mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-15 15:11:01 +00:00
542 lines
16 KiB
C++
542 lines
16 KiB
C++
#include <filesystem>
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#include "gamecontrol.h"
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#include "tarray.h"
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#include "zstring.h"
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#include "name.h"
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#include "control.h"
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#include "keyboard.h"
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#include "sc_man.h"
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#include "c_cvars.h"
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#include "gameconfigfile.h"
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#include "gamecvars.h"
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#include "build.h"
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#include "inputstate.h"
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#include "_control.h"
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#include "control.h"
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#include "m_argv.h"
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#include "rts.h"
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#include "printf.h"
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#include "c_bind.h"
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#include "v_font.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_specialpaths.h"
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#include "z_music.h"
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#include "statistics.h"
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#include "menu.h"
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#include "gstrings.h"
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#include "quotemgr.h"
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#include "mapinfo.h"
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#ifndef NETCODE_DISABLE
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#include "enet.h"
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#endif
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MapRecord mapList[512]; // Due to how this gets used it needs to be static. EDuke defines 7 episode plus one spare episode with 64 potential levels each and relies on the static array which is freely accessible by scripts.
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MapRecord *currentLevel; // level that is currently played. (The real level, not what script hacks modfifying the current level index can pretend.)
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MapRecord* lastLevel; // Same here, for the last level.
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MapRecord userMapRecord; // stand-in for the user map.
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void C_CON_SetAliases();
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InputState inputState;
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void SetClipshapes();
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int ShowStartupWindow(TArray<GrpEntry> &);
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void InitFileSystem(TArray<GrpEntry>&);
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bool gHaveNetworking;
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FString currentGame;
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FString LumpFilter;
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TMap<FName, int32_t> NameToTileIndex; // for assigning names to tiles. The menu accesses this list. By default it gets everything from the dynamic tile map in Duke Nukem and Redneck Rampage.
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// Todo: Add additional definition file for the other games or textures not in that list so that the menu does not have to rely on indices.
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CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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UserConfig userConfig;
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void UserConfig::ProcessOptions()
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{
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// -help etc are omitted
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// -cfg / -setupfile refer to Build style config which are not supported.
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if (Args->CheckParm("-cfg") || Args->CheckParm("-setupfile"))
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{
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initprintf("Build-format config files not supported and will be ignored\n");
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}
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#if 0 // MP disabled pending evaluation
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auto v = Args->CheckValue("-port");
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if (v) netPort = strtol(v, nullptr, 0);
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netServerMode = Args->CheckParm("-server");
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netServerAddress = Args->CheckValue("-connect");
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netPassword = Args->CheckValue("-password");
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#endif
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auto v = Args->CheckValue("-addon");
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if (v)
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{
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auto val = strtol(v, nullptr, 0);
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static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" };
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if (val > 0 && val < 4) gamegrp = addons[val];
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else initprintf("%s: Unknown Addon\n", v);
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}
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else if (Args->CheckParm("-nam"))
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{
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gamegrp = "NAM.GRP";
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}
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else if (Args->CheckParm("-napalm"))
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{
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gamegrp = "NAPALM.GRP";
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}
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else if (Args->CheckParm("-ww2gi"))
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{
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gamegrp = "WW2GI.GRP";
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}
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// Set up all needed content for these two mod which feature a very messy distribution.
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// As an alternative they can be zipped up - the launcher will be able to detect and set up such versions automatically.
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else if (Args->CheckParm("-route66"))
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{
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gamegrp = "REDNECK.GRP";
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DefaultCon = "GAME66.CON";
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const char* argv[] = { "tilesa66.art" , "tilesb66.art" };
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AddArt.reset(new FArgs(2, argv));
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}
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else if (Args->CheckParm("-cryptic"))
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{
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gamegrp = "BLOOD.RFF";
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DefaultCon = "CRYPTIC.INI";
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const char* argv[] = { "cpart07.ar_" , "cpart15.ar_" };
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AddArt.reset(new FArgs(2, argv));
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}
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v = Args->CheckValue("-gamegrp");
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if (v)
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{
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gamegrp = v;
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}
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else
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{
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// This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource.
