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https://git.do.srb2.org/STJr/SRB2.git
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1726 lines
44 KiB
C
1726 lines
44 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) 1999-2020 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 _WIN32
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#include <direct.h>
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#include <malloc.h>
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#endif
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#include <time.h>
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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_threads.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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#include "keys.h"
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#include "filesrch.h" // refreshdirmenu, mainwadstally
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#include "g_input.h" // tutorial mode control scheming
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#ifdef CMAKECONFIG
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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 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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#include "lua_script.h"
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// Version numbers for netplay :upside_down_face:
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int VERSION;
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int SUBVERSION;
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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 char *startupwadfiles[MAX_WADFILES];
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static char *startuppwads[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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static void D_CheckRendererState(void);
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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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// These variables are in effect
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// whether the respective sound system is disabled
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// or they're init'ed, but the player just toggled them
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boolean midi_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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UINT16 numskincolors;
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menucolor_t *menucolorhead, *menucolortail;
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char savegamename[256];
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char liveeventbackup[256];
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char srb2home[256] = ".";
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char srb2path[256] = ".";
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boolean usehome = true;
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const char *pandf = "%s" PATHSEP "%s";
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static char addonsdir[MAX_WADPATH];
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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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// modifier keys
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// Now handled in I_OsPolling
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UINT8 shiftdown = 0; // 0x1 left, 0x2 right
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UINT8 ctrldown = 0; // 0x1 left, 0x2 right
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UINT8 altdown = 0; // 0x1 left, 0x2 right
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boolean capslock = 0; // gee i wonder what this does.
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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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boolean eaten;
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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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#ifdef HAVE_THREADS
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I_lock_mutex(&m_menu_mutex);
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#endif
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{
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eaten = M_Responder(ev);
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}
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#ifdef HAVE_THREADS
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I_unlock_mutex(m_menu_mutex);
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#endif
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if (eaten)
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continue; // menu ate the event
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// console input
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#ifdef HAVE_THREADS
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I_lock_mutex(&con_mutex);
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#endif
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{
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eaten = CON_Responder(ev);
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}
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#ifdef HAVE_THREADS
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I_unlock_mutex(con_mutex);
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#endif
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if (eaten)
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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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// -1: Default; 0-n: Wipe index; INT16_MAX: do not wipe
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INT16 wipetypepre = -1;
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INT16 wipetypepost = -1;
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static void D_Display(void)
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{
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INT32 setrenderstillneeded = 0;
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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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// Lactozilla: Switching renderers works by checking
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// if the game has to do it right when the frame
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// needs to render. If so, five things will happen:
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// 1. Interface functions will be called so
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// that switching to OpenGL creates a
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// GL context, and switching to Software
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// allocates screen buffers.
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// 2. Software will set drawer functions,
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// and OpenGL will load textures and
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// create plane polygons, if necessary.
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// 3. Functions related to switching video
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// modes (resolution) are called.
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// 4. Patch data is freed from memory,
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// and recached if necessary.
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// 5. The frame is ready to be drawn!
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// stop movie if needs to change renderer
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if (setrenderneeded && (moviemode == MM_APNG))
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M_StopMovie();
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// check for change of renderer or screen size (video mode)
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if ((setrenderneeded || setmodeneeded) && !wipe)
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{
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if (setrenderneeded)
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{
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CONS_Debug(DBG_RENDER, "setrenderneeded set (%d)\n", setrenderneeded);
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setrenderstillneeded = setrenderneeded;
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}
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SCR_SetMode(); // change video mode
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}
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if (vid.recalc || setrenderstillneeded)
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{
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SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc()
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#ifdef HWRENDER
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// Shoot! The screen texture was flushed!
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if ((rendermode == render_opengl) && (gamestate == GS_INTERMISSION))
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usebuffer = false;
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#endif
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}
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if (rendermode == render_soft && !splitscreen)
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R_CheckViewMorph();
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// change the view size if needed
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if (setsizeneeded || setrenderstillneeded)
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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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// Lactozilla: Renderer switching
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D_CheckRendererState();
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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 && wipetypepre != INT16_MAX)
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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 (wipetypepre < 0 || !F_WipeExists(wipetypepre))
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wipetypepre = wipedefs[wipedefindex];
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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 ((wipegamestate == (gamestate_t)FORCEWIPE ||
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(wipegamestate != (gamestate_t)FORCEWIPEOFF
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&& !(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
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) // fades to black on its own timing, always
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&& wipetypepre != UINT8_MAX)
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{
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F_WipeStartScreen();
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// Check for Mega Genesis fade
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wipestyleflags = WSF_FADEOUT;
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if (wipegamestate == (gamestate_t)FORCEWIPE)
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F_WipeColorFill(31);
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else if (F_TryColormapFade(31))
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wipetypepost = -1; // Don't run the fade below this one
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F_WipeEndScreen();
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F_RunWipe(wipetypepre, gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN);
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}
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F_WipeStartScreen();
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}
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wipetypepre = -1;
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}
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else
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wipetypepre = -1;
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// do buffered drawing
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switch (gamestate)
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{
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case GS_TITLESCREEN:
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if (!titlemapinaction || !curbghide) {
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F_TitleScreenDrawer();
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break;
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}
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/* FALLTHRU */
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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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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_ENDING:
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F_EndingDrawer();
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HU_Erase();
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HU_Drawer();
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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_Erase();
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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_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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// STUPID race condition...
