//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // // // DESCRIPTION: // DOOM main program (D_DoomMain) and game loop (D_DoomLoop), // plus functions to determine game mode (shareware, registered), // parse command line parameters, configure game parameters (turbo), // and call the startup functions. // //----------------------------------------------------------------------------- // HEADER FILES ------------------------------------------------------------ #ifdef _WIN32 #include #endif #ifdef HAVE_FPU_CONTROL #include #endif #if defined(__unix__) || defined(__APPLE__) #include #endif #include #include #include "doomerrors.h" #include "i_time.h" #include "d_gui.h" #include "m_random.h" #include "doomdef.h" #include "doomstat.h" #include "gstrings.h" #include "w_wad.h" #include "s_sound.h" #include "v_video.h" #include "intermission/intermission.h" #include "f_wipe.h" #include "m_argv.h" #include "m_misc.h" #include "menu/menu.h" #include "c_console.h" #include "c_dispatch.h" #include "i_sound.h" #include "i_video.h" #include "g_game.h" #include "hu_stuff.h" #include "wi_stuff.h" #include "st_stuff.h" #include "am_map.h" #include "p_setup.h" #include "r_utility.h" #include "r_sky.h" #include "d_main.h" #include "d_dehacked.h" #include "cmdlib.h" #include "v_text.h" #include "gi.h" #include "a_dynlight.h" #include "gameconfigfile.h" #include "sbar.h" #include "decallib.h" #include "version.h" #include "st_start.h" #include "teaminfo.h" #include "hardware.h" #include "sbarinfo.h" #include "d_net.h" #include "d_event.h" #include "d_netinf.h" #include "m_cheat.h" #include "m_joy.h" #include "po_man.h" #include "r_renderer.h" #include "p_local.h" #include "autosegs.h" #include "fragglescript/t_fs.h" #include "g_levellocals.h" #include "events.h" #include "vm.h" #include "types.h" #include "r_data/r_vanillatrans.h" EXTERN_CVAR(Bool, hud_althud) EXTERN_CVAR(Int, vr_mode) void DrawHUD(); void D_DoAnonStats(); // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern void I_SetWindowTitle(const char* caption); extern void ReadStatistics(); extern void M_SetDefaultMode (); extern void G_NewInit (); extern void SetupPlayerClasses (); void DeinitMenus(); const FIWADInfo *D_FindIWAD(TArray &wadfiles, const char *iwad, const char *basewad); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- void D_CheckNetGame (); void D_ProcessEvents (); void G_BuildTiccmd (ticcmd_t* cmd); void D_DoAdvanceDemo (); void D_AddWildFile (TArray &wadfiles, const char *pattern); void D_LoadWadSettings (); void ParseGLDefs(); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- void D_DoomLoop (); const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- EXTERN_CVAR (Float, turbo) EXTERN_CVAR (Bool, freelook) EXTERN_CVAR (Float, m_pitch) EXTERN_CVAR (Float, m_yaw) EXTERN_CVAR (Bool, invertmouse) EXTERN_CVAR (Bool, lookstrafe) EXTERN_CVAR (Int, screenblocks) EXTERN_CVAR (Bool, sv_cheats) EXTERN_CVAR (Bool, sv_unlimited_pickup) EXTERN_CVAR (Bool, I_FriendlyWindowTitle) extern bool setmodeneeded; extern bool gameisdead; extern bool demorecording; extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop extern bool insave; extern TDeletingArray LightDefaults; // PUBLIC DATA DEFINITIONS ------------------------------------------------- CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO) { // Check for the fraglimit being hit because the fraglimit is being // lowered below somebody's current frag count. if (deathmatch && self > 0) { for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && self <= D_GetFragCount(&players[i])) { Printf ("%s\n", GStrings("TXT_FRAGLIMIT")); G_ExitLevel (0, false); break; } } } } CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO); CVAR (Int, wipetype, 1, CVAR_ARCHIVE); CVAR (Int, snd_drawoutput, 0, 0); CUSTOM_CVAR (String, vid_cursor, "None", CVAR_ARCHIVE | CVAR_NOINITCALL) { bool res = false; if (!stricmp(self, "None" ) && gameinfo.CursorPic.IsNotEmpty()) { res = I_SetCursor(TexMan.GetTextureByName(gameinfo.CursorPic)); } else { res = I_SetCursor(TexMan.GetTextureByName(self)); } if (!res) { I_SetCursor(TexMan.GetTextureByName("cursor")); } } // Controlled by startup dialog CVAR (Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG) CVAR (Bool, autoloadbrightmaps, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG) CVAR (Bool, autoloadlights, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG) CVAR (Bool, r_debug_disable_vis_filter, false, 0) bool wantToRestart; bool DrawFSHUD; // [RH] Draw fullscreen HUD? TArray allwads; bool devparm; // started game with -devparm const char *D_DrawIcon; // [RH] Patch name of icon to draw on next refresh int NoWipe; // [RH] Allow wipe? (Needs to be set each time) bool singletics = false; // debug flag to cancel adaptiveness FString startmap; bool autostart; FString StoredWarp; bool advancedemo; FILE *debugfile; FILE *hashfile; event_t events[MAXEVENTS]; int eventhead; int eventtail; gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe bool PageBlank; FTexture *Advisory; FTextureID Page; bool nospriterename; FStartupInfo DoomStartupInfo; FString lastIWAD; int restart = 0; bool batchrun; // just run the startup and collect all error messages in a logfile, then quit without any interaction bool AppActive = true; cycle_t FrameCycles; // [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing uint32_t r_renderercaps = 0; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static int demosequence; static int pagetic; // CODE -------------------------------------------------------------------- //========================================================================== // // D_ProcessEvents // // Send all the events of the given timestamp down the responder chain. // Events are asynchronous inputs generally generated by the game user. // Events can be discarded if no responder claims them // //========================================================================== void D_ProcessEvents (void) { event_t *ev; for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1)) { ev = &events[eventtail]; if (ev->type == EV_None) continue; if (ev->type == EV_DeviceChange) UpdateJoystickMenu(I_UpdateDeviceList()); if (C_Responder (ev)) continue; // console ate the event if (M_Responder (ev)) continue; // menu ate the event // check events if (ev->type != EV_Mouse && E_Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly continue; G_Responder (ev); } } //========================================================================== // // D_PostEvent // // Called by the I/O functions when input is detected. // //========================================================================== void D_PostEvent (const event_t *ev) { // Do not post duplicate consecutive EV_DeviceChange events. if (ev->type == EV_DeviceChange && events[eventhead].type == EV_DeviceChange) { return; } events[eventhead] = *ev; if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_Responder(ev) && !paused) { if (Button_Mlook.bDown || freelook) { int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0); if (invertmouse) look = -look; G_AddViewPitch (look, true); events[eventhead].y = 0; } if (!Button_Strafe.bDown && !lookstrafe) { G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0), true); events[eventhead].x = 0; } if ((events[eventhead].x | events[eventhead].y) == 0) { return; } } eventhead = (eventhead+1)&(MAXEVENTS-1); } //========================================================================== // // D_RemoveNextCharEvent // // Removes the next EV_GUI_Char event in the input queue. Used by the menu, // since it (generally) consumes EV_GUI_KeyDown events and not EV_GUI_Char // events, and it needs to ensure that there is no left over input when it's // done. If there are multiple EV_GUI_KeyDowns before the EV_GUI_Char, then // there are dead chars involved, so those should be removed, too. We do // this by changing the message type to EV_None rather than by actually // removing the event from the queue. // //========================================================================== void D_RemoveNextCharEvent() { assert(events[eventtail].type == EV_GUI_Event && events[eventtail].subtype == EV_GUI_KeyDown); for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (MAXEVENTS-1)) { event_t *ev = &events[evnum]; if (ev->type != EV_GUI_Event) break; if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_Char) { ev->type = EV_None; if (ev->subtype == EV_GUI_Char) break; } else { break; } } } //========================================================================== // // CVAR dmflags // //========================================================================== CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO) { // In case DF_NO_FREELOOK was changed, reinitialize the sky // map. (If no freelook, then no need to stretch the sky.) if (sky1texture.isValid()) R_InitSkyMap (); if (self & DF_NO_FREELOOK) { Net_WriteByte (DEM_CENTERVIEW); } // If nofov is set, force everybody to the arbitrator's FOV. if ((self & DF_NO_FOV) && consoleplayer == Net_Arbitrator) { float fov; Net_WriteByte (DEM_FOV); // If the game is started with DF_NO_FOV set, the arbitrator's // DesiredFOV will not be set when this callback is run, so // be sure not to transmit a 0 FOV. fov = players[consoleplayer].DesiredFOV; if (fov == 0) { fov = 90; } Net_WriteFloat (fov); } } CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH); CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS); CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY); CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX); CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD); CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL); CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST); CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN); CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR); CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT); CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO); CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS); CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN); CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN); CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS); CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP); CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP); CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK); CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK); CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV); CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN); CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH); CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH); CVAR (Flag, sv_cooploseinventory, dmflags, DF_COOP_LOSE_INVENTORY); CVAR (Flag, sv_cooplosekeys, dmflags, DF_COOP_LOSE_KEYS); CVAR (Flag, sv_cooploseweapons, dmflags, DF_COOP_LOSE_WEAPONS); CVAR (Flag, sv_cooplosearmor, dmflags, DF_COOP_LOSE_ARMOR); CVAR (Flag, sv_cooplosepowerups, dmflags, DF_COOP_LOSE_POWERUPS); CVAR (Flag, sv_cooploseammo, dmflags, DF_COOP_LOSE_AMMO); CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO); // Some (hopefully cleaner) interface to these settings. CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH); CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP); CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD); CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK); //========================================================================== // // CVAR dmflags2 // // [RH] From Skull Tag. Some of these were already done as separate cvars // (such as bfgaiming), but I collected them here like Skull Tag does. // //========================================================================== CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO) { // Stop the automap if we aren't allowed to use it. if ((self & DF2_NO_AUTOMAP) && automapactive) AM_Stop (); for (int i = 0; i < MAXPLAYERS; i++) { player_t *p = &players[i]; if (!playeringame[i]) continue; // Revert our view to our own eyes if spying someone else. if (self & DF2_DISALLOW_SPYING) { // The player isn't looking through its own eyes, so make it. if (p->camera != p->mo) { p->camera = p->mo; S_UpdateSounds (p->camera); StatusBar->AttachToPlayer (p); if (demoplayback || multiplayer) StatusBar->ShowPlayerName (); } } // Come out of chasecam mode if we're not allowed to use chasecam. if (!(dmflags2 & DF2_CHASECAM) && CheckCheatmode(false)) { // Take us out of chasecam mode only. if (p->cheats & CF_CHASECAM) cht_DoCheat (p, CHT_CHASECAM); } } } CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP); CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH); CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO); CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION); CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG); CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN); CVAR (Flag, sv_keepfrags, dmflags2, DF2_YES_KEEPFRAGS); CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN); CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG); CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL); CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT); CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY); CVAR (Flag, sv_killallmonsters, dmflags2, DF2_KILL_MONSTERS); CVAR (Flag, sv_noautomap, dmflags2, DF2_NO_AUTOMAP); CVAR (Flag, sv_noautomapallies, dmflags2, DF2_NO_AUTOMAP_ALLIES); CVAR (Flag, sv_disallowspying, dmflags2, DF2_DISALLOW_SPYING); CVAR (Flag, sv_chasecam, dmflags2, DF2_CHASECAM); CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE); CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM); CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO); CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST); CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST); CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER); //========================================================================== // // CVAR compatflags // //========================================================================== int i_compatflags, i_compatflags2; // internal compatflags composed from the compatflags CVAR and MAPINFO settings int ii_compatflags, ii_compatflags2, ib_compatflags; EXTERN_CVAR(Int, compatmode) static int GetCompatibility(int mask) { if (level.info == NULL) return mask; else return (mask & ~level.info->compatmask) | (level.info->compatflags & level.info->compatmask); } static int GetCompatibility2(int mask) { return (level.info == NULL) ? mask : (mask & ~level.info->compatmask2) | (level.info->compatflags2 & level.info->compatmask2); } CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO) { int old = i_compatflags; i_compatflags = GetCompatibility(self) | ii_compatflags; if ((old ^ i_compatflags) & COMPATF_POLYOBJ) { level.ClearAllSubsectorLinks(); } } CUSTOM_CVAR (Int, compatflags2, 0, CVAR_ARCHIVE|CVAR_SERVERINFO) { i_compatflags2 = GetCompatibility2(self) | ii_compatflags2; } CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL) { int v, w = 0; switch (self) { default: case 0: v = 0; break; case 1: // Doom2.exe compatible with a few relaxed settings v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT| COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_DEHHEALTH|COMPATF_CROSSDROPOFF| COMPATF_LIGHT|COMPATF_MASKEDMIDTEX; w= COMPATF2_FLOORMOVE; break; case 2: // same as 1 but stricter (NO_PASSMOBJ and INVISIBILITY are also set) v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT| COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_NO_PASSMOBJ|COMPATF_LIMITPAIN| COMPATF_DEHHEALTH|COMPATF_INVISIBILITY|COMPATF_CROSSDROPOFF|COMPATF_CORPSEGIBS|COMPATF_HITSCAN| COMPATF_WALLRUN|COMPATF_NOTOSSDROPS|COMPATF_LIGHT|COMPATF_MASKEDMIDTEX; w = COMPATF2_BADANGLES|COMPATF2_FLOORMOVE|COMPATF2_POINTONLINE; break; case 3: // Boom compat mode v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MASKEDMIDTEX; break; case 4: // Old ZDoom compat mode v = COMPATF_SOUNDTARGET | COMPATF_LIGHT; w = COMPATF2_MULTIEXIT | COMPATF2_TELEPORT | COMPATF2_PUSHWINDOW; break; case 5: // MBF compat mode v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MUSHROOM| COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS|COMPATF_MASKEDMIDTEX; break; case 6: // Boom with some added settings to reenable some 'broken' behavior v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_NO_PASSMOBJ| COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS|COMPATF_MASKEDMIDTEX; w = COMPATF2_POINTONLINE; break; } compatflags = v; compatflags2 = w; } CVAR (Flag, compat_shortTex, compatflags, COMPATF_SHORTTEX); CVAR (Flag, compat_stairs, compatflags, COMPATF_STAIRINDEX); CVAR (Flag, compat_limitpain, compatflags, COMPATF_LIMITPAIN); CVAR (Flag, compat_silentpickup, compatflags, COMPATF_SILENTPICKUP); CVAR (Flag, compat_nopassover, compatflags, COMPATF_NO_PASSMOBJ); CVAR (Flag, compat_soundslots, compatflags, COMPATF_MAGICSILENCE); CVAR (Flag, compat_wallrun, compatflags, COMPATF_WALLRUN); CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS); CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING); CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT); CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL); CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET); CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH); CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE); CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF); CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL); CVAR (Flag, compat_invisibility, compatflags, COMPATF_INVISIBILITY); CVAR (Flag, compat_silentinstantfloors, compatflags, COMPATF_SILENT_INSTANT_FLOORS); CVAR (Flag, compat_sectorsounds, compatflags, COMPATF_SECTORSOUNDS); CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP); CVAR (Flag, compat_crossdropoff, compatflags, COMPATF_CROSSDROPOFF); CVAR (Flag, compat_anybossdeath, compatflags, COMPATF_ANYBOSSDEATH); CVAR (Flag, compat_minotaur, compatflags, COMPATF_MINOTAUR); CVAR (Flag, compat_mushroom, compatflags, COMPATF_MUSHROOM); CVAR (Flag, compat_mbfmonstermove, compatflags, COMPATF_MBFMONSTERMOVE); CVAR (Flag, compat_corpsegibs, compatflags, COMPATF_CORPSEGIBS); CVAR (Flag, compat_noblockfriends, compatflags, COMPATF_NOBLOCKFRIENDS); CVAR (Flag, compat_spritesort, compatflags, COMPATF_SPRITESORT); CVAR (Flag, compat_hitscan, compatflags, COMPATF_HITSCAN); CVAR (Flag, compat_light, compatflags, COMPATF_LIGHT); CVAR (Flag, compat_polyobj, compatflags, COMPATF_POLYOBJ); CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX); CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES); CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE); CVAR (Flag, compat_soundcutoff, compatflags2, COMPATF2_SOUNDCUTOFF); CVAR (Flag, compat_pointonline, compatflags2, COMPATF2_POINTONLINE); CVAR (Flag, compat_multiexit, compatflags2, COMPATF2_MULTIEXIT); CVAR (Flag, compat_teleport, compatflags2, COMPATF2_TELEPORT); CVAR (Flag, compat_pushwindow, compatflags2, COMPATF2_PUSHWINDOW); CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) //========================================================================== // // D_Display // // Draw current display, possibly wiping it from the previous // //========================================================================== void D_Display () { FTexture *wipe = nullptr; int wipe_type; sector_t *viewsec; if (nodrawers || screen == NULL) return; // for comparative timing / profiling if (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground)) { return; } cycle_t cycles; cycles.Reset(); cycles.Clock(); r_UseVanillaTransparency = UseVanillaTransparency(); // [SP] Cache UseVanillaTransparency() call r_renderercaps = screen->GetCaps(); // [SP] Get the current capabilities of the renderer if (players[consoleplayer].camera == NULL) { players[consoleplayer].camera = players[consoleplayer].mo; } auto &vp = r_viewpoint; if (viewactive) { DAngle fov = 90.f; AActor *cam = players[consoleplayer].camera; if (cam) { if (cam->player) fov = cam->player->FOV; else fov = cam->CameraFOV; } R_SetFOV(vp, fov); } // fullscreen toggle has been requested if (setmodeneeded) { setmodeneeded = false; screen->ToggleFullscreen(fullscreen); V_OutputResized(screen->GetWidth(), screen->GetHeight()); } // change the view size if needed if (setsizeneeded) { if (StatusBar == nullptr) { viewwidth = SCREENWIDTH; viewheight = SCREENHEIGHT; setsizeneeded = false; } else { R_ExecuteSetViewSize (vp, r_viewwindow); } } // [RH] Allow temporarily disabling wipes if (NoWipe) { NoWipe--; wipe = nullptr; wipegamestate = gamestate; } // No wipes when in a stereo3D VR mode else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL && (vr_mode == 0 || vid_rendermode != 4)) { // save the current screen if about to wipe wipe = screen->WipeStartScreen (); switch (wipegamestate) { default: wipe_type = wipetype; break; case GS_FORCEWIPEFADE: wipe_type = wipe_Fade; break; case GS_FORCEWIPEBURN: wipe_type =wipe_Burn; break; case GS_FORCEWIPEMELT: wipe_type = wipe_Melt; break; } wipegamestate = gamestate; } else { wipe = nullptr; } screen->FrameTime = I_msTimeFS(); TexMan.UpdateAnimations(screen->FrameTime); R_UpdateSky(screen->FrameTime); screen->BeginFrame(); screen->ClearClipRect(); if ((gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL) && gametic != 0) { // [ZZ] execute event hook that we just started the frame //E_RenderFrame(); // // Check for the presence of dynamic lights at the start of the frame once. if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4)) { level.HasDynamicLights = !!level.lights; } else level.HasDynamicLights = false; // lights are off so effectively we have none. viewsec = screen->RenderView(&players[consoleplayer]); screen->Begin2D(); screen->DrawBlend(viewsec); if (automapactive) { currentUILevel->automap->Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar()); } // for timing the statusbar code. //cycle_t stb; //stb.Reset(); //stb.Clock(); if (!automapactive || viewactive) { StatusBar->RefreshViewBorder (); } if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10) { StatusBar->DrawBottomStuff (HUD_AltHud); if (DrawFSHUD || automapactive) StatusBar->DrawAltHUD(); if (players[consoleplayer].camera && players[consoleplayer].camera->player && !automapactive) { StatusBar->DrawCrosshair(); } StatusBar->CallDraw (HUD_AltHud, vp.TicFrac); StatusBar->DrawTopStuff (HUD_AltHud); } else if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10) { EHudState state = DrawFSHUD ? HUD_Fullscreen : HUD_None; StatusBar->DrawBottomStuff (state); StatusBar->CallDraw (state, vp.TicFrac); StatusBar->DrawTopStuff (state); } else { StatusBar->DrawBottomStuff (HUD_StatusBar); StatusBar->CallDraw (HUD_StatusBar, vp.TicFrac); StatusBar->DrawTopStuff (HUD_StatusBar); } //stb.Unclock(); //Printf("Stbar = %f\n", stb.TimeMS()); } else { screen->Begin2D(); switch (gamestate) { case GS_FULLCONSOLE: screen->Begin2D(); C_DrawConsole (); M_Drawer (); screen->End2DAndUpdate (); return; case GS_INTERMISSION: WI_Drawer (); break; case GS_FINALE: F_Drawer (); break; case GS_DEMOSCREEN: D_PageDrawer (); break; default: break; } } CT_Drawer (); // draw pause pic if ((paused || pauseext) && menuactive == MENU_Off) { FTexture *tex; int x; FString pstring = "By "; tex = TexMan.GetTextureByName(gameinfo.PauseSign, true); x = (SCREENWIDTH - tex->GetDisplayWidth() * CleanXfac)/2 + tex->GetDisplayLeftOffset() * CleanXfac; screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE); if (paused && multiplayer) { pstring += players[paused - 1].userinfo.GetName(); screen->DrawText(SmallFont, CR_RED, (screen->GetWidth() - SmallFont->StringWidth(pstring)*CleanXfac) / 2, (tex->GetDisplayHeight() * CleanYfac) + 4, pstring, DTA_CleanNoMove, true, TAG_DONE); } } // [RH] Draw icon, if any if (D_DrawIcon) { FTextureID picnum = TexMan.CheckForTexture (D_DrawIcon, ETextureType::MiscPatch); D_DrawIcon = NULL; if (picnum.isValid()) { FTexture *tex = TexMan.GetTexture(picnum); screen->DrawTexture (tex, 160 - tex->GetDisplayWidth()/2, 100 - tex->GetDisplayHeight()/2, DTA_320x200, true, TAG_DONE); } NoWipe = 10; } if (snd_drawoutput) { GSnd->DrawWaveDebug(snd_drawoutput); } if (!wipe || NoWipe < 0 || wipe_type == wipe_None) { if (wipe != nullptr) delete wipe; wipe = nullptr; NetUpdate (); // send out any new accumulation // normal update // draw ZScript UI stuff C_DrawConsole (); // draw console M_Drawer (); // menu is drawn even on top of everything FStat::PrintStat (); screen->End2DAndUpdate (); } else { // wipe update uint64_t wipestart, nowtime, diff; bool done; GSnd->SetSfxPaused(true, 1); I_FreezeTime(true); screen->End2D(); auto wipend = screen->WipeEndScreen (); auto wiper = Wiper::Create(wipe_type); wiper->SetTextures(wipe, wipend); wipestart = I_msTime(); NetUpdate(); // send out any new accumulation do { do { I_WaitVBL(2); nowtime = I_msTime(); diff = (nowtime - wipestart) * 40 / 1000; // Using 35 here feels too slow. } while (diff < 1); wipestart = nowtime; screen->Begin2D(); done = wiper->Run(1); C_DrawConsole (); // console and M_Drawer (); // menu are drawn even on top of wipes screen->End2DAndUpdate (); NetUpdate (); // [RH] not sure this is needed anymore } while (!done); delete wiper; I_FreezeTime(false); GSnd->SetSfxPaused(false, 1); } cycles.Unclock(); FrameCycles = cycles; } //========================================================================== // // D_ErrorCleanup () // // Cleanup after a recoverable error or a restart //========================================================================== void D_ErrorCleanup () { savegamerestore = false; bglobal.RemoveAllBots (true); D_QuitNetGame (); if (demorecording || demoplayback) G_CheckDemoStatus (); Net_ClearBuffers (); G_NewInit (); M_ClearMenus (); singletics = false; playeringame[0] = 1; players[0].playerstate = PST_LIVE; gameaction = ga_fullconsole; if (gamestate == GS_DEMOSCREEN) { menuactive = MENU_Off; } if (gamestate == GS_INTERMISSION) gamestate = GS_DEMOSCREEN; insave = false; } //========================================================================== // // D_DoomLoop // // Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer, // calls I_GetTime, I_StartFrame, and I_StartTic // //========================================================================== void D_DoomLoop () { int lasttic = 0; // Clamp the timer to TICRATE until the playloop has been entered. r_NoInterpolate = true; Page.SetInvalid(); Advisory = nullptr; vid_cursor.Callback(); for (;;) { try { // frame syncronous IO operations if (gametic > lasttic) { lasttic = gametic; I_StartFrame (); } I_SetFrameTime(); // process one or more tics if (singletics) { I_StartTic (); D_ProcessEvents (); G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]); if (advancedemo) D_DoAdvanceDemo (); C_Ticker (); M_Ticker (); G_Ticker (); // [RH] Use the consoleplayer's camera to update sounds S_UpdateSounds (players[consoleplayer].camera); // move positional sounds gametic++; maketic++; GC::CheckGC (); Net_NewMakeTic (); } else { TryRunTics (); // will run at least one tic } // Update display, next frame, with current state. I_StartTic (); D_Display (); if (wantToRestart) { wantToRestart = false; return; } } catch (CRecoverableError &error) { if (error.GetMessage ()) { Printf (PRINT_BOLD, "\n%s\n", error.GetMessage()); } D_ErrorCleanup (); } catch (CVMAbortException &error) { error.MaybePrintMessage(); Printf("%s", error.stacktrace.GetChars()); D_ErrorCleanup(); } } } //========================================================================== // // D_PageTicker // //========================================================================== void D_PageTicker (void) { if (--pagetic < 0) D_AdvanceDemo (); } //========================================================================== // // D_PageDrawer // //========================================================================== void D_PageDrawer (void) { screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0); if (Page.Exists()) { screen->DrawTexture (TexMan.GetTexture(Page, true), 0, 0, DTA_Fullscreen, true, DTA_Masked, false, DTA_BilinearFilter, true, TAG_DONE); } else { if (!PageBlank) { screen->DrawText (SmallFont, CR_WHITE, 0, 0, "Page graphic goes here", TAG_DONE); } } if (Advisory != NULL) { screen->DrawTexture (Advisory, 4, 160, DTA_320x200, true, TAG_DONE); } } //========================================================================== // // D_AdvanceDemo // // Called after each demo or intro demosequence finishes // //========================================================================== void D_AdvanceDemo (void) { advancedemo = true; } //========================================================================== // // D_DoStrifeAdvanceDemo // //========================================================================== void D_DoStrifeAdvanceDemo () { static const char *const fullVoices[6] = { "svox/pro1", "svox/pro2", "svox/pro3", "svox/pro4", "svox/pro5", "svox/pro6" }; static const char *const teaserVoices[6] = { "svox/voc91", "svox/voc92", "svox/voc93", "svox/voc94", "svox/voc95", "svox/voc96" }; const char *const *voices = gameinfo.flags & GI_SHAREWARE ? teaserVoices : fullVoices; const char *pagename = NULL; gamestate = GS_DEMOSCREEN; PageBlank = false; switch (demosequence) { default: case 0: pagetic = 6 * TICRATE; pagename = "TITLEPIC"; if (Wads.CheckNumForName ("d_logo", ns_music) < 0) { // strife0.wad does not have d_logo S_StartMusic (""); } else { S_StartMusic ("d_logo"); } C_HideConsole (); break; case 1: // [RH] Strife fades to black and then to the Rogue logo, but // I think it looks better if it doesn't fade. pagetic = 10 * TICRATE/35; pagename = ""; // PANEL0, but strife0.wad doesn't have it, so don't use it. PageBlank = true; S_Sound (CHAN_VOICE | CHAN_UI, "bishop/active", 1, ATTN_NORM); break; case 2: pagetic = 4 * TICRATE; pagename = "RGELOGO"; break; case 3: pagetic = 7 * TICRATE; pagename = "PANEL1"; S_Sound (CHAN_VOICE | CHAN_UI, voices[0], 1, ATTN_NORM); // The new Strife teaser has D_FMINTR. // The full retail Strife has D_INTRO. // And the old Strife teaser has both. (I do not know which one it actually uses, nor do I care.) S_StartMusic (gameinfo.flags & GI_TEASER2 ? "d_fmintr" : "d_intro"); break; case 4: pagetic = 9 * TICRATE; pagename = "PANEL2"; S_Sound (CHAN_VOICE | CHAN_UI, voices[1], 1, ATTN_NORM); break; case 5: pagetic = 12 * TICRATE; pagename = "PANEL3"; S_Sound (CHAN_VOICE | CHAN_UI, voices[2], 1, ATTN_NORM); break; case 6: pagetic = 11 * TICRATE; pagename = "PANEL4"; S_Sound (CHAN_VOICE | CHAN_UI, voices[3], 1, ATTN_NORM); break; case 7: pagetic = 10 * TICRATE; pagename = "PANEL5"; S_Sound (CHAN_VOICE | CHAN_UI, voices[4], 1, ATTN_NORM); break; case 8: pagetic = 16 * TICRATE; pagename = "PANEL6"; S_Sound (CHAN_VOICE | CHAN_UI, voices[5], 1, ATTN_NORM); break; case 9: pagetic = 6 * TICRATE; pagename = "vellogo"; wipegamestate = GS_FORCEWIPEFADE; break; case 10: pagetic = 12 * TICRATE; pagename = "CREDIT"; wipegamestate = GS_FORCEWIPEFADE; break; } if (demosequence++ > 10) demosequence = 0; if (demosequence == 9 && !(gameinfo.flags & GI_SHAREWARE)) demosequence = 10; if (pagename != nullptr) Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch); } //========================================================================== // // D_DoAdvanceDemo // //========================================================================== void D_DoAdvanceDemo (void) { static char demoname[8] = "DEMO1"; static int democount = 0; static int pagecount; FString pagename; advancedemo = false; if (gameaction != ga_nothing) { return; } V_SetBlend (0,0,0,0); players[consoleplayer].playerstate = PST_LIVE; // not reborn usergame = false; // no save / end game here paused = 0; // [RH] If you want something more dynamic for your title, create a map // and name it TITLEMAP. That map will be loaded and used as the title. if (P_CheckMapData("TITLEMAP")) { G_InitNew ("TITLEMAP", true); return; } if (gameinfo.gametype == GAME_Strife) { D_DoStrifeAdvanceDemo (); return; } switch (demosequence) { case 3: if (gameinfo.advisoryTime) { Advisory = TexMan.GetTextureByName("ADVISOR"); demosequence = 1; pagetic = (int)(gameinfo.advisoryTime * TICRATE); break; } // fall through to case 1 if no advisory notice case 1: Advisory = NULL; if (!M_DemoNoPlay) { democount++; mysnprintf (demoname + 4, countof(demoname) - 4, "%d", democount); if (Wads.CheckNumForName (demoname) < 0) { demosequence = 0; democount = 0; // falls through to case 0 below } else { G_DeferedPlayDemo (demoname); demosequence = 2; break; } } default: case 0: gamestate = GS_DEMOSCREEN; pagename = gameinfo.TitlePage; pagetic = (int)(gameinfo.titleTime * TICRATE); S_ChangeMusic (gameinfo.titleMusic, gameinfo.titleOrder, false); demosequence = 3; pagecount = 0; C_HideConsole (); break; case 2: pagetic = (int)(gameinfo.pageTime * TICRATE); gamestate = GS_DEMOSCREEN; if (gameinfo.creditPages.Size() > 0) { pagename = gameinfo.creditPages[pagecount]; pagecount = (pagecount+1) % gameinfo.creditPages.Size(); } demosequence = 1; break; } if (pagename.IsNotEmpty()) { Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch); } } //========================================================================== // // D_StartTitle // //========================================================================== void D_StartTitle (void) { gameaction = ga_nothing; demosequence = -1; D_AdvanceDemo (); } //========================================================================== // // Cmd_Endgame // // [RH] Quit the current game and go to fullscreen console // //========================================================================== CCMD (endgame) { if (!netgame) { gameaction = ga_fullconsole; demosequence = -1; G_CheckDemoStatus(); } } //========================================================================== // // ParseCVarInfo // //========================================================================== void ParseCVarInfo() { int lump, lastlump = 0; bool addedcvars = false; while ((lump = Wads.FindLump("CVARINFO", &lastlump)) != -1) { FScanner sc(lump); sc.SetCMode(true); while (sc.GetToken()) { FString cvarname; char *cvardefault = NULL; ECVarType cvartype = CVAR_Dummy; int cvarflags = CVAR_MOD|CVAR_ARCHIVE; FBaseCVar *cvar; // Check for flag tokens. while (sc.TokenType == TK_Identifier) { if (stricmp(sc.String, "server") == 0) { cvarflags |= CVAR_SERVERINFO; } else if (stricmp(sc.String, "user") == 0) { cvarflags |= CVAR_USERINFO; } else if (stricmp(sc.String, "noarchive") == 0) { cvarflags &= ~CVAR_ARCHIVE; } else if (stricmp(sc.String, "cheat") == 0) { cvarflags |= CVAR_CHEAT; } else if (stricmp(sc.String, "latch") == 0) { cvarflags |= CVAR_LATCH; } else { sc.ScriptError("Unknown cvar attribute '%s'", sc.String); } sc.MustGetAnyToken(); } // Do some sanity checks. if ((cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == 0 || (cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == (CVAR_SERVERINFO|CVAR_USERINFO)) { sc.ScriptError("One of 'server' or 'user' must be specified"); } // The next token must be the cvar type. if (sc.TokenType == TK_Bool) { cvartype = CVAR_Bool; } else if (sc.TokenType == TK_Int) { cvartype = CVAR_Int; } else if (sc.TokenType == TK_Float) { cvartype = CVAR_Float; } else if (sc.TokenType == TK_Color) { cvartype = CVAR_Color; } else if (sc.TokenType == TK_String) { cvartype = CVAR_String; } else { sc.ScriptError("Bad cvar type '%s'", sc.String); } // The next token must be the cvar name. sc.MustGetToken(TK_Identifier); if (FindCVar(sc.String, NULL) != NULL) { sc.ScriptError("cvar '%s' already exists", sc.String); } cvarname = sc.String; // A default value is optional and signalled by a '=' token. if (sc.CheckToken('=')) { switch (cvartype) { case CVAR_Bool: if (!sc.CheckToken(TK_True) && !sc.CheckToken(TK_False)) { sc.ScriptError("Expected true or false"); } cvardefault = sc.String; break; case CVAR_Int: sc.MustGetNumber(); cvardefault = sc.String; break; case CVAR_Float: sc.MustGetFloat(); cvardefault = sc.String; break; default: sc.MustGetString(); cvardefault = sc.String; break; } } // Now create the cvar. cvar = C_CreateCVar(cvarname, cvartype, cvarflags); if (cvardefault != NULL) { UCVarValue val; val.String = cvardefault; cvar->SetGenericRepDefault(val, CVAR_String); } // To be like C and ACS, require a semicolon after everything. sc.MustGetToken(';'); addedcvars = true; } } // Only load mod cvars from the config if we defined some, so we don't // clutter up the cvar space when not playing mods with custom cvars. if (addedcvars) { GameConfig->DoModSetup (gameinfo.ConfigName); } } //========================================================================== // // D_AddFile // //========================================================================== bool D_AddFile (TArray &wadfiles, const char *file, bool check, int position) { if (file == NULL || *file == '\0') { return false; } if (check && !DirEntryExists (file)) { const char *f = BaseFileSearch (file, ".wad"); if (f == NULL) { Printf ("Can't find '%s'\n", file); return false; } file = f; } FString f = file; FixPathSeperator(f); if (position == -1) wadfiles.Push(f); else wadfiles.Insert(position, f); return true; } //========================================================================== // // D_AddWildFile // //========================================================================== void D_AddWildFile (TArray &wadfiles, const char *value) { if (value == NULL || *value == '\0') { return; } const char *wadfile = BaseFileSearch (value, ".wad"); if (wadfile != NULL) { D_AddFile (wadfiles, wadfile); } else { // Try pattern matching findstate_t findstate; char path[PATH_MAX]; char *sep; void *handle = I_FindFirst (value, &findstate); strcpy (path, value); sep = strrchr (path, '/'); if (sep == NULL) { sep = strrchr (path, '\\'); #ifdef _WIN32 if (sep == NULL && path[1] == ':') { sep = path + 1; } #endif } if (handle != ((void *)-1)) { do { if (!(I_FindAttr(&findstate) & FA_DIREC)) { if (sep == NULL) { D_AddFile (wadfiles, I_FindName (&findstate)); } else { strcpy (sep+1, I_FindName (&findstate)); D_AddFile (wadfiles, path); } } } while (I_FindNext (handle, &findstate) == 0); } I_FindClose (handle); } } //========================================================================== // // D_AddConfigWads // // Adds all files in the specified config file section. // //========================================================================== void D_AddConfigWads (TArray &wadfiles, const char *section) { if (GameConfig->SetSection (section)) { const char *key; const char *value; FConfigFile::Position pos; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0) { // D_AddWildFile resets GameConfig's position, so remember it GameConfig->GetPosition (pos); D_AddWildFile (wadfiles, ExpandEnvVars(value)); // Reset GameConfig's position to get next wad GameConfig->SetPosition (pos); } } } } //========================================================================== // // D_AddDirectory // // Add all .wad files in a directory. Does not descend into subdirectories. // //========================================================================== static void D_AddDirectory (TArray &wadfiles, const char *dir) { char curdir[PATH_MAX]; if (getcwd (curdir, PATH_MAX)) { char skindir[PATH_MAX]; findstate_t findstate; void *handle; size_t stuffstart; stuffstart = strlen (dir); memcpy (skindir, dir, stuffstart*sizeof(*dir)); skindir[stuffstart] = 0; if (skindir[stuffstart-1] == '/') { skindir[--stuffstart] = 0; } if (!chdir (skindir)) { skindir[stuffstart++] = '/'; if ((handle = I_FindFirst ("*.wad", &findstate)) != (void *)-1) { do { if (!(I_FindAttr (&findstate) & FA_DIREC)) { strcpy (skindir + stuffstart, I_FindName (&findstate)); D_AddFile (wadfiles, skindir); } } while (I_FindNext (handle, &findstate) == 0); I_FindClose (handle); } } chdir (curdir); } } //========================================================================== // // BaseFileSearch // // If a file does not exist at , looks for it in the directories // specified in the config file. Returns the path to the file, if found, // or NULL if it could not be found. // //========================================================================== const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir) { static char wad[PATH_MAX]; if (file == NULL || *file == '\0') { return NULL; } if (lookfirstinprogdir) { mysnprintf (wad, countof(wad), "%s%s%s", progdir.GetChars(), progdir.Back() == '/' ? "" : "/", file); if (DirEntryExists (wad)) { return wad; } } if (DirEntryExists (file)) { mysnprintf (wad, countof(wad), "%s", file); return wad; } if (GameConfig != NULL && GameConfig->SetSection ("FileSearch.Directories")) { const char *key; const char *value; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0) { FString dir; dir = NicePath(value); if (dir.IsNotEmpty()) { mysnprintf (wad, countof(wad), "%s%s%s", dir.GetChars(), dir.Back() == '/' ? "" : "/", file); if (DirEntryExists (wad)) { return wad; } } } } } // Retry, this time with a default extension if (ext != NULL) { FString tmp = file; DefaultExtension (tmp, ext); return BaseFileSearch (tmp, NULL); } return NULL; } //========================================================================== // // ConsiderPatches // // Tries to add any deh/bex patches from the command line. // //========================================================================== bool ConsiderPatches (const char *arg) { int i, argc; FString *args; const char *f; argc = Args->CheckParmList(arg, &args); for (i = 0; i < argc; ++i) { if ( (f = BaseFileSearch(args[i], ".deh")) || (f = BaseFileSearch(args[i], ".bex")) ) { D_LoadDehFile(f); } } return argc > 0; } //========================================================================== // // D_MultiExec // //========================================================================== FExecList *D_MultiExec (FArgs *list, FExecList *exec) { for (int i = 0; i < list->NumArgs(); ++i) { exec = C_ParseExecFile(list->GetArg(i), exec); } return exec; } static void GetCmdLineFiles(TArray &wadfiles) { FString *args; int i, argc; argc = Args->CheckParmList("-file", &args); for (i = 