mirror of
https://git.do.srb2.org/STJr/SRB2.git
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f07585191b
(no actual SLOC changes)
1414 lines
34 KiB
C
1414 lines
34 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file d_main.c
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/// \brief SRB2 main program
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///
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/// SRB2 main program (D_SRB2Main) and game loop (D_SRB2Loop),
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/// plus functions to parse command line parameters, configure game
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/// parameters, and call the startup functions.
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#if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)
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#include <sys/stat.h>
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#include <sys/types.h>
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#endif
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#ifdef __GNUC__
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#include <unistd.h> // for getcwd
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#endif
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#ifdef PC_DOS
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#include <stdio.h> // for snprintf
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int snprintf(char *str, size_t n, const char *fmt, ...);
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//int vsnprintf(char *str, size_t n, const char *fmt, va_list ap);
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#endif
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#if (defined (_WIN32) && !defined (_WIN32_WCE)) && !defined (_XBOX)
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#include <direct.h>
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#include <malloc.h>
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#endif
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#if !defined (UNDER_CE)
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#include <time.h>
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#elif defined (_XBOX)
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#define NO_TIME
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#endif
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#include "doomdef.h"
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#include "am_map.h"
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#include "console.h"
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#include "d_net.h"
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#include "f_finale.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "i_sound.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "m_argv.h"
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#include "m_menu.h"
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#include "m_misc.h"
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#include "p_setup.h"
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#include "p_saveg.h"
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#include "r_main.h"
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#include "r_local.h"
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#include "s_sound.h"
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#include "st_stuff.h"
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#include "v_video.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "d_main.h"
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#include "d_netfil.h"
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#include "m_cheat.h"
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#include "y_inter.h"
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#include "p_local.h" // chasecam
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#include "mserv.h" // ms_RoomId
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#include "m_misc.h" // screenshot functionality
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#include "dehacked.h" // Dehacked list test
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#include "m_cond.h" // condition initialization
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#include "fastcmp.h"
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#ifdef CMAKECONFIG
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#include "config.h"
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#else
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#include "config.h.in"
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#endif
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#ifdef _XBOX
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#include "sdl/SRB2XBOX/xboxhelp.h"
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#endif
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#ifdef HWRENDER
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#include "hardware/hw_main.h" // 3D View Rendering
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#endif
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#ifdef _WINDOWS
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#include "win32/win_main.h" // I_DoStartupMouse
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#endif
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#ifdef HW3SOUND
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#include "hardware/hw3sound.h"
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#endif
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#ifdef HAVE_BLUA
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#include "lua_script.h"
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#endif
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// platform independant focus loss
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UINT8 window_notinfocus = false;
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//
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// DEMO LOOP
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//
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//static INT32 demosequence;
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static const char *pagename = "MAP1PIC";
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static char *startupwadfiles[MAX_WADFILES];
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boolean devparm = false; // started game with -devparm
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boolean singletics = false; // timedemo
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boolean lastdraw = false;
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postimg_t postimgtype = postimg_none;
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INT32 postimgparam;
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postimg_t postimgtype2 = postimg_none;
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INT32 postimgparam2;
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#ifdef _XBOX
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boolean nomidimusic = true, nosound = true;
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boolean nodigimusic = true;
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#else
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boolean nomidimusic = false, nosound = false;
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boolean nodigimusic = false; // No fmod-based music
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#endif
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// These variables are only true if
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// the respective sound system is initialized
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// and active, but no sounds/music should play.
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boolean music_disabled = false;
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boolean sound_disabled = false;
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boolean digital_disabled = false;
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boolean advancedemo;
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#ifdef DEBUGFILE
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INT32 debugload = 0;
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#endif
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#ifdef _arch_dreamcast
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char srb2home[256] = "/cd";
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char srb2path[256] = "/cd";
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#else
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char srb2home[256] = ".";
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char srb2path[256] = ".";
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#endif
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boolean usehome = true;
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const char *pandf = "%s" PATHSEP "%s";
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//
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// EVENT HANDLING
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//
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// Events are asynchronous inputs generally generated by the game user.