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v = Args->CheckValue("-iwad");
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if (v)
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{
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gamegrp = v;
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}
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}
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Args->CollectFiles("-rts", ".rts");
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auto rts = Args->CheckValue("-rts");
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if (rts) RTS_Init(rts);
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Args->CollectFiles("-map", ".map");
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CommandMap = Args->CheckValue("-map");
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static const char* defs[] = { "-def", "-h", nullptr };
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Args->CollectFiles("-def", defs, ".def");
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DefaultDef = Args->CheckValue("-def");
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static const char* cons[] = { "-con", "-x", nullptr };
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Args->CollectFiles("-con", cons, ".con");
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DefaultCon = Args->CheckValue("-con");
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static const char* demos[] = { "-playback", "-d", "-demo", nullptr };
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Args->CollectFiles("-demo", demos, ".dmo");
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CommandDemo = Args->CheckValue("-demo");
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static const char* names[] = { "-pname", "-name", nullptr };
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Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
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CommandName = Args->CheckValue("-name");
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static const char* nomos[] = { "-nomonsters", "-nodudes", nullptr };
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Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
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nomonsters = Args->CheckParm("-nomonsters");
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static const char* acons[] = { "-addcon", "-mx", nullptr };
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Args->CollectFiles("-addcon", acons, ".con");
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AddCons.reset(Args->GatherFiles("-addcon"));
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static const char* adefs[] = { "-adddef", "-mh", nullptr };
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Args->CollectFiles("-adddef", adefs, ".def");
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AddDefs.reset(Args->GatherFiles("-adddef"));
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Args->CollectFiles("-art", ".art");
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AddArt.reset(Args->GatherFiles("-art"));
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CommandIni = Args->CheckValue("-ini");
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nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick");
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nomusic = Args->CheckParm("-nomusic");
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nosound = Args->CheckParm("-nosfx");
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if (Args->CheckParm("-nosound")) nomusic = nosound = true;
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if (Args->CheckParm("-setup")) setupstate = 1;
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else if (Args->CheckParm("-nosetup")) setupstate = 0;
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if (Args->CheckParm("-file"))
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{
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// For file loading there's two modes:
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// If -file is given, all content will be processed in order and the legacy options be ignored entirely.
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//This allows mixing directories and GRP files in arbitrary order.
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Args->CollectFiles("-file", NULL);
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AddFiles.reset(Args->GatherFiles("-file"));
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}
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else
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{
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// Trying to emulate Build. This means to treat RFF files as lowest priority, then all GRPs and then all directories.
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// This is only for people depending on lauchers. Since the semantics are so crappy it is strongly recommended to
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// use -file instead which gives the user full control over the order in which things are added.
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// For single mods this is no problem but don't even think about loading more stuff consistently...
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static const char* grps[] = { "-g", "-grp", nullptr };
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static const char* dirs[] = { "-game_dir", "-j", nullptr };
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static const char* rffs[] = { "-rff", "-snd", nullptr };
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static const char* twostep[] = { "-rff", "-grp", nullptr };
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// Abuse the inner workings to get the files into proper order. This is not 100% accurate but should work fine for everything that doesn't intentionally fuck things up.
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Args->CollectFiles("-rff", rffs, ".rff");
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Args->CollectFiles("-grp", grps, nullptr);
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Args->CollectFiles("-grp", twostep, nullptr); // The two previous calls have already brought the content in order so collecting it again gives us one list with everything.
