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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 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"
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# include "keys.h"
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# include "filesrch.h" // refreshdirmenu, mainwadstally
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# include "g_input.h" // tutorial mode control scheming
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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
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# 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 ;
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// These variables are in effect
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// whether the respective sound system is disabled
// or they're init'ed, but the player just toggled them
boolean midi_disabled = false ;
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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 " ;
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static char addonsdir [ MAX_WADPATH ] ;
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//
// 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
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# if defined (PC_DOS) && !defined (DOXYGEN)
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void D_PostEvent_end ( void ) { } ;
# endif
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// modifier keys
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// Now handled in I_OsPolling
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UINT8 shiftdown = 0 ; // 0x1 left, 0x2 right
UINT8 ctrldown = 0 ; // 0x1 left, 0x2 right
UINT8 altdown = 0 ; // 0x1 left, 0x2 right
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boolean capslock = 0 ; // gee i wonder what this does.
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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 ] ;
// 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 ;
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// -1: Default; 0-n: Wipe index; INT16_MAX: do not wipe
INT16 wipetypepre = - 1 ;
INT16 wipetypepost = - 1 ;
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static void D_Display ( void )
{
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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 )
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{
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SCR_Recalc ( ) ; // NOTE! setsizeneeded is set by SCR_Recalc()
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# ifdef HWRENDER
// Shoot! The screen texture was flushed!
if ( ( rendermode = = render_opengl ) & & ( gamestate = = GS_INTERMISSION ) )
usebuffer = false ;
# endif
}
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// change the view size if needed
if ( setsizeneeded )
{
R_ExecuteSetViewSize ( ) ;
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forcerefresh = true ; // force background redraw
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}
// draw buffered stuff to screen
// Used only by linux GGI version
I_UpdateNoBlit ( ) ;
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// save the current screen if about to wipe
wipe = ( gamestate ! = wipegamestate ) ;
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if ( wipe & & wipetypepre ! = INT16_MAX )
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{
// 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 ;
}
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if ( wipetypepre < 0 | | ! F_WipeExists ( wipetypepre ) )
wipetypepre = wipedefs [ wipedefindex ] ;
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if ( rendermode ! = render_none )
{
// Fade to black first
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if ( ( wipegamestate = = ( gamestate_t ) FORCEWIPE | |
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( wipegamestate ! = ( gamestate_t ) FORCEWIPEOFF
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& & ! ( gamestate = = GS_LEVEL | | ( gamestate = = GS_TITLESCREEN & & titlemapinaction ) ) )
) // fades to black on its own timing, always
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& & wipetypepre ! = UINT8_MAX )
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{
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F_WipeStartScreen ( ) ;
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F_WipeColorFill ( 31 ) ;
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F_WipeEndScreen ( ) ;
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F_RunWipe ( wipetypepre , gamestate ! = GS_TIMEATTACK & & gamestate ! = GS_TITLESCREEN ) ;
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}
F_WipeStartScreen ( ) ;
}
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wipetypepre = - 1 ;
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}
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else
wipetypepre = - 1 ;
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// do buffered drawing
switch ( gamestate )
{
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case GS_TITLESCREEN :
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if ( ! titlemapinaction | | ! curbghide ) {
F_TitleScreenDrawer ( ) ;
break ;
}
/* FALLTHRU */
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case GS_LEVEL :
if ( ! gametic )
break ;
HU_Erase ( ) ;
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AM_Drawer ( ) ;
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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 ;
A good and bad ending cutscene now exist.
Also:
* SPR2_XTRA - instead of defining lumpnames in S_SKIN, those kinds of assets can just be bundled into the spriteset. Required for ending cutscene stuff, I guess, but also done for HUD life icon and character select image (aside from Sonic&Tails, still SOC'd in).
* Minor oversights in SPR2 support corrected.
* Better evaluation, featuring ending assets.
* Intro has warping-in blackrock, reusing ending assets.
* Cutscene text now supports lowercase (intro and custom).
* Disable the asset-fucking "gamma correction" I put in over two years ago when implementing colour cube. (This is the only thing I could move into another branch if you MUST, but it's basically invisble in the diff so w/e.)
* Don't blank the screen if the top left pixel of a screen-covering patch is transparent. (Checked via nonzero topdelta for first column)
Bugs:
* OPENGL ONLY: The first ~20 frames of both endings are fucked. A little help here? Might be HWR_DrawFadeFill's fault, which I just created. OR it could be in f_finale, but I doubt it, since it doesn't appear in Software.
