kart
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_CHARS_KART); // chars.kart
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_MAPS_KART); // maps.kart -- 4 - If you touch this, make sure to touch up the majormods stuff below.
#ifdef USE_PATCH_KART
mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_PATCH_KART); // patch.kart
#endif
#else
#ifdef USE_PATCH_DTA
mainwads++; // patch.dta
#endif
mainwads++; // gfx.kart
mainwads++; // textures.kart
mainwads++; // chars.kart
mainwads++; // maps.kart
#ifdef USE_PATCH_KART
mainwads++; // patch.kart
#endif
#endif //ifndef DEVELOP
//
// search for maps
//
for (wadnum = 4; wadnum < 6; wadnum++) // fucking arbitrary numbers
{
lumpinfo = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lumpinfo++)
{
name = lumpinfo->name;
if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers
{
INT16 num;
if (name[5] != '\0')
continue;
num = (INT16)M_MapNumber(name[3], name[4]);
// we want to record whether this map exists. if it doesn't have a header, we can assume it's not relephant
if (num <= NUMMAPS && mapheaderinfo[num - 1])
{
mapheaderinfo[num - 1]->menuflags |= LF2_EXISTSHACK;
}
}
}
}
if (!W_InitMultipleFiles(startuppwads, true))
CONS_Error("A PWAD file was not found or not valid.\nCheck the log to see which ones.\n");
D_CleanFile(startuppwads);
//
// search for maps... again.
//
for (wadnum = mainwads+1; wadnum < numwadfiles; wadnum++)
{
lumpinfo = wadfiles[wadnum]->lumpinfo;
for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lumpinfo++)
{
name = lumpinfo->name;
if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers
{
INT16 num;
if (name[5] != '\0')
continue;
num = (INT16)M_MapNumber(name[3], name[4]);
// we want to record whether this map exists. if it doesn't have a header, we can assume it's not relephant
if (num <= NUMMAPS && mapheaderinfo[num - 1])
{
if (mapheaderinfo[num - 1]->menuflags & LF2_EXISTSHACK)
G_SetGameModified(multiplayer, true); // oops, double-defined - no record attack privileges for you
mapheaderinfo[num - 1]->menuflags |= LF2_EXISTSHACK;
}
CONS_Printf("%s\n", name);
}
}
}
cht_Init();
//---------------------------------------------------- READY SCREEN
// we need to check for dedicated before initialization of some subsystems
CONS_Printf("I_StartupGraphics()...\n");
I_StartupGraphics();
#ifdef HWRENDER
if (rendermode == render_opengl)
{
for (i = 0; i < numwadfiles; i++)
HWR_LoadShaders(i, (wadfiles[i]->type == RET_PK3));
}
#endif
//--------------------------------------------------------- CONSOLE
// setup loading screen
SCR_Startup();
// we need the font of the console
CONS_Printf("HU_Init(): Setting up heads up display.\n");
HU_Init();
COM_Init();
// libogc has a CON_Init function, we must rename SRB2's CON_Init in WII/libogc
#ifndef _WII
CON_Init();
#else
CON_InitWii();
#endif
D_RegisterServerCommands();
D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame
R_RegisterEngineStuff();
S_RegisterSoundStuff();
I_RegisterSysCommands();
//--------------------------------------------------------- CONFIG.CFG
M_FirstLoadConfig(); // WARNING : this do a "COM_BufExecute()"
G_LoadGameData();
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
VID_PrepareModeList(); // Regenerate Modelist according to cv_fullscreen
#endif
// set user default mode or mode set at cmdline
SCR_CheckDefaultMode();
wipegamestate = gamestate;
savedata.lives = 0; // flag this as not-used
//------------------------------------------------ COMMAND LINE PARAMS
// Initialize CD-Audio
if (M_CheckParm("-usecd") && !dedicated)
I_InitCD();
if (M_CheckParm("-noupload"))
COM_BufAddText("downloading 0\n");
CONS_Printf("M_Init(): Init miscellaneous info.\n");
M_Init();
CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n");
R_Init();
// setting up sound
if (dedicated)
{
sound_disabled = true;
digital_disabled = true;
#ifndef NO_MIDI
midi_disabled = true;
#endif
}
if (M_CheckParm("-noaudio")) // combines -nosound and -nomusic
{
sound_disabled = true;
digital_disabled = true;
#ifndef NO_MIDI
midi_disabled = true;
#endif
}
else
{
if (M_CheckParm("-nosound"))
sound_disabled = true;
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
{
digital_disabled = true;
#ifndef NO_MIDI
midi_disabled = true;
#endif
}
else
{
#ifndef NO_MIDI
if (M_CheckParm("-nomidimusic"))
midi_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
#endif
if (M_CheckParm("-nodigmusic"))
digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
}
}
if (!( sound_disabled && digital_disabled
#ifndef NO_MIDI
&& midi_disabled
#endif
))
{
CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n");
I_StartupSound();
I_InitMusic();
S_InitSfxChannels(cv_soundvolume.value);
S_InitMusicDefs();
}
CONS_Printf("ST_Init(): Init status bar.\n");
ST_Init();
// Set up splitscreen players before joining!