0; i < argc; ++i) { D_AddWildFile(wadfiles, args[i]); } } static void CopyFiles(TArray &to, TArray &from) { unsigned int ndx = to.Reserve(from.Size()); for(unsigned i=0;i &pwads, const char *fn, const char *data, int size) { FScanner sc; FString iwad; int pos = 0; const char *lastSlash = strrchr (fn, '/'); sc.OpenMem("GAMEINFO", data, size); while(sc.GetToken()) { sc.TokenMustBe(TK_Identifier); FString nextKey = sc.String; sc.MustGetToken('='); if (!nextKey.CompareNoCase("IWAD")) { sc.MustGetString(); iwad = sc.String; } else if (!nextKey.CompareNoCase("LOAD")) { do { sc.MustGetString(); // Try looking for the wad in the same directory as the .wad // before looking for it in the current directory. FString checkpath; if (lastSlash != NULL) { checkpath = FString(fn, (lastSlash - fn) + 1); checkpath += sc.String; } else { checkpath = sc.String; } if (!FileExists(checkpath)) { pos += D_AddFile(pwads, sc.String, true, pos); } else { pos += D_AddFile(pwads, checkpath, true, pos); } } while (sc.CheckToken(',')); } else if (!nextKey.CompareNoCase("NOSPRITERENAME")) { sc.MustGetString(); nospriterename = sc.Compare("true"); } else if (!nextKey.CompareNoCase("STARTUPTITLE")) { sc.MustGetString(); DoomStartupInfo.Name = sc.String; } else if (!nextKey.CompareNoCase("STARTUPCOLORS")) { sc.MustGetString(); DoomStartupInfo.FgColor = V_GetColor(NULL, sc); sc.MustGetStringName(","); sc.MustGetString(); DoomStartupInfo.BkColor = V_GetColor(NULL, sc); } else if (!nextKey.CompareNoCase("STARTUPTYPE")) { sc.MustGetString(); FString sttype = sc.String; if (!sttype.CompareNoCase("DOOM")) DoomStartupInfo.Type = FStartupInfo::DoomStartup; else if (!sttype.CompareNoCase("HERETIC")) DoomStartupInfo.Type = FStartupInfo::HereticStartup; else if (!sttype.CompareNoCase("HEXEN")) DoomStartupInfo.Type = FStartupInfo::HexenStartup; else if (!sttype.CompareNoCase("STRIFE")) DoomStartupInfo.Type = FStartupInfo::StrifeStartup; else DoomStartupInfo.Type = FStartupInfo::DefaultStartup; } else if (!nextKey.CompareNoCase("STARTUPSONG")) { sc.MustGetString(); DoomStartupInfo.Song = sc.String; } else if (!nextKey.CompareNoCase("LOADLIGHTS")) { sc.MustGetNumber(); DoomStartupInfo.LoadLights = !!sc.Number; } else if (!nextKey.CompareNoCase("LOADBRIGHTMAPS")) { sc.MustGetNumber(); DoomStartupInfo.LoadBrightmaps = !!sc.Number; } else { // Silently ignore unknown properties do { sc.MustGetAnyToken(); } while(sc.CheckToken(',')); } } return iwad; } static FString CheckGameInfo(TArray & pwads) { // scan the list of WADs backwards to find the last one that contains a GAMEINFO lump for(int i=pwads.Size()-1; i>=0; i--) { bool isdir = false; FResourceFile *resfile; const char *filename = pwads[i]; // Does this exist? If so, is it a directory? if (!DirEntryExists(pwads[i], &isdir)) { Printf(TEXTCOLOR_RED "Could not stat %s\n", filename); continue; } if (!isdir) { FileReader fr; if (!fr.OpenFile(filename)) { // Didn't find file continue; } resfile = FResourceFile::OpenResourceFile(filename, fr, true); } else resfile = FResourceFile::OpenDirectory(filename, true); if (resfile != NULL) { uint32_t cnt = resfile->LumpCount(); for(int i=cnt-1; i>=0; i--) { FResourceLump *lmp = resfile->GetLump(i); if (lmp->Namespace == ns_global && !stricmp(lmp->Name, "GAMEINFO")) { // Found one! FString iwad = ParseGameInfo(pwads, resfile->FileName, (const char*)lmp->CacheLump(), lmp->LumpSize); delete resfile; return iwad; } } delete resfile; } } return ""; } //========================================================================== // // Checks the IWAD for MAP01 and if found sets GI_MAPxx // //========================================================================== static void SetMapxxFlag() { int lump_name = Wads.CheckNumForName("MAP01", ns_global, Wads.GetIwadNum()); int lump_wad = Wads.CheckNumForFullName("maps/map01.wad", Wads.GetIwadNum()); int lump_map = Wads.CheckNumForFullName("maps/map01.map", Wads.GetIwadNum()); if (lump_name >= 0 || lump_wad >= 0 || lump_map >= 0) gameinfo.flags |= GI_MAPxx; } //========================================================================== // // FinalGC // // If this doesn't free everything, the debug CRT will let us know. // //========================================================================== static void FinalGC() { delete Args; Args = nullptr; GC::FinalGC = true; GC::FullGC(); GC::DelSoftRootHead(); // the soft root head will not be collected by a GC so we have to do it explicitly } //========================================================================== // // Initialize // //========================================================================== static void D_DoomInit() { // Set the FPU precision to 53 significant bits. This is the default // for Visual C++, but not for GCC, so some slight math variances // might crop up if we leave it alone. #if defined(_FPU_GETCW) && defined(_FPU_EXTENDED) && defined(_FPU_DOUBLE) { int cw; _FPU_GETCW(cw); cw = (cw & ~_FPU_EXTENDED) | _FPU_DOUBLE; _FPU_SETCW(cw); } #elif defined(_PC_53) // On the x64 architecture, changing the floating point precision is not supported. #ifndef _WIN64 int cfp = _control87(_PC_53, _MCW_PC); #endif #endif // Check response files before coalescing file parameters. M_FindResponseFile (); atterm(FinalGC); // Combine different file parameters with their pre-switch bits. Args->CollectFiles("-deh", ".deh"); Args->CollectFiles("-bex", ".bex"); Args->CollectFiles("-exec", ".cfg"); Args->CollectFiles("-playdemo", ".lmp"); Args->CollectFiles("-file", NULL); // anything left goes after -file gamestate = GS_STARTUP; SetLanguageIDs (); const char *v = Args->CheckValue("-rngseed"); if (v) { rngseed = staticrngseed = atoi(v); use_staticrng = true; if (!batchrun) Printf("D_DoomInit: Static RNGseed %d set.\n", rngseed); } else { rngseed = I_MakeRNGSeed(); use_staticrng = false; } srand(rngseed); FRandom::StaticClearRandom (); if (!batchrun) Printf ("M_LoadDefaults: Load system defaults.\n"); M_LoadDefaults (); // load before initing other systems } //========================================================================== // // AddAutoloadFiles // //========================================================================== static void AddAutoloadFiles(const char *autoname) { LumpFilterIWAD.Format("%s.", autoname); // The '.' is appened to simplify parsing the string // [SP] Dialog reaction - load lights.pk3 and brightmaps.pk3 based on user choices if (!(gameinfo.flags & GI_SHAREWARE)) { if (DoomStartupInfo.LoadLights == 1 || (DoomStartupInfo.LoadLights != 0 && autoloadlights)) { const char *lightswad = BaseFileSearch ("lights.pk3", NULL); if (lightswad) D_AddFile (allwads, lightswad); } if (DoomStartupInfo.LoadBrightmaps == 1 || (DoomStartupInfo.LoadBrightmaps != 0 && autoloadbrightmaps)) { const char *bmwad = BaseFileSearch ("brightmaps.pk3", NULL); if (bmwad) D_AddFile (allwads, bmwad); } } if (!(gameinfo.flags & GI_SHAREWARE) && !Args->CheckParm("-noautoload") && !disableautoload) { FString file; // [RH] zvox.wad - A wad I had intended to be automatically generated // from Q2's pak0.pak so the female and cyborg player could have // voices. I never got around to writing the utility to do it, though. // And I probably never will now. But I know at least one person uses // it for something else, so this gets to stay here. const char *wad = BaseFileSearch ("zvox.wad", NULL); if (wad) D_AddFile (allwads, wad); // [RH] Add any .wad files in the skins directory #ifdef __unix__ file = SHARE_DIR; #else file = progdir; #endif file += "skins"; D_AddDirectory (allwads, file); #ifdef __unix__ file = NicePath("$HOME/" GAME_DIR "/skins"); D_AddDirectory (allwads, file); #endif // Add common (global) wads D_AddConfigWads (allwads, "Global.Autoload"); long len; int lastpos = -1; while ((len = LumpFilterIWAD.IndexOf('.', lastpos+1)) > 0) { file = LumpFilterIWAD.Left(len) + ".Autoload"; D_AddConfigWads(allwads, file); lastpos = len; } } } //========================================================================== // // CheckCmdLine // //========================================================================== static void CheckCmdLine() { int flags = dmflags; int p; const char *v; if (!batchrun) Printf ("Checking cmd-line parameters...