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// Events can be discarded if no responder claims them
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// referenced from i_system.c for I_GetKey()
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event_t events[MAXEVENTS];
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INT32 eventhead, eventtail;
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boolean dedicated = false;
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//
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// D_PostEvent
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// Called by the I/O functions when input is detected
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//
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void D_PostEvent(const event_t *ev)
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{
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events[eventhead] = *ev;
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eventhead = (eventhead+1) & (MAXEVENTS-1);
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}
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// just for lock this function
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#ifndef DOXYGEN
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void D_PostEvent_end(void) {};
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#endif
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//
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// D_ProcessEvents
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// Send all the events of the given timestamp down the responder chain
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//
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void D_ProcessEvents(void)
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{
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event_t *ev;
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for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1))
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{
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ev = &events[eventtail];
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// Screenshots over everything so that they can be taken anywhere.
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if (M_ScreenshotResponder(ev))
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continue; // ate the event
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if (gameaction == ga_nothing && gamestate == GS_TITLESCREEN)
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{
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if (cht_Responder(ev))
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continue;
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}
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// Menu input
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if (M_Responder(ev))
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continue; // menu ate the event
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// console input
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if (CON_Responder(ev))
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continue; // ate the event
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G_Responder(ev);
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}
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}
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//
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// D_Display
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// draw current display, possibly wiping it from the previous
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//
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// wipegamestate can be set to -1 to force a wipe on the next draw
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// added comment : there is a wipe eatch change of the gamestate
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gamestate_t wipegamestate = GS_LEVEL;
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static void D_Display(void)
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{
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boolean forcerefresh = false;
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static boolean wipe = false;
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INT32 wipedefindex = 0;
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if (dedicated)
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return;
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if (nodrawers)
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return; // for comparative timing/profiling
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// check for change of screen size (video mode)
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if (setmodeneeded && !wipe)
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SCR_SetMode(); // change video mode
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if (vid.recalc)
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SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()
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// change the view size if needed
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if (setsizeneeded)
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{
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R_ExecuteSetViewSize();
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forcerefresh = true; // force background redraw
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}
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// draw buffered stuff to screen
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// Used only by linux GGI version
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I_UpdateNoBlit();
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// save the current screen if about to wipe
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wipe = (gamestate != wipegamestate);
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if (wipe)
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{
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// set for all later
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wipedefindex = gamestate; // wipe_xxx_toblack
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if (gamestate == GS_INTERMISSION)
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{
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if (intertype == int_spec) // Special Stage
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wipedefindex = wipe_specinter_toblack;
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else if (intertype != int_coop) // Multiplayer
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wipedefindex = wipe_multinter_toblack;
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}
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if (rendermode != render_none)
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{
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// Fade to black first
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if (gamestate != GS_LEVEL // fades to black on its own timing, always
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&& wipedefs[wipedefindex] != UINT8_MAX)
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{
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F_WipeStartScreen();
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V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
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}
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F_WipeStartScreen();
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}
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}
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// do buffered drawing
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switch (gamestate)
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{
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case GS_LEVEL:
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if (!gametic)
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break;
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HU_Erase();
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if (automapactive)
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AM_Drawer();
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break;
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case GS_INTERMISSION:
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Y_IntermissionDrawer();
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HU_Erase();
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HU_Drawer();
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break;
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case GS_TIMEATTACK:
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break;
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case GS_INTRO:
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F_IntroDrawer();
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if (wipegamestate == (gamestate_t)-1)
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wipe = true;
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break;
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case GS_CUTSCENE:
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F_CutsceneDrawer();
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HU_Erase();
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HU_Drawer();
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break;
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case GS_GAMEEND:
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F_GameEndDrawer();
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break;
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case GS_EVALUATION:
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F_GameEvaluationDrawer();
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HU_Drawer();
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break;
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case GS_CONTINUING:
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F_ContinueDrawer();
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break;
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case GS_CREDITS:
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F_CreditDrawer();
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HU_Erase();
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HU_Drawer();
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break;
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case GS_TITLESCREEN:
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F_TitleScreenDrawer();
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break;
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case GS_WAITINGPLAYERS:
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// The clientconnect drawer is independent...