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case GS_ENDING :
F_EndingDrawer ( ) ;
HU_Erase ( ) ;
HU_Drawer ( ) ;
break ;
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case GS_CUTSCENE :
F_CutsceneDrawer ( ) ;
HU_Erase ( ) ;
HU_Drawer ( ) ;
break ;
case GS_GAMEEND :
F_GameEndDrawer ( ) ;
break ;
case GS_EVALUATION :
F_GameEvaluationDrawer ( ) ;
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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 ;
}
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// STUPID race condition...
if ( wipegamestate = = GS_INTRO & & gamestate = = GS_TITLESCREEN )
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wipegamestate = FORCEWIPEOFF ;
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else
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{
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wipegamestate = gamestate ;
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// clean up border stuff
// see if the border needs to be initially drawn
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if ( gamestate = = GS_LEVEL | | ( gamestate = = GS_TITLESCREEN & & titlemapinaction & & curbghide & & ( ! hidetitlemap ) ) )
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{
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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 )
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{
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if ( rendermode = = render_soft )
{
VID_BlitLinearScreen ( screens [ 0 ] , screens [ 1 ] , vid . width * vid . bpp , vid . height , vid . width * vid . bpp , vid . rowbytes ) ;
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Y_ConsiderScreenBuffer ( ) ;
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usebuffer = true ;
}
lastdraw = false ;
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}
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if ( gamestate = = GS_LEVEL )
{
ST_Drawer ( ) ;
F_TextPromptDrawer ( ) ;
HU_Drawer ( ) ;
}
else
F_TitleScreenDrawer ( ) ;
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}
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}
// change gamma if needed
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// (GS_LEVEL handles this already due to level-specific palettes)
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if ( forcerefresh & & ! ( gamestate = = GS_LEVEL | | ( gamestate = = GS_TITLESCREEN & & titlemapinaction ) ) )
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V_SetPalette ( 0 ) ;
// draw pause pic
if ( paused & & cv_showhud . value & & ( ! menuactive | | netgame ) )
{
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#if 0
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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 ) ;
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# else
INT32 y = ( ( automapactive ) ? ( 32 ) : ( BASEVIDHEIGHT / 2 ) ) ;
M_DrawTextBox ( ( BASEVIDWIDTH / 2 ) - ( 60 ) , y - ( 16 ) , 13 , 2 ) ;
V_DrawCenteredString ( BASEVIDWIDTH / 2 , y - ( 4 ) , V_YELLOWMAP , " Game Paused " ) ;
# endif
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}
// 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
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// focus lost moved to M_Drawer
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//
// wipe update
//
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if ( wipe & & wipetypepost ! = INT16_MAX )
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{
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// note: moved up here because NetUpdate does input changes
// and input during wipe tends to mess things up
wipedefindex + = WIPEFINALSHIFT ;
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if ( wipetypepost < 0 | | ! F_WipeExists ( wipetypepost ) )
wipetypepost = wipedefs [ wipedefindex ] ;
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if ( rendermode ! = render_none )
{
F_WipeEndScreen ( ) ;
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// Funny.
if ( WipeStageTitle & & st_overlay )
{
lt_ticker - - ;
lt_lasttic = lt_ticker ;
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ST_preLevelTitleCardDrawer ( 0 , false ) ;
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V_DrawFill ( 0 , 0 , BASEVIDWIDTH , BASEVIDHEIGHT , levelfadecol ) ;
F_WipeStartScreen ( ) ;
}
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F_RunWipe ( wipetypepost , gamestate ! = GS_TIMEATTACK & & gamestate ! = GS_TITLESCREEN ) ;
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}
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// reset counters so timedemo doesn't count the wipe duration
if ( timingdemo )
{
framecount = 0 ;
demostarttime = I_GetTime ( ) ;
}
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wipetypepost = - 1 ;
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}
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else
wipetypepost = - 1 ;
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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 ;
// 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 ;
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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
2019-11-25 23:16:17 +00:00
S_UpdateClosedCaptions ( ) ;
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// check for media change, loop music..