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if (wipegamestate == GS_INTRO && gamestate == GS_TITLESCREEN)
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wipegamestate = FORCEWIPEOFF;
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else
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{
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wipegamestate = gamestate;
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// clean up border stuff
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// see if the border needs to be initially drawn
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if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction && curbghide && (!hidetitlemap)))
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{
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// draw the view directly
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if (!automapactive && !dedicated && cv_renderview.value)
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{
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rs_rendercalltime = I_GetTimeMicros();
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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 (rendermode == render_soft)
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{
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if (!splitscreen)
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R_ApplyViewMorph();
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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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rs_rendercalltime = I_GetTimeMicros() - rs_rendercalltime;
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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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Y_ConsiderScreenBuffer();
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usebuffer = true;
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}
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lastdraw = false;
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}
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rs_uitime = I_GetTimeMicros();
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if (gamestate == GS_LEVEL)
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{
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ST_Drawer();
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F_TextPromptDrawer();
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HU_Drawer();
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}
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else
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F_TitleScreenDrawer();
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}
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else
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{
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rs_uitime = I_GetTimeMicros();
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}
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}
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// change gamma if needed
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// (GS_LEVEL handles this already due to level-specific palettes)
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if (forcerefresh && !(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)))
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V_SetPalette(0);
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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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#if 0
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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_PATCH);
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V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch);
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#else
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INT32 y = ((automapactive) ? (32) : (BASEVIDHEIGHT/2));
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M_DrawTextBox((BASEVIDWIDTH/2) - (60), y - (16), 13, 2);
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V_DrawCenteredString(BASEVIDWIDTH/2, y - (4), V_YELLOWMAP, "Game Paused");
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#endif
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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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|
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#ifdef HAVE_THREADS
|
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I_lock_mutex(&m_menu_mutex);
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#endif
|
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M_Drawer(); // menu is drawn even on top of everything
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|
#ifdef HAVE_THREADS
|
|
I_unlock_mutex(m_menu_mutex);
|
|
#endif
|
|
// focus lost moved to M_Drawer
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|
|
|
CON_Drawer();
|
|
|
|
rs_uitime = I_GetTimeMicros() - rs_uitime;
|
|
|
|
//
|
|
// wipe update
|
|
//
|
|
if (wipe && wipetypepost != INT16_MAX)
|
|
{
|
|
// note: moved up here because NetUpdate does input changes
|
|
// and input during wipe tends to mess things up
|
|
wipedefindex += WIPEFINALSHIFT;
|
|
|
|
if (wipetypepost < 0 || !F_WipeExists(wipetypepost))
|
|
wipetypepost = wipedefs[wipedefindex];
|
|
|
|
if (rendermode != render_none)
|
|
{
|
|
F_WipeEndScreen();
|
|
|
|
// Funny.
|
|
if (WipeStageTitle && st_overlay)
|
|
{
|
|
lt_ticker--;
|
|
lt_lasttic = lt_ticker;
|
|
ST_preLevelTitleCardDrawer();
|
|
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
|
|
F_WipeStartScreen();
|
|
}
|
|
|
|
// Check for Mega Genesis fade
|
|
if (F_ShouldColormapFade())
|
|
{
|
|
wipestyleflags |= WSF_FADEIN;
|
|
wipestyleflags &= ~WSF_FADEOUT;
|
|
}
|
|
|
|
F_RunWipe(wipetypepost, gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN);
|
|
}
|
|
|
|
// reset counters so timedemo doesn't count the wipe duration
|
|
if (timingdemo)
|
|
{
|
|
framecount = 0;
|
|
demostarttime = I_GetTime();
|
|
}
|
|
|
|
wipetypepost = -1;
|
|
}
|
|
else
|
|
wipetypepost = -1;
|
|
|
|
NetUpdate(); // send out any new accumulation
|
|
|
|
// It's safe to end the game now.