if (!dedicated && (M_CheckParm("-splitscreen") && M_IsNextParm()))
{
UINT8 num = atoi(M_GetNextParm());
if (num >= 1 && num <= 4)
{
CV_StealthSetValue(&cv_splitplayers, num);
splitscreen = num-1;
SplitScreen_OnChange();
}
}
// init all NETWORK
CONS_Printf("D_CheckNetGame(): Checking network game status.\n");
if (D_CheckNetGame())
autostart = true;
if (splitscreen && !M_CheckParm("-connect")) // Make sure multiplayer & autostart is set if you have splitscreen, even after D_CheckNetGame
multiplayer = autostart = true;
// check for a driver that wants intermission stats
// start the apropriate game based on parms
if (M_CheckParm("-metal"))
{
G_RecordMetal();
autostart = true;
}
else if (M_CheckParm("-record") && M_IsNextParm())
{
G_RecordDemo(M_GetNextParm());
autostart = true;
}
// user settings come before "+" parameters.
if (dedicated)
COM_ImmedExecute(va("exec \"%s"PATHSEP"kartserv.cfg\"\n", srb2home));
else
COM_ImmedExecute(va("exec \"%s"PATHSEP"kartexec.cfg\" -noerror\n", srb2home));
if (!autostart)
M_PushSpecialParameters(); // push all "+" parameters at the command buffer
// demo doesn't need anymore to be added with D_AddFile()
p = M_CheckParm("-playdemo");
if (!p)
p = M_CheckParm("-timedemo");
if (p && M_IsNextParm())
{
char tmp[MAX_WADPATH];
// add .lmp to identify the EXTERNAL demo file
// it is NOT possible to play an internal demo using -playdemo,
// rather push a playdemo command.. to do.
strcpy(tmp, M_GetNextParm());
// get spaced filename or directory
while (M_IsNextParm())
{
strcat(tmp, " ");
strcat(tmp, M_GetNextParm());
}
FIL_DefaultExtension(tmp, ".lmp");
CONS_Printf(M_GetText("Playing demo %s.\n"), tmp);
if (M_CheckParm("-playdemo"))
{
demo.quitafterplaying = true; // quit after one demo
G_DeferedPlayDemo(tmp);
}
else
G_TimeDemo(tmp);
G_SetGamestate(GS_NULL);
wipegamestate = GS_NULL;
return;
}
/*if (M_CheckParm("-ultimatemode"))
{
autostart = true;
ultimatemode = true;
}*/
if (autostart || netgame)
{
gameaction = ga_nothing;
CV_ClearChangedFlags();
// Do this here so if you run SRB2 with eg +timelimit 5, the time limit counts
// as having been modified for the first game.