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AddFilesPre.reset(Args->GatherFiles("-grp"));
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Args->CollectFiles("-game_dir", dirs, nullptr);
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AddFiles.reset(Args->GatherFiles("-game_dir"));
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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namespace Duke
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{
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::GameInterface* CreateInterface();
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}
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namespace Redneck
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{
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::GameInterface* CreateInterface();
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}
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namespace Blood
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{
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::GameInterface* CreateInterface();
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}
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namespace ShadowWarrior
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{
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::GameInterface* CreateInterface();
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}
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void CheckFrontend(int flags)
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{
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if (flags & GAMEFLAG_BLOOD)
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{
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gi = Blood::CreateInterface();
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}
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else if (flags & GAMEFLAG_RR)
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{
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gi = Redneck::CreateInterface();
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}
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else if (flags & GAMEFLAG_SW)
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{
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gi = ShadowWarrior::CreateInterface();
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}
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else
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{
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gi = Duke::CreateInterface();
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}
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}
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void I_StartupJoysticks();
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void I_ShutdownInput();
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int RunGame();
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int GameMain()
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{
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// Set up the console before anything else so that it can receive text.
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C_InitConsole(1024, 768, true);
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FStringf logpath("logfile %sdemolition.log", M_GetDocumentsPath().GetChars());
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C_DoCommand(logpath);
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I_StartupJoysticks();
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#ifndef NETCODE_DISABLE
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gHaveNetworking = !enet_initialize();
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if (!gHaveNetworking)
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initprintf("An error occurred while initializing ENet.\n");
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#endif
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int r;
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try
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{
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r = RunGame();
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}
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catch (const std::runtime_error & err)
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{
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wm_msgbox("Error", "%s", err.what());
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return 3;
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}
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catch (const ExitEvent & exit)
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{
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// Just let the rest of the function execute.
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r = exit.Reason();
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}
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G_SaveConfig();
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#ifndef NETCODE_DISABLE
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if (gHaveNetworking) enet_deinitialize();
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#endif
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I_ShutdownInput();
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return r;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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#define LOCALIZED_STRING(s) "$" s
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void SetDefaultStrings()
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{
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// Blood hard codes its skill names, so we have to define them manually.
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if (g_gameType & GAMEFLAG_BLOOD)
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{
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gSkillNames[0] = "$STILL KICKING";
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gSkillNames[1] = "$PINK ON THE INSIDE";
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gSkillNames[2] = "$LIGHTLY BROILED";
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gSkillNames[3] = "$WELL DONE";
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gSkillNames[4] = "$EXTRA CRISPY";
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}
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//Set a few quotes which are used for common handling of a few status messages
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quoteMgr.InitializeQuote(23, "$MESSAGES: ON");
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quoteMgr.InitializeQuote(24, "$MESSAGES: OFF");
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quoteMgr.InitializeQuote(83, "$FOLLOW MODE OFF");
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quoteMgr.InitializeQuote(84, "$FOLLOW MODE ON");
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quoteMgr.InitializeQuote(85, "$AUTORUNOFF");
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quoteMgr.InitializeQuote(86, "$AUTORUNON");
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#if 0 // todo: print a message
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if (gAutoRun)
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viewSetMessage("Auto run ON");
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else
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viewSetMessage("Auto run OFF");
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#endif
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int RunGame()
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{
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SetClipshapes();
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// This must be done before initializing any data, so doing it late in the startup process won't work.
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if (CONTROL_Startup(controltype_keyboardandmouse, BGetTime, 120))
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{
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return 1;
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}
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userConfig.ProcessOptions();
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G_LoadConfig();
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// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
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auto groups = GrpScan();
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if (groups.Size() == 0)
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{
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// Abort if no game data found.
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G_SaveConfig();
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I_Error("Unable to find any game data. Please verify your settings.");
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}
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decltype(groups) usedgroups;
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int groupno = -1;
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// If the user has specified a file name, let's see if we know it.
