SRB2/src/d_main.c

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2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// 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
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#ifdef _WIN32
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#include <direct.h>
#include <malloc.h>
#endif
#include <time.h>
#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_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 "mserv.h" // ms_RoomId
#include "m_misc.h" // screenshot functionality
#include "dehacked.h" // Dehacked list test
#include "m_cond.h" // condition initialization
#include "fastcmp.h"
#include "keys.h"
#include "filesrch.h" // refreshdirmenu, mainwadstally
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#ifdef CMAKECONFIG
#include "config.h"
#else
#include "config.h.in"
#endif
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#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
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// platform independant focus loss
UINT8 window_notinfocus = false;
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//
// DEMO LOOP
//
static char *startupwadfiles[MAX_WADFILES];
boolean devparm = false; // started game with -devparm
boolean singletics = false; // timedemo
boolean lastdraw = false;
postimg_t postimgtype = postimg_none;
INT32 postimgparam;
postimg_t postimgtype2 = postimg_none;
INT32 postimgparam2;
boolean nomidimusic = false, nosound = false;
boolean nodigimusic = false; // No fmod-based music
// These variables are only true if
// the respective sound system is initialized
// and active, but no sounds/music should play.
boolean music_disabled = false;
boolean sound_disabled = false;
boolean digital_disabled = false;
boolean advancedemo;
#ifdef DEBUGFILE
INT32 debugload = 0;
#endif
char srb2home[256] = ".";
char srb2path[256] = ".";
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
#ifndef DOXYGEN
void D_PostEvent_end(void) {};
#endif
// modifier keys
UINT8 shiftdown = 0; // 0x1 left, 0x2 right
UINT8 ctrldown = 0; // 0x1 left, 0x2 right
UINT8 altdown = 0; // 0x1 left, 0x2 right
//
// D_ModifierKeyResponder
// Sets global shift/ctrl/alt variables, never actually eats events
//
static inline void D_ModifierKeyResponder(event_t *ev)
{
if (ev->type == ev_keydown || ev->type == ev_console) switch (ev->data1)
{
case KEY_LSHIFT: shiftdown |= 0x1; return;
case KEY_RSHIFT: shiftdown |= 0x2; return;
case KEY_LCTRL: ctrldown |= 0x1; return;
case KEY_RCTRL: ctrldown |= 0x2; return;
case KEY_LALT: altdown |= 0x1; return;
case KEY_RALT: altdown |= 0x2; return;
default: return;
}
else if (ev->type == ev_keyup) switch (ev->data1)
{
case KEY_LSHIFT: shiftdown &= ~0x1; return;
case KEY_RSHIFT: shiftdown &= ~0x2; return;
case KEY_LCTRL: ctrldown &= ~0x1; return;
case KEY_RCTRL: ctrldown &= ~0x2; return;
case KEY_LALT: altdown &= ~0x1; return;
case KEY_RALT: altdown &= ~0x2; return;
default: return;
}
}
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//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents(void)
{
event_t *ev;
for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
{
ev = &events[eventtail];
// Set global shift/ctrl/alt down variables
D_ModifierKeyResponder(ev); // never eats events
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// 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;
}
// Menu input
if (M_Responder(ev))
continue; // menu ate the event
// console input
if (CON_Responder(ev))
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 void D_Display(void)
{
boolean forcerefresh = false;
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static boolean wipe = false;
INT32 wipedefindex = 0;
if (dedicated)
return;
if (nodrawers)
return; // 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
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}
// draw buffered stuff to screen
// Used only by linux GGI version
I_UpdateNoBlit();
// save the current screen if about to wipe
wipe = (gamestate != wipegamestate);
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if (wipe)
{
// set for all later
wipedefindex = gamestate; // wipe_xxx_toblack
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 (rendermode != render_none)
{
// Fade to black first
if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)) // fades to black on its own timing, always
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&& wipedefs[wipedefindex] != UINT8_MAX)
{
F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
}
F_WipeStartScreen();
}
}
// do buffered drawing
switch (gamestate)
{
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case GS_TITLESCREEN:
if (!titlemapinaction) {
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F_TitleScreenDrawer();
break;
}
// Intentional fall-through
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case GS_LEVEL:
if (!gametic)
break;
HU_Erase();
if (automapactive)
AM_Drawer();
break;
case GS_INTERMISSION:
Y_IntermissionDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_TIMEATTACK:
break;
case GS_INTRO:
F_IntroDrawer();
if (wipegamestate == (gamestate_t)-1)
wipe = true;
break;
case GS_CUTSCENE:
F_CutsceneDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_GAMEEND:
F_GameEndDrawer();
break;
case GS_EVALUATION:
F_GameEvaluationDrawer();
HU_Erase();
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HU_Drawer();
break;
case GS_CONTINUING:
F_ContinueDrawer();
break;
case GS_CREDITS:
F_CreditDrawer();
HU_Erase();
HU_Drawer();
break;
case GS_WAITINGPLAYERS:
// The clientconnect drawer is independent...