M_PushSpecialParameters(); // push all "+" parameter at the command buffer
COM_BufExecute(); // ensure the command buffer gets executed before the map starts (+skin)
strncpy(connectedservername, cv_servername.string, MAXSERVERNAME);
if (M_CheckParm("-gametype") && M_IsNextParm())
{
// from Command_Map_f
INT32 j;
INT16 newgametype = -1;
const char *sgametype = M_GetNextParm();
newgametype = G_GetGametypeByName(sgametype);
if (newgametype == -1) // reached end of the list with no match
{
j = atoi(sgametype); // assume they gave us a gametype number, which is okay too
if (j >= 0 && j < NUMGAMETYPES)
newgametype = (INT16)j;
}
if (newgametype != -1)
{
j = gametype;
gametype = newgametype;
D_GameTypeChanged(j);
}
}
if (M_CheckParm("-skill") && M_IsNextParm())
{
INT32 j;
INT16 newskill = -1;
const char *sskill = M_GetNextParm();
for (j = 0; kartspeed_cons_t[j].strvalue; j++)
if (!strcasecmp(kartspeed_cons_t[j].strvalue, sskill))
{
newskill = (INT16)kartspeed_cons_t[j].value;
break;
}
if (!kartspeed_cons_t[j].strvalue) // reached end of the list with no match
{
j = atoi(sskill); // assume they gave us a skill number, which is okay too
if (j >= 0 && j <= 2)
newskill = (INT16)j;
}
if (newskill != -1)
CV_SetValue(&cv_kartspeed, newskill);
}
if (server && !M_CheckParm("+map"))
{
// Prevent warping to nonexistent levels
if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR)
I_Error("Could not warp to %s (map not found)\n", G_BuildMapName(pstartmap));
// Prevent warping to locked levels
// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
// running a dedicated server and joining it yourself, but that's better than making dedicated server's
// lives hell.
else if (!dedicated && M_MapLocked(pstartmap))
I_Error("You need to unlock this level before you can warp to it!\n");
else
D_MapChange(pstartmap, gametype, (boolean)cv_kartencore.value, true, 0, false, false);
}
}
else if (M_CheckParm("-skipintro"))
{
F_StartTitleScreen();
}
else
F_StartIntro(); // Tails 03-03-2002
CON_ToggleOff();
if (dedicated && server)
{
pagename = "TITLESKY";
levelstarttic = gametic;
G_SetGamestate(GS_LEVEL);
if (!P_SetupLevel(false))
I_Quit(); // fail so reset game stuff
}
#ifdef HAVE_DISCORDRPC
if (! dedicated)
{
DRPC_Init();
}
#endif
}
const char *D_Home(void)
{
const char *userhome = NULL;
#ifdef ANDROID
return "/data/data/org.srb2/";
#endif
#ifdef _arch_dreamcast
char VMUHOME[] = "HOME=/vmu/a1";
putenv(VMUHOME); //don't use I_PutEnv
#endif
if (M_CheckParm("-home") && M_IsNextParm())
userhome = M_GetNextParm();
else
{
#if defined (GP2X)
usehome = false; //let use the CWD
return NULL;
#elif !((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__APPLE__) && !defined(_WIN32_WCE)
if (FIL_FileOK(CONFIGFILENAME))
usehome = false; // Let's NOT use home
else
#endif
userhome = I_GetEnv("HOME"); //Alam: my new HOME for srb2
}
#if defined (_WIN32) && !defined(_WIN32_WCE) //Alam: only Win32 have APPDATA and USERPROFILE
if (!userhome && usehome) //Alam: Still not?
{
char *testhome = NULL;
testhome = I_GetEnv("APPDATA");
if (testhome != NULL
&& (FIL_FileOK(va("%s" PATHSEP "%s" PATHSEP CONFIGFILENAME, testhome, DEFAULTDIR))))
{
userhome = testhome;
}
}
#ifndef __CYGWIN__
if (!userhome && usehome) //Alam: All else fails?
{
char *testhome = NULL;
testhome = I_GetEnv("USERPROFILE");
if (testhome != NULL
&& (FIL_FileOK(va("%s" PATHSEP "%s" PATHSEP CONFIGFILENAME, testhome, DEFAULTDIR))))
{
userhome = testhome;
}
}
#endif// !__CYGWIN__
#endif// _WIN32
if (usehome) return userhome;
else return NULL;
}