|
|
if (G_GetExitGameFlag())
|
|
{
|
|
Command_ExitGame_f();
|
|
G_ClearExitGameFlag();
|
|
}
|
|
|
|
//
|
|
// normal update
|
|
//
|
|
if (!wipe)
|
|
{
|
|
if (cv_netstat.value)
|
|
{
|
|
char s[50];
|
|
Net_GetNetStat();
|
|
|
|
s[sizeof s - 1] = '\0';
|
|
|
|
snprintf(s, sizeof s - 1, "get %d b/s", getbps);
|
|
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "send %d b/s", sendbps);
|
|
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent);
|
|
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent);
|
|
V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s);
|
|
}
|
|
|
|
if (cv_renderstats.value)
|
|
{
|
|
char s[50];
|
|
int frametime = I_GetTimeMicros() - rs_prevframetime;
|
|
int divisor = 1;
|
|
rs_prevframetime = I_GetTimeMicros();
|
|
|
|
if (rs_rendercalltime > 10000) divisor = 1000;
|
|
|
|
snprintf(s, sizeof s - 1, "ft %d", frametime / divisor);
|
|
V_DrawThinString(30, 10, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "rtot %d", rs_rendercalltime / divisor);
|
|
V_DrawThinString(30, 20, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "bsp %d", rs_bsptime / divisor);
|
|
V_DrawThinString(30, 30, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "nbsp %d", rs_numbspcalls);
|
|
V_DrawThinString(80, 10, V_MONOSPACE | V_BLUEMAP, s);
|
|
snprintf(s, sizeof s - 1, "nspr %d", rs_numsprites);
|
|
V_DrawThinString(80, 20, V_MONOSPACE | V_BLUEMAP, s);
|
|
snprintf(s, sizeof s - 1, "nnod %d", rs_numdrawnodes);
|
|
V_DrawThinString(80, 30, V_MONOSPACE | V_BLUEMAP, s);
|
|
snprintf(s, sizeof s - 1, "npob %d", rs_numpolyobjects);
|
|
V_DrawThinString(80, 40, V_MONOSPACE | V_BLUEMAP, s);
|
|
if (rendermode == render_opengl) // OpenGL specific stats
|
|
{
|
|
#ifdef HWRENDER
|
|
snprintf(s, sizeof s - 1, "nsrt %d", rs_hw_nodesorttime / divisor);
|
|
V_DrawThinString(30, 40, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "ndrw %d", rs_hw_nodedrawtime / divisor);
|
|
V_DrawThinString(30, 50, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "ssrt %d", rs_hw_spritesorttime / divisor);
|
|
V_DrawThinString(30, 60, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "sdrw %d", rs_hw_spritedrawtime / divisor);
|
|
V_DrawThinString(30, 70, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "ui %d", rs_uitime / divisor);
|
|
V_DrawThinString(30, 80, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "fin %d", rs_swaptime / divisor);
|
|
V_DrawThinString(30, 90, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "tic %d", rs_tictime / divisor);
|
|
V_DrawThinString(30, 105, V_MONOSPACE | V_GRAYMAP, s);
|
|
if (cv_glbatching.value)
|
|
{
|
|
snprintf(s, sizeof s - 1, "bsrt %d", rs_hw_batchsorttime / divisor);
|
|
V_DrawThinString(80, 55, V_MONOSPACE | V_REDMAP, s);
|
|
snprintf(s, sizeof s - 1, "bdrw %d", rs_hw_batchdrawtime / divisor);
|
|
V_DrawThinString(80, 65, V_MONOSPACE | V_REDMAP, s);
|
|
|
|
snprintf(s, sizeof s - 1, "npol %d", rs_hw_numpolys);
|
|
V_DrawThinString(130, 10, V_MONOSPACE | V_PURPLEMAP, s);
|
|
snprintf(s, sizeof s - 1, "ndc %d", rs_hw_numcalls);
|
|
V_DrawThinString(130, 20, V_MONOSPACE | V_PURPLEMAP, s);
|
|
snprintf(s, sizeof s - 1, "nshd %d", rs_hw_numshaders);
|
|
V_DrawThinString(130, 30, V_MONOSPACE | V_PURPLEMAP, s);
|
|
snprintf(s, sizeof s - 1, "nvrt %d", rs_hw_numverts);
|
|
V_DrawThinString(130, 40, V_MONOSPACE | V_PURPLEMAP, s);
|
|
snprintf(s, sizeof s - 1, "ntex %d", rs_hw_numtextures);
|
|
V_DrawThinString(185, 10, V_MONOSPACE | V_PURPLEMAP, s);
|
|
snprintf(s, sizeof s - 1, "npf %d", rs_hw_numpolyflags);
|
|
V_DrawThinString(185, 20, V_MONOSPACE | V_PURPLEMAP, s);
|
|
snprintf(s, sizeof s - 1, "ncol %d", rs_hw_numcolors);
|
|
V_DrawThinString(185, 30, V_MONOSPACE | V_PURPLEMAP, s);
|
|
}
|
|
#endif
|
|
}
|
|
else // software specific stats
|
|
{
|
|
snprintf(s, sizeof s - 1, "prtl %d", rs_sw_portaltime / divisor);
|
|
V_DrawThinString(30, 40, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "plns %d", rs_sw_planetime / divisor);
|
|
V_DrawThinString(30, 50, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "mskd %d", rs_sw_maskedtime / divisor);
|
|
V_DrawThinString(30, 60, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "ui %d", rs_uitime / divisor);
|
|
V_DrawThinString(30, 70, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "fin %d", rs_swaptime / divisor);
|
|
V_DrawThinString(30, 80, V_MONOSPACE | V_YELLOWMAP, s);
|
|
snprintf(s, sizeof s - 1, "tic %d", rs_tictime / divisor);
|
|
V_DrawThinString(30, 95, V_MONOSPACE | V_GRAYMAP, s);
|
|
}
|
|
}
|
|
|
|
rs_swaptime = I_GetTimeMicros();
|
|
I_FinishUpdate(); // page flip or blit buffer
|
|
rs_swaptime = I_GetTimeMicros() - rs_swaptime;
|
|
}
|
|
|
|
needpatchflush = false;
|
|
needpatchrecache = false;
|
|
}
|
|
|
|
// Check the renderer's state
|
|
// after a possible renderer switch.