case GS_DEDICATEDSERVER:
case GS_NULL:
break;
}
// clean up border stuff
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))
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{
// draw the view directly
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if (!automapactive && !dedicated && cv_renderview.value)
{
if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
{
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
objectsdrawn = 0;
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(0, &players[displayplayer]);
else
#endif
if (rendermode != render_none)
R_RenderPlayerView(&players[displayplayer]);
}
// render the second screen
if (splitscreen && players[secondarydisplayplayer].mo)
{
#ifdef HWRENDER
if (rendermode != render_soft)
HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
else
#endif
if (rendermode != render_none)
{
viewwindowy = vid.height / 2;
M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
R_RenderPlayerView(&players[secondarydisplayplayer]);
viewwindowy = 0;
M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
}
}
// Image postprocessing effect
if (rendermode == render_soft)
{
if (postimgtype)
V_DoPostProcessor(0, postimgtype, postimgparam);
if (postimgtype2)
V_DoPostProcessor(1, postimgtype2, postimgparam2);
}
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}
if (lastdraw)
{
if (rendermode == render_soft)
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{
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VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes);
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usebuffer = true;
}
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lastdraw = false;
}
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if (gamestate == GS_LEVEL)
{
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ST_Drawer();
HU_Drawer();
}
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else
F_TitleScreenDrawer();
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}
// change gamma if needed
// (GS_LEVEL handles this already due to level-specific palettes)
if (forcerefresh && gamestate != GS_LEVEL)
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V_SetPalette(0);
wipegamestate = gamestate;
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// draw pause pic
if (paused && cv_showhud.value && (!menuactive || netgame))
{
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);
}
// 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();
M_Drawer(); // menu is drawn even on top of everything
// focus lost moved to M_Drawer
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//
// wipe update
//
if (wipe)
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{
// 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);
}
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}
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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);
}
I_FinishUpdate(); // page flip or blit buffer
}
}
// =========================================================================
// D_SRB2Loop
// =========================================================================
tic_t rendergametic;
void D_SRB2Loop(void)
{
tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
if (dedicated)
server = true;
if (M_CheckParm("-voodoo")) // 256x256 Texture Limiter
COM_BufAddText("gr_voodoocompatibility on\n");
// Pushing of + parameters is now done back in D_SRB2Main, not here.
CONS_Printf("I_StartupKeyboard()...\n");
I_StartupKeyboard();
#ifdef _WINDOWS
CONS_Printf("I_StartupMouse()...\n");
I_DoStartupMouse();
#endif
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"
" ...wait. =P\n"
"===========================================================================\n");
// hack to start on a nice clear console screen.
COM_ImmedExecute("cls;version");
if (rendermode == render_soft)
V_DrawScaledPatch(0, 0, 0, (patch_t *)W_CacheLumpNum(W_GetNumForName("CONSBACK"), PU_CACHE));
I_FinishUpdate(); // page flip or blit buffer
for (;;)
{
if (lastwipetic)
{
oldentertics = lastwipetic;
lastwipetic = 0;
}
// get real tics
entertic = I_GetTime();
realtics = entertic - oldentertics;
oldentertics = entertic;
refreshdirmenu = 0; // not sure where to put this, here as good as any?