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case GS_DEDICATEDSERVER:
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case GS_NULL:
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break;
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}
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// clean up border stuff
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// see if the border needs to be initially drawn
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if (gamestate == GS_LEVEL)
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{
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// draw the view directly
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if (!automapactive && !dedicated && cv_renderview.value)
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{
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if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD)
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{
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topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
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objectsdrawn = 0;
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#ifdef HWRENDER
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if (rendermode != render_soft)
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HWR_RenderPlayerView(0, &players[displayplayer]);
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else
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#endif
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if (rendermode != render_none)
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R_RenderPlayerView(&players[displayplayer]);
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}
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// render the second screen
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if (splitscreen && players[secondarydisplayplayer].mo)
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{
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#ifdef HWRENDER
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if (rendermode != render_soft)
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HWR_RenderPlayerView(1, &players[secondarydisplayplayer]);
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else
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#endif
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if (rendermode != render_none)
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{
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viewwindowy = vid.height / 2;
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M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0]));
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topleft = screens[0] + viewwindowy*vid.width + viewwindowx;
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R_RenderPlayerView(&players[secondarydisplayplayer]);
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viewwindowy = 0;
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M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0]));
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}
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}
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// Image postprocessing effect
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if (postimgtype)
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V_DoPostProcessor(0, postimgtype, postimgparam);
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if (postimgtype2)
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V_DoPostProcessor(1, postimgtype2, postimgparam2);
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}
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if (lastdraw)
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{
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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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}
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lastdraw = false;
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}
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ST_Drawer();
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HU_Drawer();
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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)
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V_SetPalette(0);
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wipegamestate = gamestate;
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// draw pause pic
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if (paused && cv_showhud.value && (!menuactive || netgame))
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{
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INT32 py;
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patch_t *patch;
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if (automapactive)
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py = 4;
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else
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py = viewwindowy + 4;
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patch = W_CachePatchName("M_PAUSE", PU_CACHE);
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V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
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}
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// vid size change is now finished if it was on...
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vid.recalc = 0;
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// FIXME: draw either console or menu, not the two
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if (gamestate != GS_TIMEATTACK)
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CON_Drawer();
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M_Drawer(); // menu is drawn even on top of everything
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// focus lost moved to M_Drawer
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//
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// wipe update
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//
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if (wipe)
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{
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// note: moved up here because NetUpdate does input changes
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// and input during wipe tends to mess things up
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wipedefindex += WIPEFINALSHIFT;
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if (rendermode != render_none)
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{
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F_WipeEndScreen();
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F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
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}
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}
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NetUpdate(); // send out any new accumulation
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// It's safe to end the game now.
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if (G_GetExitGameFlag())
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{
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Command_ExitGame_f();
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G_ClearExitGameFlag();
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}
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//
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// normal update
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//
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if (!wipe)
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{
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if (cv_netstat.value)
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{
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char s[50];
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Net_GetNetStat();
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s[sizeof s - 1] = '\0';
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snprintf(s, sizeof s - 1, "get %d b/s", getbps);
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V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s);
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snprintf(s, sizeof s - 1, "send %d b/s", sendbps);
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V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s);
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snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent);
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V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s);
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snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent);
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V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s);
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}
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I_FinishUpdate(); // page flip or blit buffer
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}
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}
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// =========================================================================
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// D_SRB2Loop
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// =========================================================================
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tic_t rendergametic;
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void D_SRB2Loop(void)
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{
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tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
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if (dedicated)
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server = true;
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if (M_CheckParm("-voodoo")) // 256x256 Texture Limiter
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COM_BufAddText("gr_voodoocompatibility on\n");
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// Pushing of + parameters is now done back in D_SRB2Main, not here.
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CONS_Printf("I_StartupKeyboard()...\n");
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I_StartupKeyboard();
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#ifdef _WINDOWS
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CONS_Printf("I_StartupMouse()...\n");
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I_DoStartupMouse();
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#endif
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oldentertics = I_GetTime();
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// end of loading screen: CONS_Printf() will no more call FinishUpdate()
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con_startup = false;
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// make sure to do a d_display to init mode _before_ load a level
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SCR_SetMode(); // change video mode
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SCR_Recalc();
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// Check and print which version is executed.
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// Use this as the border between setup and the main game loop being entered.