|
|
void D_CheckRendererState(void)
|
|
{
|
|
// flush all patches from memory
|
|
if (needpatchflush)
|
|
{
|
|
Z_FlushCachedPatches();
|
|
needpatchflush = false;
|
|
}
|
|
|
|
// some patches have been freed,
|
|
// so cache them again
|
|
if (needpatchrecache)
|
|
R_ReloadHUDGraphics();
|
|
}
|
|
|
|
// =========================================================================
|
|
// D_SRB2Loop
|
|
// =========================================================================
|
|
|
|
tic_t rendergametic;
|
|
|
|
void D_SRB2Loop(void)
|
|
{
|
|
tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS;
|
|
static lumpnum_t gstartuplumpnum;
|
|
|
|
if (dedicated)
|
|
server = true;
|
|
|
|
// Pushing of + parameters is now done back in D_SRB2Main, not here.
|
|
|
|
#ifdef _WINDOWS
|
|
CONS_Printf("I_StartupMouse()...\n");
|
|
I_DoStartupMouse();
|
|
#endif
|
|
|
|
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");
|
|
|
|
I_FinishUpdate(); // page flip or blit buffer
|
|
/*
|
|
LMFAO this was showing garbage under OpenGL
|
|
because I_FinishUpdate was called afterward
|
|
*/
|
|
/* Smells like a hack... Don't fade Sonic's ass into the title screen. */
|
|
if (gamestate != GS_TITLESCREEN)
|
|
{
|
|
gstartuplumpnum = W_CheckNumForName("STARTUP");
|
|
if (gstartuplumpnum == LUMPERROR)
|
|
gstartuplumpnum = W_GetNumForName("MISSING");
|
|
V_DrawScaledPatch(0, 0, 0, W_CachePatchNum(gstartuplumpnum, PU_PATCH));
|
|
}
|
|
|
|
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
|
|
S_UpdateClosedCaptions();
|
|
|
|
#ifdef HW3SOUND
|
|
HW3S_EndFrameUpdate();
|
|
#endif
|
|
|
|
LUA_Step();
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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;
|
|
|
|
S_StopMusic();
|
|
|
|
if (netgame)
|
|
{
|
|
if (gametyperules & GTR_CAMPAIGN)
|
|
{
|
|
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);
|
|
|
|
players[consoleplayer].availabilities = players[1].availabilities = R_GetSkinAvailabilities(); // players[1] is supposed to be for 2p
|
|
|
|
splitscreen = false;
|
|
SplitScreen_OnChange();
|
|
botingame = false;
|
|
botskin = 0;
|
|
cv_debug = 0;
|
|
emeralds = 0;
|
|
memset(&luabanks, 0, sizeof(luabanks));
|
|
lastmaploaded = 0;
|
|
|
|
// In case someone exits out at the same time they start a time attack run,
|
|
// reset modeattacking
|
|
modeattacking = ATTACKING_NONE;
|
|
marathonmode = 0;
|
|
|
|
// empty maptol so mario/etc sounds don't play in sound test when they shouldn't
|
|
maptol = 0;
|
|
|
|
gameaction = ga_nothing;
|
|
displayplayer = consoleplayer = 0;
|
|
G_SetGametype(GT_COOP);
|
|
paused = false;
|
|
advancedemo = false;
|
|
F_InitMenuPresValues();
|
|
F_StartTitleScreen();
|
|
|
|
currentMenu = &MainDef; // reset the current menu ID
|
|
|
|
// Reset the palette
|
|
if (rendermode != render_none)
|
|
V_SetPaletteLump("PLAYPAL");
|
|
|
|
// The title screen is obviously not a tutorial! (Unless I'm mistaken)
|
|
if (tutorialmode && tutorialgcs)
|
|
{
|
|
G_CopyControls(gamecontrol, gamecontroldefault[gcs_custom], gcl_tutorial_full, num_gcl_tutorial_full); // using gcs_custom as temp storage
|
|
CV_SetValue(&cv_usemouse, tutorialusemouse);
|
|
CV_SetValue(&cv_alwaysfreelook, tutorialfreelook);
