// 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 #include #endif #ifdef __GNUC__ #include // for getcwd #endif #ifdef PC_DOS #include // 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 #include #endif #if !defined (UNDER_CE) #include #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_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 #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 // platform independant focus loss UINT8 window_notinfocus = false; // // DEMO LOOP // //static INT32 demosequence; static const char *pagename = "MAP1PIC"; 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; // 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 boolean midi_disabled = true, sound_disabled = true; boolean digital_disabled = true; #else boolean midi_disabled = false; boolean sound_disabled = false; boolean digital_disabled = false; #endif boolean advancedemo; #ifdef DEBUGFILE INT32 debugload = 0; #endif #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; 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; static void D_Display(void) { boolean forcerefresh = false; 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 } // 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_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 // 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); } F_WipeStartScreen(); } } // 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_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_Drawer(); break; case GS_CONTINUING: F_ContinueDrawer(); break; case GS_CREDITS: F_CreditDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TITLESCREEN: F_TitleScreenDrawer(); break; case GS_WAITINGPLAYERS: // The clientconnect drawer is independent... case GS_DEDICATEDSERVER: case GS_NULL: break; } if (gamestate == GS_LEVEL) { // draw the view directly if (cv_renderview.value && !automapactive) { 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); } } 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 && (!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 // // 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); } // reset counters so timedemo doesn't count the wipe duration if (timingdemo) { framecount = 0; demostarttime = I_GetTime(); } } 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; refreshdirmenu = 0; // not sure where to put this, here as good as any? #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 } } // // 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_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(); SV_ResetServer(); for (i = 0; i < MAXPLAYERS; i++) CL_ClearPlayer(i); splitscreen = false; 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; displayplayer = consoleplayer = 0; //demosequence = -1; gametype = GT_COOP; paused = false; advancedemo = false; F_StartTitleScreen(); // 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; } } // ========================================================================== // Identify the SRB2 version, and IWAD file to use. // ========================================================================== static void IdentifyVersion(void) { char *srb2wad1, *srb2wad2; 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 = "."; #endif } } #if defined (macintosh) && !defined (HAVE_SDL) // cwd is always "/" when app is dbl-clicked if (!stricmp(srb2waddir, "/")) srb2waddir = I_GetWadDir(); #endif // Commercial. srb2wad1 = malloc(strlen(srb2waddir)+1+8+1); srb2wad2 = malloc(strlen(srb2waddir)+1+8+1); if (srb2wad1 == NULL && srb2wad2 == NULL) I_Error("No more free memory to look in %s", srb2waddir); if (srb2wad1 != NULL) sprintf(srb2wad1, pandf, srb2waddir, "srb2.srb"); if (srb2wad2 != NULL) sprintf(srb2wad2, pandf, srb2waddir, "srb2.wad"); // 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 (srb2wad2 != NULL && FIL_ReadFileOK(srb2wad2)) D_AddFile(srb2wad2); else if (srb2wad1 != NULL && FIL_ReadFileOK(srb2wad1)) D_AddFile(srb2wad1); else I_Error("SRB2.SRB/SRB2.WAD not found! Expected in %s, ss files: %s or %s\n", srb2waddir, srb2wad1, srb2wad2); if (srb2wad1) free(srb2wad1); if (srb2wad2) free(srb2wad2); // 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")); // Add the weapons D_AddFile(va(pandf,srb2waddir,"rings.dta")); #ifdef USE_PATCH_DTA // Add our crappy patches to fix our bugs D_AddFile(va(pandf,srb2waddir,"patch.dta")); #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); \ else if (ms == 0) \ I_Error("File "str" has been modified with non-music/sound lumps"); \ } #if defined (DC) && 0 MUSICTEST("music_dc.dta") #else MUSICTEST("music.dta") #endif } #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; char srb2[82]; // srb2 title banner char title[82]; INT32 pstartmap = 1; boolean autostart = false; // Print GPL notice for our console users (Linux) CONS_Printf( "\n\nSonic Robo Blast 2\n" "Copyright (C) 1998-2018 by Sonic Team Junior\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, "Sonic Robo Blast 2"); strcpy(srb2, "Sonic Robo Blast 2"); 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), "Sonic Robo Blast 2" 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? { 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 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); 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(); // 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)) #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(); mainwads = 0; #ifndef DEVELOP // md5s last updated 12/14/14 // Check MD5s of autoloaded files W_VerifyFileMD5(mainwads++, ASSET_HASH_SRB2_SRB); // srb2.srb/srb2.wad W_VerifyFileMD5(mainwads++, ASSET_HASH_ZONES_DTA); // zones.dta W_VerifyFileMD5(mainwads++, ASSET_HASH_PLAYER_DTA); // player.dta W_VerifyFileMD5(mainwads++, ASSET_HASH_RINGS_DTA); // rings.dta #ifdef USE_PATCH_DTA W_VerifyFileMD5(mainwads++, ASSET_HASH_PATCH_DTA); // patch.dta #endif // 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. //mainwads++; // music.dta does not increment mainwads (see <= 2.1.21) #else mainwads++; // srb2.srb/srb2.wad mainwads++; // zones.dta mainwads++; // player.dta mainwads++; // rings.dta #ifdef USE_PATCH_DTA mainwads++; // patch.dta #endif //mainwads++; // music.dta does not increment mainwads (see <= 2.1.21) #endif //ifndef DEVELOP mainwadstally = packetsizetally; 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(); // 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; midi_disabled = digital_disabled = true; } else { CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n"); } if (M_CheckParm("-nosound")) sound_disabled = true; if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic midi_disabled = digital_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 } I_StartupSound(); I_InitMusic(); S_InitSfxChannels(cv_soundvolume.value); CONS_Printf("ST_Init(): Init status bar.\n"); ST_Init(); if (M_CheckParm("-room")) { if (!M_IsNextParm()) I_Error("usage: -room \nCheck the Master Server's webpage for room ID numbers.\n"); ms_RoomId = atoi(M_GetNextParm()); #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; } 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 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 (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, ultimatemode, 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 } } 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; }