\n"); if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS; if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN; if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS; devparm = !!Args->CheckParm ("-devparm"); if (Args->CheckParm ("-altdeath")) { deathmatch = 1; flags |= DF_ITEMS_RESPAWN; } else if (Args->CheckParm ("-deathmatch")) { deathmatch = 1; flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN; } dmflags = flags; // get skill / episode / map from parms if (gameinfo.gametype != GAME_Hexen) { startmap = (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1"; } else { startmap = "&wt@01"; } autostart = StoredWarp.IsNotEmpty(); const char *val = Args->CheckValue ("-skill"); if (val) { gameskill = val[0] - '1'; autostart = true; } p = Args->CheckParm ("-warp"); if (p && p < Args->NumArgs() - 1) { int ep, map; if (gameinfo.flags & GI_MAPxx) { ep = 1; map = atoi (Args->GetArg(p+1)); } else { ep = atoi (Args->GetArg(p+1)); map = p < Args->NumArgs() - 2 ? atoi (Args->GetArg(p+2)) : 10; if (map < 1 || map > 9) { map = ep; ep = 1; } } startmap = CalcMapName (ep, map); autostart = true; } // [RH] Hack to handle +map. The standard console command line handler // won't be able to handle it, so we take it out of the command line and set // it up like -warp. FString mapvalue = Args->TakeValue("+map"); if (mapvalue.IsNotEmpty()) { if (!P_CheckMapData(mapvalue)) { Printf ("Can't find map %s\n", mapvalue.GetChars()); } else { startmap = mapvalue; autostart = true; } } if (devparm) { Printf ("%s", GStrings("D_DEVSTR")); } // turbo option // [RH] (now a cvar) v = Args->CheckValue("-turbo"); if (v != NULL) { double amt = atof(v); Printf ("turbo scale: %.0f%%\n", amt); turbo = (float)amt; } v = Args->CheckValue ("-timer"); if (v) { double time = strtod (v, NULL); Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : ""); timelimit = (float)time; } v = Args->CheckValue ("-avg"); if (v) { Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n"); timelimit = 20.f; } // // Build status bar line! // if (deathmatch) StartScreen->AppendStatusLine("DeathMatch..."); if (dmflags & DF_NO_MONSTERS) StartScreen->AppendStatusLine("No Monsters..."); if (dmflags & DF_MONSTERS_RESPAWN) StartScreen->AppendStatusLine("Respawning..."); if (autostart) { FString temp; temp.Format ("Warp to map %s, Skill %d ", startmap.GetChars(), gameskill + 1); StartScreen->AppendStatusLine(temp); } } //========================================================================== // // D_DoomMain // //========================================================================== void D_DoomMain (void) { int p; const char *v; const char *wad; TArray pwads; FString *args; int argcount; FIWadManager *iwad_man; const char *batchout = Args->CheckValue("-errorlog"); // +logfile gets checked too late to catch the full startup log in the logfile so do some extra check for it here. FString logfile = Args->TakeValue("+logfile"); if (logfile.IsNotEmpty()) { execLogfile(logfile); } else if (batchout != NULL && *batchout != 0) { batchrun = true; execLogfile(batchout, true); Printf("Command line: "); for (int i = 0; i < Args->NumArgs(); i++) { Printf("%s ", Args->GetArg(i)); } Printf("\n"); } if (Args->CheckParm("-hashfiles")) { const char *filename = "fileinfo.txt"; Printf("Hashing loaded content to: %s\n", filename); hashfile = fopen(filename, "w"); if (hashfile) { fprintf(hashfile, "%s version %s (%s)\n", GAMENAME, GetVersionString(), GetGitHash()); #ifdef __VERSION__ fprintf(hashfile, "Compiler version: %s\n", __VERSION__); #endif fprintf(hashfile, "Command line:"); for (int i = 0; i < Args->NumArgs(); ++i) { fprintf(hashfile, " %s", Args->GetArg(i)); } fprintf(hashfile, "\n"); } } if (!batchrun) Printf(PRINT_LOG, "%s version %s\n", GAMENAME, GetVersionString()); D_DoomInit(); extern void D_ConfirmSendStats(); D_ConfirmSendStats(); // [RH] Make sure zdoom.pk3 is always loaded, // as it contains magic stuff we need. wad = BaseFileSearch (BASEWAD, NULL, true); if (wad == NULL) { I_FatalError ("Cannot find " BASEWAD); } FString basewad = wad; FString optionalwad = BaseFileSearch(OPTIONALWAD, NULL, true); iwad_man = new FIWadManager(basewad); // Now that we have the IWADINFO, initialize the autoload ini sections. GameConfig->DoAutoloadSetup(iwad_man); // reinit from here do { PClass::StaticInit(); PType::StaticInit(); if (restart) { C_InitConsole(SCREENWIDTH, SCREENHEIGHT, false); } nospriterename = false; // Load zdoom.pk3 alone so that we can get access to the internal gameinfos before // the IWAD is known. GetCmdLineFiles(pwads); FString iwad = CheckGameInfo(pwads); // The IWAD selection dialogue does not show in fullscreen so if the // restart is initiated without a defined IWAD assume for now that it's not going to change. if (iwad.IsEmpty()) iwad = lastIWAD; if (iwad_man == NULL) { iwad_man = new FIWadManager(basewad); } const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad, optionalwad); gameinfo.gametype = iwad_info->gametype; gameinfo.flags = iwad_info->flags; gameinfo.ConfigName = iwad_info->Configname; lastIWAD = iwad; if ((gameinfo.flags & GI_SHAREWARE) && pwads.Size() > 0) { I_FatalError ("You cannot -file with the shareware version. Register!"); } FBaseCVar::DisableCallbacks(); GameConfig->DoGameSetup (gameinfo.ConfigName); AddAutoloadFiles(iwad_info->Autoname); // Process automatically executed files FExecList *exec; FArgs *execFiles = new FArgs; GameConfig->AddAutoexec(execFiles, gameinfo.ConfigName); exec = D_MultiExec(execFiles, NULL); delete execFiles; // Process .cfg files at the start of the command line. execFiles = Args->GatherFiles ("-exec"); exec = D_MultiExec(execFiles, exec); delete execFiles; // [RH] process all + commands on the command line exec = C_ParseCmdLineParams(exec); CopyFiles(allwads, pwads); if (exec != NULL) { exec->AddPullins(allwads); } // Since this function will never leave we must delete this array here manually. pwads.Clear(); pwads.ShrinkToFit(); if (hashfile) { Printf("Notice: File hashing is incredibly verbose. Expect loading files to take much longer than usual.\n"); } if (!batchrun) Printf ("W_Init: Init WADfiles.\n"); Wads.InitMultipleFiles (allwads); allwads.Clear(); allwads.ShrinkToFit(); SetMapxxFlag(); GameConfig->DoKeySetup(gameinfo.ConfigName); // Now that wads are loaded, define mod-specific cvars. ParseCVarInfo(); // Actually exec command line commands and exec files. if (exec != NULL) { exec->ExecCommands(); delete exec; exec = NULL; } // [RH] Initialize localizable strings. GStrings.LoadStrings (false); V_InitFontColors (); // [RH] Moved these up here so that we can do most of our // startup output in a fullscreen console. CT_Init (); if (!restart) { if (!batchrun) Printf ("I_Init: Setting up machine state.\n"); I_Init (); } if (!batchrun) Printf ("V_Init: allocate screen.\n"); V_Init (!!restart); // Base systems have been inited; enable cvar callbacks FBaseCVar::EnableCallbacks (); if (!batchrun) Printf ("S_Init: Setting up sound.\n"); S_Init (); if (!batchrun) Printf ("ST_Init: Init startup screen.\n"); if (!restart) { StartScreen = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5); } else { StartScreen = new FStartupScreen(0); } CheckCmdLine(); // [RH] Load sound environments S_ParseReverbDef (); // [RH] Parse any SNDINFO lumps if (!batchrun) Printf ("S_InitData: Load sound definitions.\n"); S_InitData (); // [RH] Parse through all loaded mapinfo lumps if (!batchrun) Printf ("G_ParseMapInfo: Load map definitions.\n"); G_ParseMapInfo (iwad_info->MapInfo); ReadStatistics(); // MUSINFO must be parsed after MAPINFO S_ParseMusInfo(); if (!batchrun) Printf ("Texman.Init: Init texture manager.\n"); TexMan.Init(); C_InitConback(); StartScreen->Progress(); V_InitFonts(); // [CW] Parse any TEAMINFO lumps. if (!batchrun) Printf ("ParseTeamInfo: Load team definitions.\n"); TeamLibrary.ParseTeamInfo (); R_ParseTrnslate(); PClassActor::StaticInit (); // [GRB] Initialize player class list SetupPlayerClasses (); // [RH] Load custom key and weapon settings from WADs D_LoadWadSettings (); // [GRB] Check if someone used clearplayerclasses but not addplayerclass if (PlayerClasses.Size () == 0) { I_FatalError ("No player classes defined"); } StartScreen->Progress (); ParseGLDefs(); if (!batchrun) Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars()); StartScreen->LoadingStatus ("Loading graphics", 0x3f); R_Init (); if (!batchrun) Printf ("DecalLibrary: Load decals.