|
|
CV_SetValue(&cv_mousemove, tutorialmousemove);
|
|
CV_SetValue(&cv_analog[0], tutorialanalog);
|
|
M_StartMessage("Do you want to \x82save the recommended \x82movement controls?\x80\n\nPress 'Y' or 'Enter' to confirm\nPress 'N' or any key to keep \nyour current controls",
|
|
M_TutorialSaveControlResponse, MM_YESNO);
|
|
}
|
|
tutorialmode = false;
|
|
}
|
|
|
|
//
|
|
// D_AddFile
|
|
//
|
|
static void D_AddFile(char **list, const char *file)
|
|
{
|
|
size_t pnumwadfiles;
|
|
char *newfile;
|
|
|
|
for (pnumwadfiles = 0; list[pnumwadfiles]; pnumwadfiles++)
|
|
;
|
|
|
|
newfile = malloc(strlen(file) + 1);
|
|
if (!newfile)
|
|
{
|
|
I_Error("No more free memory to AddFile %s",file);
|
|
}
|
|
strcpy(newfile, file);
|
|
|
|
list[pnumwadfiles] = newfile;
|
|
}
|
|
|
|
static inline void D_CleanFile(char **list)
|
|
{
|
|
size_t pnumwadfiles;
|
|
for (pnumwadfiles = 0; list[pnumwadfiles]; pnumwadfiles++)
|
|
{
|
|
free(list[pnumwadfiles]);
|
|
list[pnumwadfiles] = NULL;
|
|
}
|
|
}
|
|
|
|
///\brief Checks if a netgame URL is being handled, and changes working directory to the EXE's if so.
|
|
/// Done because browsers (at least, Firefox on Windows) launch the game from the browser's directory, which causes problems.
|
|
static void ChangeDirForUrlHandler(void)
|
|
{
|
|
// URL handlers are opened by web browsers (at least Firefox) from the browser's working directory, not the game's stored directory,
|
|
// so chdir to that directory unless overridden.
|
|
if (M_GetUrlProtocolArg() != NULL && !M_CheckParm("-nochdir"))
|
|
{
|
|
size_t i;
|
|
|
|
CONS_Printf("%s connect links load game files from the SRB2 application's stored directory. Switching to ", SERVER_URL_PROTOCOL);
|
|
strlcpy(srb2path, myargv[0], sizeof(srb2path));
|
|
|
|
// Get just the directory, minus the EXE name
|
|
for (i = strlen(srb2path)-1; i > 0; i--)
|
|
{
|
|
if (srb2path[i] == '/' || srb2path[i] == '\\')
|
|
{
|
|
srb2path[i] = '\0';
|
|
break;
|
|
}
|
|
}
|
|
|
|
CONS_Printf("%s\n", srb2path);
|
|
|
|
#if defined (_WIN32)
|
|
SetCurrentDirectoryA(srb2path);
|
|
#else
|
|
if (chdir(srb2path) == -1)
|
|
I_OutputMsg("Couldn't change working directory\n");
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// ==========================================================================
|
|
// Identify the SRB2 version, and IWAD file to use.
|
|
// ==========================================================================
|
|
|
|
static void IdentifyVersion(void)
|
|
{
|
|
char *srb2wad;
|
|
const char *srb2waddir = NULL;
|
|
|
|
#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL)
|
|
// change to the directory where 'srb2.pk3' is found
|
|
srb2waddir = I_LocateWad();
|
|
#endif
|
|
|
|
// get the current directory (possible problem on NT with "." as current dir)
|
|
if (srb2waddir)
|
|
{
|
|
strlcpy(srb2path,srb2waddir,sizeof (srb2path));
|
|
}
|
|
else
|
|
{
|
|
if (getcwd(srb2path, 256) != NULL)
|
|
srb2waddir = srb2path;
|
|
else
|
|
{
|
|
srb2waddir = ".";
|
|
}
|
|
}
|
|
|
|
#if defined (macintosh) && !defined (HAVE_SDL)
|
|
// cwd is always "/" when app is dbl-clicked
|
|
if (!stricmp(srb2waddir, "/"))
|
|
srb2waddir = I_GetWadDir();
|
|
#endif
|
|
// Commercial.