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//
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if (userConfig.gamegrp.Len())
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{
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FString gamegrplower = "/" + userConfig.gamegrp.MakeLower();
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int g = 0;
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for (auto& grp : groups)
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{
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auto grplower = grp.FileName.MakeLower();
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grplower.Substitute("\\", "/");
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if (grplower.LastIndexOf(gamegrplower) == grplower.Len() - gamegrplower.Len())
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{
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groupno = g;
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break;
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}
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g++;
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}
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}
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if (groupno == -1 || userConfig.setupstate == 1)
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groupno = ShowStartupWindow(groups);
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if (groupno == -1) return 0;
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auto &group = groups[groupno];
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// Now filter out the data we actually need and delete the rest.
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usedgroups.Push(group);
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auto crc = group.FileInfo.dependencyCRC;
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if (crc != 0) for (auto& dep : groups)
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{
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if (dep.FileInfo.CRC == crc)
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{
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usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data.
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}
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}
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groups.Reset();
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FString selectedScript;
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FString selectedDef;
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for (auto& ugroup : usedgroups)
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{
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// For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same.
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if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname;
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if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname;
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// CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok.
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if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname);
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// For the game filter the last non-empty one wins.
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if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter;
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g_gameType |= ugroup.FileInfo.flags;
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}
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if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript;
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if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef;
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// This can only happen with a custom game that does not define any filter.
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// In this case take the display name and strip all whitespace and invaliid path characters from it.
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if (LumpFilter.IsEmpty())
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{
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LumpFilter = usedgroups.Last().FileInfo.name;
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LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n");
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}
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currentGame = LumpFilter;
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currentGame.Truncate(currentGame.IndexOf("."));
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CheckFrontend(g_gameType);
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InitFileSystem(usedgroups);
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TArray<FString> addArt;
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for (auto& grp : usedgroups)
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{
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for (auto& art : grp.FileInfo.loadart)
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{
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addArt.Push(art);
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}
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}
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TileFiles.AddArt(addArt);
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CONTROL_ClearAssignments();
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CONFIG_InitMouseAndController();
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CONFIG_SetDefaultKeys(cl_defaultconfiguration == 1 ? "demolition/origbinds.txt" : cl_defaultconfiguration == 2 ? "demolition/leftbinds.txt" : "demolition/defbinds.txt");
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G_ReadConfig(currentGame);
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if (!GameConfig->IsInitialized())
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{
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CONFIG_ReadCombatMacros();
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}
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if (userConfig.CommandName.IsNotEmpty())
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{
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playername = userConfig.CommandName;
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}
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GStrings.LoadStrings();
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V_InitFonts();
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C_CON_SetAliases();
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Mus_Init();
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InitStatistics();
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M_Init();
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SetDefaultStrings();
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if (g_gameType & GAMEFLAG_RR) InitRREndMap(); // this needs to be done better later
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return gi->app_main();
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO)
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CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO)
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FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9};
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void CONFIG_ReadCombatMacros()
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{
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FScanner sc;
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sc.Open("demolition/combatmacros.txt");
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for (auto s : CombatMacros)
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{
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sc.MustGetToken(TK_StringConst);
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if (strlen(*s) == 0)
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*s = sc.String;
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static FString CONFIG_GetMD4EntryName(uint8_t const* const md4)
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{
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return FStringf("MD4_%08x%08x%08x%08x",
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B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])),
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B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12])));
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}
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int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4)
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|
{
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|
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auto m = CONFIG_GetMD4EntryName(mapmd4);
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if (GameConfig->SetSection("MapTimes"))
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|
{
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auto s = GameConfig->GetValueForKey(m);
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|
if (s) return (int)strtoull(s, nullptr, 0);
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|
}
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|
return -1;
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|
}
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|
|
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int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm)
|
|
{
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|
FStringf t("%d", tm);
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|
auto m = CONFIG_GetMD4EntryName(mapmd4);
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|
if (GameConfig->SetSection("MapTimes"))
|
|
{
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|
GameConfig->SetValueForKey(m, t);
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|
}
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|
return 0;
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|
}
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|
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void CONFIG_InitMouseAndController()
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|
{
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|
inputState.ClearKeysDown();
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inputState.keyFlushChars();
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inputState.keyFlushScans();
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|
}
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|