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#ifdef DEBUGFILE
if (!realtics)
if (debugload)
debugload--;
#endif
if (!realtics && !singletics)
{
I_Sleep();
continue;
}
#ifdef HW3SOUND
HW3S_BeginFrameUpdate();
#endif
// 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;
// Update display, next frame, with current state.
D_Display();
if (moviemode)
M_SaveFrame();
if (takescreenshot) // Only take screenshots after drawing.
M_DoScreenShot();
}
else if (rendertimeout < entertic) // in case the server hang or netsplit
{
// Lagless camera! Yay!
if (gamestate == GS_LEVEL && netgame)
{
if (splitscreen && camera2.chase)
P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false);
if (camera.chase)
P_MoveChaseCamera(&players[displayplayer], &camera, false);
}
D_Display();
if (moviemode)
M_SaveFrame();
if (takescreenshot) // Only take screenshots after drawing.
M_DoScreenShot();
}
// consoleplayer -> displayplayer (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
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}
}
//
// D_AdvanceDemo
// Called after each demo or intro demosequence finishes
//
void D_AdvanceDemo(void)
{
advancedemo = true;
}
// =========================================================================
// D_SRB2Main
// =========================================================================
//
// D_StartTitle
//
void D_StartTitle(void)
{
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INT32 i;
S_StopMusic();
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if (netgame)
{
if (gametype == GT_COOP)
{
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();
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SV_ResetServer();
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for (i = 0; i < MAXPLAYERS; i++)
CL_ClearPlayer(i);
splitscreen = false;
SplitScreen_OnChange();
botingame = false;
botskin = 0;
cv_debug = 0;
emeralds = 0;
lastmaploaded = 0;
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// 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;
// reset to default player stuff
COM_BufAddText (va("%s \"%s\"\n",cv_playername.name,cv_defaultplayername.string));
COM_BufAddText (va("%s \"%s\"\n",cv_skin.name,cv_defaultskin.string));
COM_BufAddText (va("%s \"%s\"\n",cv_playercolor.name,cv_defaultplayercolor.string));
COM_BufAddText (va("%s \"%s\"\n",cv_playername2.name,cv_defaultplayername2.string));
COM_BufAddText (va("%s \"%s\"\n",cv_skin2.name,cv_defaultskin2.string));
COM_BufAddText (va("%s \"%s\"\n",cv_playercolor2.name,cv_defaultplayercolor2.string));
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gameaction = ga_nothing;
displayplayer = consoleplayer = 0;
gametype = GT_COOP;
paused = false;
advancedemo = false;
F_StartTitleScreen();
CON_ToggleOff();
// Reset the palette
if (rendermode != render_none)
V_SetPaletteLump("PLAYPAL");
}
//
// D_AddFile
//
static void D_AddFile(const char *file)
{
size_t pnumwadfiles;
char *newfile;
for (pnumwadfiles = 0; startupwadfiles[pnumwadfiles]; pnumwadfiles++)
;
newfile = malloc(strlen(file) + 1);
if (!newfile)
{
I_Error("No more free memory to AddFile %s",file);
}
strcpy(newfile, file);
startupwadfiles[pnumwadfiles] = newfile;
}
static inline void D_CleanFile(void)
{
size_t pnumwadfiles;
for (pnumwadfiles = 0; startupwadfiles[pnumwadfiles]; pnumwadfiles++)
{
free(startupwadfiles[pnumwadfiles]);
startupwadfiles[pnumwadfiles] = NULL;
}
}
#ifndef _MAX_PATH
#define _MAX_PATH MAX_WADPATH
#endif
// ==========================================================================
// Identify the SRB2 version, and IWAD file to use.