|
|
srb2wad = malloc(strlen(srb2waddir)+1+8+1);
|
|
if (srb2wad == NULL)
|
|
I_Error("No more free memory to look in %s", srb2waddir);
|
|
else
|
|
sprintf(srb2wad, pandf, srb2waddir, "srb2.pk3");
|
|
|
|
// will be overwritten in case of -cdrom or unix/win home
|
|
snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2waddir);
|
|
configfile[sizeof configfile - 1] = '\0';
|
|
|
|
// Load the IWAD
|
|
if (srb2wad != NULL && FIL_ReadFileOK(srb2wad))
|
|
D_AddFile(startupwadfiles, srb2wad);
|
|
else
|
|
I_Error("srb2.pk3 not found! Expected in %s, ss file: %s\n", srb2waddir, srb2wad);
|
|
|
|
if (srb2wad)
|
|
free(srb2wad);
|
|
|
|
// 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(startupwadfiles, va(pandf,srb2waddir,"zones.pk3"));
|
|
|
|
// Add the players
|
|
D_AddFile(startupwadfiles, va(pandf,srb2waddir, "player.dta"));
|
|
|
|
#ifdef USE_PATCH_DTA
|
|
// Add our crappy patches to fix our bugs
|
|
D_AddFile(startupwadfiles, va(pandf,srb2waddir,"patch.pk3"));
|
|
#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(startupwadfiles, musicpath); \
|
|
else if (ms == 0) \
|
|
I_Error("File "str" has been modified with non-music/sound lumps"); \
|
|
}
|
|
|
|
MUSICTEST("music.dta")
|
|
MUSICTEST("patch_music.pk3")
|
|
#ifdef DEVELOP // remove when music_new.dta is merged into music.dta
|
|
MUSICTEST("music_new.dta")
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
|
|
static void
|
|
D_ConvertVersionNumbers (void)
|
|
{
|
|
/* leave at defaults (0) under DEVELOP */
|
|
#ifndef DEVELOP
|
|
int major;
|
|
int minor;
|
|
|
|
sscanf(SRB2VERSION, "%d.%d.%d", &major, &minor, &SUBVERSION);
|
|
|
|
/* this is stupid */
|
|
VERSION = ( major * 100 ) + minor;
|
|
#endif
|
|
}
|
|
|
|
//
|
|
// D_SRB2Main
|
|
//
|
|
void D_SRB2Main(void)
|
|
{
|
|
INT32 p;
|
|
|
|
INT32 pstartmap = 1;
|
|
boolean autostart = false;
|
|
|
|
/* break the version string into version numbers, for netplay */
|
|
D_ConvertVersionNumbers();
|
|
|
|
// Print GPL notice for our console users (Linux)
|
|
CONS_Printf(
|
|
"\n\nSonic Robo Blast 2\n"
|
|
"Copyright (C) 1998-2020 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(NOTERMIOS)
|
|
if (setvbuf(stderr, NULL, _IOFBF, 1000))
|
|
I_OutputMsg("setvbuf didnt work\n");
|
|
#endif
|
|
|
|
// initialise locale code
|
|
M_StartupLocale();
|
|
|
|
// 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();
|
|
|
|
// Netgame URL special case: change working dir to EXE folder.
|
|
ChangeDirForUrlHandler();
|
|
|
|
// identify the main IWAD file to use
|
|
IdentifyVersion();
|
|
|
|
#if !defined(NOTERMIOS)
|
|
setbuf(stdout, NULL); // non-buffered output
|
|
#endif
|
|
|
|
#if 0 //defined (_DEBUG)
|
|
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
|
|
|
|
if (devparm)
|
|
CONS_Printf(M_GetText("Development mode ON.\n"));
|
|
|
|
// default savegame
|
|
strcpy(savegamename, SAVEGAMENAME"%u.ssg");
|
|
strcpy(liveeventbackup, "live"SAVEGAMENAME".bkp"); // intentionally not ending with .ssg
|
|
|
|
{
|
|
const char *userhome = D_Home(); //Alam: path to home
|
|
|
|
if (!userhome)
|
|
{
|
|
#if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__)
|
|
I_Error("Please set $HOME to your home directory\n");
|
|
#else
|
|
if (dedicated)
|
|
snprintf(configfile, sizeof configfile, "d"CONFIGFILENAME);
|
|
else
|
|
snprintf(configfile, sizeof configfile, CONFIGFILENAME);
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
// use user specific config file
|
|
#ifdef DEFAULTDIR
|
|
snprintf(srb2home, sizeof srb2home, "%s" PATHSEP DEFAULTDIR, userhome);
|
|
snprintf(downloaddir, sizeof downloaddir, "%s" PATHSEP "DOWNLOAD", srb2home);
|
|
if (dedicated)
|
|
snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, srb2home);
|
|
else
|
|
snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2home);
|
|
|
|
// can't use sprintf since there is %u in savegamename
|
|
strcatbf(savegamename, srb2home, PATHSEP);
|
|
strcatbf(liveeventbackup, srb2home, PATHSEP);
|
|
|
|
snprintf(luafiledir, sizeof luafiledir, "%s" PATHSEP "luafiles", srb2home);