I_UpdateCD ( ) ;
# ifdef HW3SOUND
HW3S_EndFrameUpdate ( ) ;
# endif
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# ifdef HAVE_BLUA
LUA_Step ( ) ;
# endif
2014-03-15 16:59:03 +00:00
}
}
//
// 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 ;
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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 ) ;
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players [ consoleplayer ] . availabilities = players [ 1 ] . availabilities = R_GetSkinAvailabilities ( ) ; // players[1] is supposed to be for 2p
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splitscreen = false ;
SplitScreen_OnChange ( ) ;
botingame = false ;
botskin = 0 ;
cv_debug = 0 ;
emeralds = 0 ;
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memset ( & luabanks , 0 , sizeof ( luabanks ) ) ;
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lastmaploaded = 0 ;
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2014-03-15 16:59:03 +00:00
// 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 ;
displayplayer = consoleplayer = 0 ;
gametype = GT_COOP ;
paused = false ;
advancedemo = false ;
2018-11-25 20:08:12 +00:00
F_InitMenuPresValues ( ) ;
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F_StartTitleScreen ( ) ;
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currentMenu = & MainDef ; // reset the current menu ID
2014-03-15 16:59:03 +00:00
// Reset the palette
if ( rendermode ! = render_none )
V_SetPaletteLump ( " PLAYPAL " ) ;
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2018-11-12 21:56:06 +00:00
// The title screen is obviously not a tutorial! (Unless I'm mistaken)
if ( tutorialmode & & tutorialgcs )
{
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G_CopyControls ( gamecontrol , gamecontroldefault [ gcs_custom ] , gcl_tutorial_full , num_gcl_tutorial_full ) ; // using gcs_custom as temp storage
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CV_SetValue ( & cv_usemouse , tutorialusemouse ) ;
CV_SetValue ( & cv_alwaysfreelook , tutorialfreelook ) ;
CV_SetValue ( & cv_mousemove , tutorialmousemove ) ;
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CV_SetValue ( & cv_analog , tutorialanalog ) ;
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M_StartMessage ( " Do you want to \x82 save the recommended \x82 movement controls? \x80 \n \n Press 'Y' or 'Enter' to confirm \n Press 'N' or any key to keep \n your current controls " ,
2018-11-11 13:20:08 +00:00
M_TutorialSaveControlResponse , MM_YESNO ) ;
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}
tutorialmode = false ;
2014-03-15 16:59:03 +00:00
}
//
// 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 ;
}
}
// ==========================================================================
// Identify the SRB2 version, and IWAD file to use.
// ==========================================================================
static void IdentifyVersion ( void )
{
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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.pk3' is found
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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.
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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 ) ;
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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
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if ( srb2wad ! = NULL & & FIL_ReadFileOK ( srb2wad ) )
D_AddFile ( srb2wad ) ;
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else
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I_Error ( " srb2.pk3 not found! Expected in %s, ss file: %s \n " , srb2waddir , srb2wad ) ;
2014-03-15 16:59:03 +00:00
2017-12-07 18:26:12 +00:00
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
2019-09-29 03:31:50 +00:00
D_AddFile ( va ( pandf , srb2waddir , " zones.pk3 " ) ) ;
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// Add the players
D_AddFile ( va ( pandf , srb2waddir , " player.dta " ) ) ;
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# ifdef USE_PATCH_DTA
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// Add our crappy patches to fix our bugs
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D_AddFile ( va ( pandf , srb2waddir , " patch.pk3 " ) ) ;
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# endif
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# if !defined (HAVE_SDL) || defined (HAVE_MIXER)
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{
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# define MUSICTEST(str) \
{ \
const char * musicpath = va ( pandf , srb2waddir , str ) ; \
int ms = W_VerifyNMUSlumps ( musicpath ) ; \
if ( ms = = 1 ) \
D_AddFile ( musicpath ) ; \
else if ( ms = = 0 ) \
I_Error ( " File " str " has been modified with non-music/sound lumps " ) ; \
}
2016-10-23 10:44:51 +00:00
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MUSICTEST ( " music.dta " )