// ==========================================================================
static void IdentifyVersion(void)
{
char *srb2wad;
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const char *srb2waddir = NULL;
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#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
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// 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 (getcwd(srb2path, 256) != NULL)
srb2waddir = srb2path;
else
{
srb2waddir = ".";
}
}
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#if defined (macintosh) && !defined (HAVE_SDL)
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// cwd is always "/" when app is dbl-clicked
if (!stricmp(srb2waddir, "/"))
srb2waddir = I_GetWadDir();
#endif
// Commercial.
srb2wad = malloc(strlen(srb2waddir)+1+8+1);
if (srb2wad == NULL)
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I_Error("No more free memory to look in %s", srb2waddir);
else
sprintf(srb2wad, pandf, srb2waddir, "srb2.pk3");
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// will be overwritten in case of -cdrom or unix/win home
snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2waddir);
configfile[sizeof configfile - 1] = '\0';
// Load the IWAD
if (srb2wad != NULL && FIL_ReadFileOK(srb2wad))
D_AddFile(srb2wad);
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else
I_Error("srb2.pk3 not found! Expected in %s, ss file: %s\n", srb2waddir, srb2wad);
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if (srb2wad)
free(srb2wad);
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// if you change the ordering of this or add/remove a file, be sure to update the md5
// checking in D_SRB2Main
// Add the maps
D_AddFile(va(pandf,srb2waddir,"zones.dta"));
// Add the players
D_AddFile(va(pandf,srb2waddir, "player.dta"));
#ifdef USE_PATCH_DTA
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// Add our crappy patches to fix our bugs
D_AddFile(va(pandf,srb2waddir,"patch.pk3"));
#endif
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#if !defined (HAVE_SDL) || defined (HAVE_MIXER)
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{
const char *musicfile = "music.dta";
const char *musicpath = va(pandf,srb2waddir,musicfile);
int ms = W_VerifyNMUSlumps(musicpath); // Don't forget the music!
if (ms == 1)
D_AddFile(musicpath);
else if (ms == 0)
I_Error("File %s has been modified with non-music lumps",musicfile);
}
#endif
#ifdef DEVELOP // This section can be deleted when music_new is merged with music.dta
{
const char *musicfile = "music_new.dta";
const char *musicpath = va(pandf,srb2waddir,musicfile);
int ms = W_VerifyNMUSlumps(musicpath); // Don't forget the music!
if (ms == 1)
D_AddFile(musicpath);
else if (ms == 0)
I_Error("File %s has been modified with non-music lumps",musicfile);
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}
#endif
}
#ifdef PC_DOS
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/* ======================================================================== */
// Code for printing SRB2's title bar in DOS
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/* ======================================================================== */
//
// 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);
}
static inline void D_Titlebar(void)
{
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char title1[82]; // srb2 title banner
char title2[82];
strcpy(title1, "Sonic Robo Blast 2");
strcpy(title2, "Sonic Robo Blast 2");
D_MakeTitleString(title1);
// 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
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//
// D_SRB2Main
//
void D_SRB2Main(void)
{
INT32 p;
INT32 pstartmap = 1;
boolean autostart = false;
// keep error messages until the final flush(stderr)
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#if !defined (PC_DOS) && !defined(NOTERMIOS)
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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();
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#if !defined(NOTERMIOS)
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setbuf(stdout, NULL); // non-buffered output
#endif
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#if 0 //defined (_DEBUG)
devparm = M_CheckParm("-nodebug") == 0;
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#else
devparm = M_CheckParm("-debug") != 0;
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#endif
// for dedicated server
#if !defined (_WINDOWS) //already check in win_main.c
dedicated = M_CheckParm("-dedicated") != 0;
#endif
#ifdef PC_DOS
D_Titlebar();
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#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)
{
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#if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)
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I_Error("Please set $HOME to your home directory\n");
#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';
}
// 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
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if (!(M_CheckParm("-connect") && !M_CheckParm("-server")))
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{
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?
{
if (!W_VerifyNMUSlumps(s))
G_SetGameModified(true);
D_AddFile(s);
}
}
}
}
// 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
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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);
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// 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);
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_StartupTimer()...\n");
I_StartupTimer();
// Make backups of some SOCcable tables.