|
|
#else // DEFAULTDIR
|
|
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);
|
|
strcatbf(liveeventbackup, userhome, PATHSEP);
|
|
|
|
snprintf(luafiledir, sizeof luafiledir, "%s" PATHSEP "luafiles", userhome);
|
|
#endif // DEFAULTDIR
|
|
}
|
|
|
|
configfile[sizeof configfile - 1] = '\0';
|
|
}
|
|
|
|
// Create addons dir
|
|
snprintf(addonsdir, sizeof addonsdir, "%s%s%s", srb2home, PATHSEP, "addons");
|
|
I_mkdir(addonsdir, 0755);
|
|
|
|
// rand() needs seeded regardless of password
|
|
srand((unsigned int)time(NULL));
|
|
rand();
|
|
rand();
|
|
rand();
|
|
|
|
if (M_CheckParm("-password") && M_IsNextParm())
|
|
D_SetPassword(M_GetNextParm());
|
|
|
|
// player setup menu colors must be initialized before
|
|
// any wad file is added, as they may contain colors themselves
|
|
M_InitPlayerSetupColors();
|
|
|
|
CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n");
|
|
Z_Init();
|
|
|
|
// Do this up here so that WADs loaded through the command line can use ExecCfg
|
|
COM_Init();
|
|
|
|
// add any files specified on the command line with -file wadfile
|
|
// to the wad list
|
|
if (!((M_GetUrlProtocolArg() || 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(startuppwads, s);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// get map from parms
|
|
|
|
if (M_CheckParm("-server") || dedicated)
|
|
netgame = server = true;
|
|
|
|
// adapt tables to SRB2's needs, including extra slots for dehacked file support
|
|
P_PatchInfoTables();
|
|
|
|
// initiate menu metadata before SOCcing them
|
|
M_InitMenuPresTables();
|
|
|
|
// init title screen display params
|
|
if (M_GetUrlProtocolArg() || M_CheckParm("-connect"))
|
|
F_InitMenuPresValues();
|
|
|
|
//---------------------------------------------------- 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 character tables
|
|
// Have to be done here before files are loaded
|
|
M_InitCharacterTables();
|
|
|
|
mainwads = 3; // doesn't include music.dta
|
|
#ifdef USE_PATCH_DTA
|
|
mainwads++;
|
|
#endif
|
|
|
|
// load wad, including the main wad file
|
|
CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n");
|
|
W_InitMultipleFiles(startupwadfiles);
|
|
D_CleanFile(startupwadfiles);
|
|
|
|
#ifndef DEVELOP // md5s last updated 22/02/20 (ddmmyy)
|
|
|
|
// Check MD5s of autoloaded files
|
|
W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3
|
|
W_VerifyFileMD5(1, ASSET_HASH_ZONES_PK3); // zones.pk3
|
|
W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta
|
|
#ifdef USE_PATCH_DTA
|
|
W_VerifyFileMD5(3, ASSET_HASH_PATCH_PK3); // patch.pk3
|
|
#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
|
|
|
|
mainwadstally = packetsizetally; // technically not accurate atm, remember to port the two-stage -file process from kart in 2.2.x
|
|
|
|
cht_Init();
|
|
|
|
//---------------------------------------------------- READY SCREEN
|
|
// we need to check for dedicated before initialization of some subsystems
|
|
|
|
CONS_Printf("I_StartupGraphics()...\n");
|
|
I_StartupGraphics();
|
|
|
|
#ifdef HWRENDER
|
|
// Lactozilla: Add every hardware mode CVAR and CCMD.
|
|
// Has to be done before the configuration file loads,
|
|
// but after the OpenGL library loads.
|
|
HWR_AddCommands();
|
|
#endif
|
|
|
|
//--------------------------------------------------------- CONSOLE
|
|
// setup loading screen
|
|
SCR_Startup();
|
|
|
|
HU_Init();
|
|
|
|
CON_Init();
|
|
|
|
D_RegisterServerCommands();
|
|
D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame
|
|
R_RegisterEngineStuff();
|
|
S_RegisterSoundStuff();
|
|
|
|
I_RegisterSysCommands();
|
|
|
|
CONS_Printf("W_InitMultipleFiles(): Adding extra PWADs.\n");
|
|
W_InitMultipleFiles(startuppwads);
|
|
D_CleanFile(startuppwads);
|
|
|
|
CONS_Printf("HU_LoadGraphics()...\n");
|
|
HU_LoadGraphics();
|
|
|
|
//--------------------------------------------------------- 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();
|
|
|
|
// Lactozilla: Does the render mode need to change?