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CONS_Printf(
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"===========================================================================\n"
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" We hope you enjoy this game as\n"
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" much as we did making it!\n"
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" ...wait. =P\n"
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"===========================================================================\n");
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// hack to start on a nice clear console screen.
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COM_ImmedExecute("cls;version");
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if (rendermode == render_soft)
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V_DrawScaledPatch(0, 0, 0, (patch_t *)W_CacheLumpNum(W_GetNumForName("CONSBACK"), PU_CACHE));
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I_FinishUpdate(); // page flip or blit buffer
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for (;;)
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{
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if (lastwipetic)
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{
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oldentertics = lastwipetic;
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lastwipetic = 0;
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}
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// get real tics
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entertic = I_GetTime();
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realtics = entertic - oldentertics;
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oldentertics = entertic;
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#ifdef DEBUGFILE
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if (!realtics)
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if (debugload)
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debugload--;
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#endif
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|
|
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;
|
|
playerdeadview = false;
|
|
displayplayer = consoleplayer = 0;
|
|
//demosequence = -1;
|
|
gametype = GT_COOP;
|
|
paused = false;
|
|
advancedemo = false;
|
|
F_StartTitleScreen();
|
|
CON_ToggleOff();
|
|
|
|
// Reset the palette
|
|
#ifdef HWRENDER
|
|
if (rendermode == render_opengl)
|
|
HWR_SetPaletteColor(0);
|
|
else
|
|
#endif
|
|
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 *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 and %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)
|
|
{
|
|
#if defined (DC) && 0
|
|
const char *musicfile = "music_dc.dta";
|
|
#else
|
|
const char *musicfile = "music.dta";
|
|
#endif
|
|
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
|
|
}
|
|
|
|
/* ======================================================================== */
|
|
// 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;
|
|
|
|
// 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());
|
|
else
|
|
{
|
|
size_t z;
|
|
char junkpw[25];
|
|
for (z = 0; z < 24; z++)
|
|
junkpw[z] = (char)(rand() & 64)+32;
|
|
junkpw[24] = '\0';
|
|
D_SetPassword(junkpw);
|
|
}
|
|
|
|
// add any files specified on the command line with -file wadfile
|
|
// to the wad list
|
|
if (!(M_CheckParm("-connect")))
|
|
{
|
|
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();
|
|
if (fastncmp(word, "MAP", 3))
|
|
pstartmap = M_MapNumber(word[3], word[4]);
|
|
else
|
|
pstartmap = atoi(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();
|
|
|
|
// 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
|
|
|
|
// Check MD5s of autoloaded files
|
|
W_VerifyFileMD5(0, ASSET_HASH_SRB2_SRB); // srb2.srb/srb2.wad
|
|
W_VerifyFileMD5(1, ASSET_HASH_ZONES_DTA); // zones.dta
|
|
W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
|
|
W_VerifyFileMD5(3, ASSET_HASH_RINGS_DTA); // rings.dta
|
|
#ifdef USE_PATCH_DTA
|
|
W_VerifyFileMD5(4, 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.
|
|
#endif //ifndef DEVELOP
|
|
|
|
mainwads = 4; // there are 4 wads not to unload
|
|
#ifdef USE_PATCH_DTA
|
|
++mainwads; // patch.dta adds one more
|
|
#endif
|
|
|
|
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
|
|
CONS_Printf("S_Init(): Setting up sound.\n");
|
|
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");
|
|
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 || M_CheckParm("+connect") || M_CheckParm("-connect"))
|
|
{
|
|
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();
|
|
|
|
for (j = 0; gametype_cons_t[j].strvalue; j++)
|
|
if (!strcasecmp(gametype_cons_t[j].strvalue, sgametype))
|
|
{
|
|
newgametype = (INT16)gametype_cons_t[j].value;
|
|
break;
|
|
}
|
|
if (!gametype_cons_t[j].strvalue) // 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") && !M_CheckParm("+connect")
|
|
&& !M_CheckParm("-connect"))
|
|
{
|
|
// 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"))
|
|
{
|
|
CON_ToggleOff();
|
|
CON_ClearHUD();
|
|
F_StartTitleScreen();
|
|
}
|
|
else
|
|
F_StartIntro(); // Tails 03-03-2002
|
|
|
|
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;
|
|
}
|