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# ifdef DEVELOP // remove when music_new.dta is merged into music.dta
MUSICTEST ( " music_new.dta " )
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# endif
}
# endif
}
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# ifdef PC_DOS
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/* ======================================================================== */
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// Code for printing SRB2's title bar in DOS
2014-03-15 16:59:03 +00:00
/* ======================================================================== */
//
// 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 ) ;
}
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static inline void D_Titlebar ( void )
{
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char title1 [ 82 ] ; // srb2 title banner
char title2 [ 82 ] ;
2017-06-24 17:39:17 +00:00
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
2014-03-15 16:59:03 +00:00
//
// D_SRB2Main
//
void D_SRB2Main ( void )
{
INT32 p ;
INT32 pstartmap = 1 ;
boolean autostart = false ;
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// Print GPL notice for our console users (Linux)
CONS_Printf (
" \n \n Sonic Robo Blast 2 \n "
" Copyright (C) 1998-2018 by Sonic Team Junior \n \n "
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" 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 "
2018-11-25 13:12:19 +00:00
" 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 " ) ;
2014-03-15 16:59:03 +00:00
// 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 ( ) ;
2017-09-29 22:25:34 +00:00
# if !defined(NOTERMIOS)
2014-03-15 16:59:03 +00:00
setbuf ( stdout , NULL ) ; // non-buffered output
# endif
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#if 0 //defined (_DEBUG)
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devparm = M_CheckParm ( " -nodebug " ) = = 0 ;
2014-03-15 16:59:03 +00:00
# else
2015-01-22 19:02:38 +00:00
devparm = M_CheckParm ( " -debug " ) ! = 0 ;
2014-03-15 16:59:03 +00:00
# endif
// for dedicated server
# if !defined (_WINDOWS) //already check in win_main.c
dedicated = M_CheckParm ( " -dedicated " ) ! = 0 ;
# endif
# ifdef PC_DOS
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D_Titlebar ( ) ;
2014-03-15 16:59:03 +00:00
# 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 )
{
2017-09-29 21:27:08 +00:00
# if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)
2014-03-15 16:59:03 +00:00
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 ) ;
# 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 ' ;
}
2019-09-08 05:29:09 +00:00
// Create addons dir
snprintf ( addonsdir , sizeof addonsdir , " %s%s%s " , srb2home , PATHSEP , " addons " ) ;
I_mkdir ( addonsdir , 0755 ) ;
2014-03-15 16:59:03 +00:00
// 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
2018-03-24 01:06:32 +00:00
if ( ! ( M_CheckParm ( " -connect " ) & & ! M_CheckParm ( " -server " ) ) )
2014-03-15 16:59:03 +00:00
{
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 ( ) ;
2016-07-28 15:07:26 +00:00
char ch ; // use this with sscanf to catch non-digits with
if ( fastncmp ( word , " MAP " , 3 ) ) // MAPxx name
2014-03-15 16:59:03 +00:00
pstartmap = M_MapNumber ( word [ 3 ] , word [ 4 ] ) ;
2016-07-28 15:07:26 +00:00
else if ( sscanf ( word , " %d%c " , & pstartmap , & ch ) ! = 1 ) // a plain number
I_Error ( " Cannot warp to map %s (invalid map name) \n " , word ) ;
2014-03-15 16:59:03 +00:00
// 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 ( ) ;
2018-11-17 06:21:21 +00:00
// initiate menu metadata before SOCcing them
2018-11-25 20:08:12 +00:00
M_InitMenuPresTables ( ) ;
2018-11-17 06:21:21 +00:00
2018-11-20 22:28:26 +00:00
// init title screen display params
if ( M_CheckParm ( " -connect " ) )
2018-11-25 20:08:12 +00:00
F_InitMenuPresValues ( ) ;
2018-11-20 22:28:26 +00:00
2014-03-15 16:59:03 +00:00
//---------------------------------------------------- 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 ( ) ;
2019-01-27 04:16:49 +00:00
// Setup character tables
// Have to be done here before files are loaded
M_InitCharacterTables ( ) ;
2014-03-15 16:59:03 +00:00
2018-12-16 01:46:42 +00:00
mainwads = 0 ;
2014-03-15 16:59:03 +00:00
2015-01-22 19:36:17 +00:00
# ifndef DEVELOP // md5s last updated 12/14/14
2014-03-15 16:59:03 +00:00
// Check MD5s of autoloaded files
2019-02-03 10:05:22 +00:00
W_VerifyFileMD5 ( mainwads + + , ASSET_HASH_SRB2_PK3 ) ; // srb2.pk3
2019-09-29 03:31:50 +00:00
W_VerifyFileMD5 ( mainwads + + , ASSET_HASH_ZONES_PK3 ) ; // zones.pk3
2018-12-23 05:29:59 +00:00
W_VerifyFileMD5 ( mainwads + + , ASSET_HASH_PLAYER_DTA ) ; // player.dta
2016-03-10 02:30:11 +00:00
# ifdef USE_PATCH_DTA
2019-09-29 03:31:50 +00:00
W_VerifyFileMD5 ( mainwads + + , ASSET_HASH_PATCH_DTA ) ; // patch.pk3
2016-03-10 02:30:11 +00:00
# endif
2014-03-15 16:59:03 +00:00
// 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.