|
|
if ((setrenderneeded != 0) && (setrenderneeded != rendermode))
|
|
{
|
|
CONS_Printf(M_GetText("Switching the renderer...\n"));
|
|
Z_PreparePatchFlush();
|
|
|
|
// set needpatchflush / needpatchrecache true for D_CheckRendererState
|
|
needpatchflush = true;
|
|
needpatchrecache = true;
|
|
|
|
// Set cv_renderer to the new render mode
|
|
VID_CheckRenderer();
|
|
SCR_ChangeRendererCVars(rendermode);
|
|
|
|
// check the renderer's state
|
|
D_CheckRendererState();
|
|
}
|
|
|
|
wipegamestate = gamestate;
|
|
|
|
savedata.lives = 0; // flag this as not-used
|
|
|
|
//------------------------------------------------ COMMAND LINE PARAMS
|
|
|
|
// this must be done after loading gamedata,
|
|
// to avoid setting off the corrupted gamedata code in G_LoadGameData if a SOC with custom gamedata is added
|
|
// -- Monster Iestyn 20/02/20
|
|
if (M_CheckParm("-warp") && M_IsNextParm())
|
|
{
|
|
const char *word = M_GetNextParm();
|
|
pstartmap = G_FindMapByNameOrCode(word, 0);
|
|
if (! pstartmap)
|
|
I_Error("Cannot find a map remotely named '%s'\n", word);
|
|
else
|
|
{
|
|
if (!M_CheckParm("-server"))
|
|
G_SetGameModified(true);
|
|
autostart = true;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
if (M_CheckParm("-noaudio")) // combines -nosound and -nomusic
|
|
{
|
|
sound_disabled = true;
|
|
digital_disabled = true;
|
|
midi_disabled = true;
|
|
}
|
|
else
|
|
{
|
|
if (M_CheckParm("-nosound"))
|
|
sound_disabled = true;
|
|
if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
|
|
{
|
|
digital_disabled = true;
|
|
midi_disabled = true;
|
|
}
|
|
else
|
|
{
|
|
if (M_CheckParm("-nomidimusic"))
|
|
midi_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
|
|
if (M_CheckParm("-nodigmusic"))
|
|
digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound
|
|
}
|
|
}
|
|
if (!( sound_disabled && digital_disabled
|
|
#ifndef NO_MIDI
|
|
&& midi_disabled
|
|
#endif
|
|
))
|
|
{
|
|
CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n");
|
|
I_StartupSound();
|
|
I_InitMusic();
|
|
S_InitSfxChannels(cv_soundvolume.value);
|
|
}
|
|
|
|
S_InitMusicDefs();
|
|
|
|
CONS_Printf("ST_Init(): Init status bar.\n");
|
|
ST_Init();
|
|
|
|
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 (M_CheckParm("-splitscreen"))
|
|
{
|
|
autostart = true;
|
|
splitscreen = true;
|
|
}
|
|
|
|
// rei/miru: bootmap (Idea: starts the game on a predefined map)
|
|
if (bootmap && !(M_CheckParm("-warp") && M_IsNextParm()))
|
|
{
|
|
pstartmap = bootmap;
|
|
|
|
if (pstartmap < 1 || pstartmap > NUMMAPS)
|
|
I_Error("Cannot warp to map %d (out of range)\n", pstartmap);
|
|
else
|
|
{
|
|
autostart = true;
|
|
}
|
|
}
|
|
|
|
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 < gametypecount)
|
|
newgametype = (INT16)j;
|
|
}
|
|
|
|
if (newgametype != -1)
|
|
{
|
|
j = gametype;
|
|
G_SetGametype(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_InitMenuPresValues();
|
|
F_StartTitleScreen();
|
|
}
|
|
else
|
|
F_StartIntro(); // Tails 03-03-2002
|
|
|
|
CON_ToggleOff();
|
|
|
|
if (dedicated && server)
|
|
{
|
|
levelstarttic = gametic;
|
|
G_SetGamestate(GS_LEVEL);
|
|
if (!P_LoadLevel(false))
|
|
I_Quit(); // fail so reset game stuff
|
|
}
|
|
}
|
|
|
|
const char *D_Home(void)
|
|
{
|
|
const char *userhome = NULL;
|
|
|
|
#ifdef ANDROID
|
|
return "/data/data/org.srb2/";
|
|
#endif
|
|
|
|
if (M_CheckParm("-home") && M_IsNextParm())
|
|
userhome = M_GetNextParm();
|
|
else
|
|
{
|
|
#if !((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__APPLE__)
|
|
if (FIL_FileOK(CONFIGFILENAME))
|
|
usehome = false; // Let's NOT use home
|
|
else
|
|
#endif
|
|
userhome = I_GetEnv("HOME"); //Alam: my new HOME for srb2
|
|
}
|
|
#ifdef _WIN32 //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;
|
|
}
|