P_BackupTables();
// Setup default unlockable conditions
M_SetupDefaultConditionSets();
// load wad, including the main wad file
CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n");
if (!W_InitMultipleFiles(startupwadfiles))
#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();
#ifndef DEVELOP // md5s last updated 12/14/14
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// Check MD5s of autoloaded files
//W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3
//W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
//W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
#ifdef USE_PATCH_DTA
//W_VerifyFileMD5(3, ASSET_HASH_PATCH_PK3); // patch.pk3
#endif
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// don't check music.dta because people like to modify it, and it doesn't matter if they do
// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
#endif //ifndef DEVELOP
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mainwads = 3; // there are 3 wads not to unload
#ifdef USE_PATCH_DTA
++mainwads; // patch.pk3 adds one more
#endif
#ifdef DEVELOP
++mainwads; // music_new, too
#endif
mainwadstally = packetsizetally;
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cht_Init();
//---------------------------------------------------- READY SCREEN
// we need to check for dedicated before initialization of some subsystems
CONS_Printf("I_StartupGraphics()...\n");
I_StartupGraphics();
//--------------------------------------------------------- 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();
CON_Init();
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();
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#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
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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)
{
nosound = true;
nomidimusic = nodigimusic = true;
}
else
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{
CONS_Printf("S_Init(): Setting up sound.\n");
}
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if (M_CheckParm("-nosound"))
nosound = true;
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
nomidimusic = nodigimusic = true;
else
{
if (M_CheckParm("-nomidimusic"))
nomidimusic = true; ; // WARNING: DOS version initmusic in I_StartupSound
if (M_CheckParm("-nodigmusic"))
nodigimusic = true; // WARNING: DOS version initmusic in I_StartupSound
}
I_StartupSound();
I_InitMusic();
S_Init(cv_soundvolume.value, cv_digmusicvolume.value, cv_midimusicvolume.value);
CONS_Printf("ST_Init(): Init status bar.\n");
ST_Init();
if (M_CheckParm("-room"))
{
if (!M_IsNextParm())
I_Error("usage: -room <room_id>\nCheck the Master Server's webpage for room ID numbers.\n");
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ms_RoomId = atoi(M_GetNextParm());
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#ifdef UPDATE_ALERT
GetMODVersion_Console();
#endif
}
// init all NETWORK
CONS_Printf("D_CheckNetGame(): Checking network game status.\n");
if (D_CheckNetGame())
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"adedserv.cfg\"\n", srb2home));
else
COM_ImmedExecute(va("exec \"%s"PATHSEP"autoexec.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"))
{
singledemo = 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;
}
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// rei/miru: bootmap (Idea: starts the game on a predefined map)
if (bootmap && !(M_CheckParm("-warp") && M_IsNextParm()))
{
pstartmap = bootmap;
if (pstartmap < 1 || pstartmap > NUMMAPS)
I_Error("Cannot warp to map %d (out of range)\n", pstartmap);
else
{
autostart = true;
}
}
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if (autostart || netgame)
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{
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
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
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{
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);
}
}
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if (server && !M_CheckParm("+map"))
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{
// 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
{
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D_MapChange(pstartmap, gametype, ultimatemode, true, 0, false, false);
}
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}
}
else if (M_CheckParm("-skipintro"))
{
CON_ToggleOff();
CON_ClearHUD();
F_StartTitleScreen();
}
else
F_StartIntro(); // Tails 03-03-2002
if (dedicated && server)
{
levelstarttic = gametic;
G_SetGamestate(GS_LEVEL);
if (!P_SetupLevel(false))
I_Quit(); // fail so reset game stuff
}
}
const char *D_Home(void)
{
const char *userhome = NULL;
#ifdef ANDROID
return "/data/data/org.srb2/";
#endif
if (M_CheckParm("-home") && M_IsNextParm())
userhome = M_GetNextParm();
else
{
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#if !((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__APPLE__)
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if (FIL_FileOK(CONFIGFILENAME))
usehome = false; // Let's NOT use home
else
#endif
userhome = I_GetEnv("HOME"); //Alam: my new HOME for srb2
}
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#ifdef _WIN32 //Alam: only Win32 have APPDATA and USERPROFILE
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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;
}