\n"); DecalLibrary.ReadAllDecals (); // Load embedded Dehacked patches D_LoadDehLumps(FromIWAD); // [RH] Add any .deh and .bex files on the command line. // If there are none, try adding any in the config file. // Note that the command line overrides defaults from the config. if ((ConsiderPatches("-deh") | ConsiderPatches("-bex")) == 0 && gameinfo.gametype == GAME_Doom && GameConfig->SetSection ("Doom.DefaultDehacked")) { const char *key; const char *value; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0 && FileExists (value)) { if (!batchrun) Printf ("Applying patch %s\n", value); D_LoadDehFile(value); } } } // Load embedded Dehacked patches D_LoadDehLumps(FromPWADs); // Create replacements for dehacked pickups FinishDehPatch(); if (!batchrun) Printf("M_Init: Init menus.\n"); M_Init(); // clean up the compiler symbols which are not needed any longer. RemoveUnusedSymbols(); InitActorNumsFromMapinfo(); InitSpawnablesFromMapinfo(); PClassActor::StaticSetActorNums(); //Added by MC: bglobal.getspawned.Clear(); argcount = Args->CheckParmList("-bots", &args); for (p = 0; p < argcount; ++p) { bglobal.getspawned.Push(args[p]); } bglobal.spawn_tries = 0; bglobal.wanted_botnum = bglobal.getspawned.Size(); if (!batchrun) Printf ("P_Init: Init Playloop state.\n"); StartScreen->LoadingStatus ("Init game engine", 0x3f); AM_StaticInit(); P_Init (); P_SetupWeapons_ntohton(); //SBarInfo support. Note that the first SBARINFO lump contains the mugshot definition so it even needs to be read when a regular status bar is being used. SBarInfo::Load(); if (!batchrun) { // [RH] User-configurable startup strings. Because BOOM does. static const char *startupString[5] = { "STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5" }; for (p = 0; p < 5; ++p) { const char *str = GStrings[startupString[p]]; if (str != NULL && str[0] != '\0') { Printf("%s\n", str); } } } if (!restart) { if (!batchrun) Printf ("D_CheckNetGame: Checking network game status.\n"); StartScreen->LoadingStatus ("Checking network game status.", 0x3f); D_CheckNetGame (); } // [SP] Force vanilla transparency auto-detection to re-detect our game lumps now UpdateVanillaTransparency(); // [RH] Lock any cvars that should be locked now that we're // about to begin the game. FBaseCVar::EnableNoSet (); delete iwad_man; // now we won't need this anymore iwad_man = NULL; // [RH] Run any saved commands from the command line or autoexec.cfg now. gamestate = GS_FULLCONSOLE; Net_NewMakeTic (); C_RunDelayedCommands(); gamestate = GS_STARTUP; if (!restart) { // start the apropriate game based on parms v = Args->CheckValue ("-record"); if (v) { G_RecordDemo (v); autostart = true; } delete StartScreen; StartScreen = NULL; S_Sound (CHAN_BODY, "misc/startupdone", 1, ATTN_NONE); if (Args->CheckParm("-norun") || batchrun) { throw CNoRunExit(); } V_Init2(); UpdateJoystickMenu(NULL); v = Args->CheckValue ("-loadgame"); if (v) { FString file(v); FixPathSeperator (file); DefaultExtension (file, "." SAVEGAME_EXT); G_LoadGame (file); } v = Args->CheckValue("-playdemo"); if (v != NULL) { singledemo = true; // quit after one demo G_DeferedPlayDemo (v); D_DoomLoop (); // never returns } else { v = Args->CheckValue("-timedemo"); if (v) { G_TimeDemo(v); D_DoomLoop(); // never returns } else { if (gameaction != ga_loadgame && gameaction != ga_loadgamehidecon) { if (autostart || netgame) { // Do not do any screenwipes when autostarting a game. if (!Args->CheckParm("-warpwipe")) { NoWipe = TICRATE; } CheckWarpTransMap(startmap, true); if (demorecording) G_BeginRecording(startmap); G_InitNew(startmap, false); if (StoredWarp.IsNotEmpty()) { AddCommandString(StoredWarp); StoredWarp = NULL; } } else { D_StartTitle(); // start up intro loop } } else if (demorecording) { G_BeginRecording(NULL); } atterm(D_QuitNetGame); // killough } } } else { // let the renderer reinitialize some stuff if needed screen->InitPalette(); // These calls from inside V_Init2 are still necessary C_NewModeAdjust(); D_StartTitle (); // start up intro loop setmodeneeded = false; // This may be set to true here, but isn't needed for a restart } D_DoAnonStats(); if (I_FriendlyWindowTitle) I_SetWindowTitle(DoomStartupInfo.Name.GetChars()); D_DoomLoop (); // this only returns if a 'restart' CCMD is given. // // Clean up after a restart // // Music and sound should be stopped first S_StopMusic(true); S_StopAllChannels (); M_ClearMenus(); // close menu if open F_EndFinale(); // If an intermission is active, end it now AM_ClearColorsets(); // clean up game state ST_Clear(); D_ErrorCleanup (); DThinker::DestroyThinkersInList(STAT_STATIC); E_Shutdown(false); P_FreeLevelData(); M_SaveDefaults(NULL); // save config before the restart // delete all data that cannot be left until reinitialization screen->CleanForRestart(); V_ClearFonts(); // must clear global font pointers ColorSets.Clear(); PainFlashes.Clear(); R_DeinitTranslationTables(); // some tables are initialized from outside the translation code. gameinfo.~gameinfo_t(); new (&gameinfo) gameinfo_t; // Reset gameinfo S_Shutdown(); // free all channels and delete playlist C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods DeinitMenus(); LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared. // delete DoomStartupInfo data DoomStartupInfo.Name = ""; DoomStartupInfo.BkColor = DoomStartupInfo.FgColor = DoomStartupInfo.Type = 0; DoomStartupInfo.LoadLights = DoomStartupInfo.LoadBrightmaps = -1; GC::FullGC(); // clean up before taking down the object list. // Delete the reference to the VM functions here which were deleted and will be recreated after the restart. FAutoSegIterator probe(ARegHead, ARegTail); while (*++probe != NULL) { AFuncDesc *afunc = (AFuncDesc *)*probe; *(afunc->VMPointer) = NULL; } GC::DelSoftRootHead(); PClass::StaticShutdown(); GC::FullGC(); // perform one final garbage collection after shutdown assert(GC::Root == nullptr); restart++; PClass::bShutdown = false; PClass::bVMOperational = false; gamestate = GS_STARTUP; } while (1); } //========================================================================== // // restart the game // //========================================================================== UNSAFE_CCMD(restart) { // remove command line args that would get in the way during restart Args->RemoveArgs("-iwad"); Args->RemoveArgs("-deh"); Args->RemoveArgs("-bex"); Args->RemoveArgs("-playdemo"); Args->RemoveArgs("-file"); Args->RemoveArgs("-altdeath"); Args->RemoveArgs("-deathmatch"); Args->RemoveArgs("-skill"); Args->RemoveArgs("-savedir"); Args->RemoveArgs("-xlat"); Args->RemoveArgs("-oldsprites"); if (argv.argc() > 1) { for (int i = 1; iAppendArg(argv[i]); } } wantToRestart = true; } //========================================================================== // // FStartupScreen Constructor // //========================================================================== FStartupScreen::FStartupScreen(int max_progress) { MaxPos = max_progress; CurPos = 0; NotchPos = 0; } //========================================================================== // // FStartupScreen Destructor // //========================================================================== FStartupScreen::~FStartupScreen() { } //========================================================================== // // FStartupScreen :: LoadingStatus // // Used by Heretic for the Loading Status "window." // //========================================================================== void FStartupScreen::LoadingStatus(const char *message, int colors) { } //========================================================================== // // FStartupScreen :: AppendStatusLine // // Used by Heretic for the "status line" at the bottom of the screen. // //========================================================================== void FStartupScreen::AppendStatusLine(const char *status) { } void FStartupScreen::Progress(void) {} void FStartupScreen::NetInit(char const *,int) {} void FStartupScreen::NetProgress(int) {} void FStartupScreen::NetMessage(char const *,...) {} void FStartupScreen::NetDone(void) {} bool FStartupScreen::NetLoop(bool (*)(void *),void *) { return false; } DEFINE_FIELD_X(InputEventData, event_t, type) DEFINE_FIELD_X(InputEventData, event_t, subtype) DEFINE_FIELD_X(InputEventData, event_t, data1) DEFINE_FIELD_X(InputEventData, event_t, data2) DEFINE_FIELD_X(InputEventData, event_t, data3) DEFINE_FIELD_X(InputEventData, event_t, x) DEFINE_FIELD_X(InputEventData, event_t, y) CUSTOM_CVAR(Bool, I_FriendlyWindowTitle, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL) { if (self) I_SetWindowTitle(DoomStartupInfo.Name.GetChars()); else I_SetWindowTitle(NULL); }