2018-12-24 04:54:26 +00:00
//mainwads++; // music.dta does not increment mainwads (see <= 2.1.21)
2019-01-02 06:09:15 +00:00
//mainwads++; // neither does music_new.dta
2018-12-16 01:46:42 +00:00
# else
2014-03-15 16:59:03 +00:00
2019-02-03 10:05:22 +00:00
mainwads + + ; // srb2.pk3
2019-09-29 03:31:50 +00:00
mainwads + + ; // zones.pk3
2018-12-23 05:29:59 +00:00
mainwads + + ; // player.dta
2016-03-10 02:30:11 +00:00
# ifdef USE_PATCH_DTA
2018-12-23 05:29:59 +00:00
mainwads + + ; // patch.dta
2016-03-10 02:30:11 +00:00
# endif
2018-12-24 04:54:26 +00:00
//mainwads++; // music.dta does not increment mainwads (see <= 2.1.21)
2019-01-02 06:09:15 +00:00
//mainwads++; // neither does music_new.dta
2018-12-23 05:29:59 +00:00
2019-02-03 10:05:22 +00:00
// load wad, including the main wad file
CONS_Printf ( " W_InitMultipleFiles(): Adding IWAD and main PWADs. \n " ) ;
if ( ! W_InitMultipleFiles ( startupwadfiles , mainwads ) )
# ifdef _DEBUG
CONS_Error ( " A WAD file was not found or not valid. \n Check the log to see which ones. \n " ) ;
# else
I_Error ( " A WAD file was not found or not valid. \n Check the log to see which ones. \n " ) ;
2017-04-29 15:40:07 +00:00
# endif
2019-02-03 10:05:22 +00:00
D_CleanFile ( ) ;
2018-12-16 01:46:42 +00:00
# endif //ifndef DEVELOP
mainwadstally = packetsizetally ;
2017-04-29 15:40:07 +00:00
mainwadstally = packetsizetally ;
2014-03-15 16:59:03 +00:00
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 ( ) ;
2014-07-25 23:10:24 +00:00
# if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
2014-03-15 16:59:03 +00:00
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
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if ( dedicated )
{
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sound_disabled = true ;
midi_disabled = digital_disabled = true ;
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}
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if ( M_CheckParm ( " -noaudio " ) ) // combines -nosound and -nomusic
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{
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sound_disabled = true ;
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digital_disabled = true ;
midi_disabled = true ;
}
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else
{
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if ( M_CheckParm ( " -nosound " ) )
sound_disabled = true ;
if ( M_CheckParm ( " -nomusic " ) ) // combines -nomidimusic and -nodigmusic
{
digital_disabled = true ;
midi_disabled = true ;
}
else
{
if ( M_CheckParm ( " -nomidimusic " ) )
midi_disabled = true ; // WARNING: DOS version initmusic in I_StartupSound
if ( M_CheckParm ( " -nodigmusic " ) )
digital_disabled = true ; // WARNING: DOS version initmusic in I_StartupSound
}
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}
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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 ) ;
Sound test is cool now!
https://cdn.discordapp.com/attachments/405336003239477249/641295998395613224/srb20042.gif
* Port MUSICDEFs from Kart.
* Safe to modify without modifying game, so we can put it in music.dta eventually.
* "Title", "AltTitle", "Authors" fields are self-evident.
* "Soundtestpage" and "Soundtestcond" are used to determine which sound test unlockable can play them (set with Unlockable's variable, just like Level Select).
* "Stoppingtime" and "BPM" both accept floats, and are used for presentation stuff on the sound test.
* Ironically, we don't share a single field name with them. Such is the case of differing foci, though, and I expect they'll change their implementation to match (since this is necessary for a sound test).
* Change how S_AddSoundFx works to avoid iterating through all of them, and to allow cv_soundtest to only scroll through defined slots (instead of the infinite wall of thok sounds when scrolling to the left).
* Change V_DrawFixedPatch to allow scaling on two seperate axes.
* Now called "V_DrawStretchyFixedPatch".
* "V_DrawFixedPatch" is a macro to V_DrawStretchyFixedPatch now (same scale on both axes).
* Available to Lua under v.drawStretched!
* Even works in GL!
* Bugfix: Add SR_PLAYER to SOC's menutypes_list.
Stay tuned for the merge request, where I put the onus on the Music Team to finish this off...
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S_InitMusicDefs ( ) ;
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}
CONS_Printf ( " ST_Init(): Init status bar. \n " ) ;
ST_Init ( ) ;
if ( M_CheckParm ( " -room " ) )
{
if ( ! M_IsNextParm ( ) )
I_Error ( " usage: -room <room_id> \n Check 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 ( ) ;
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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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{
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D_MapChange ( pstartmap , gametype , ultimatemode , true , 0 , false , false ) ;
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}
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}
}
else if ( M_CheckParm ( " -skipintro " ) )
{
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F_InitMenuPresValues ( ) ;
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F_StartTitleScreen ( ) ;
}
else
F_StartIntro ( ) ; // Tails 03-03-2002
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CON_ToggleOff ( ) ;
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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 ;
}