mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-19 02:42:01 +00:00
1aa191421a
SVN r628 (trunk)
2623 lines
64 KiB
C++
2623 lines
64 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
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// plus functions to determine game mode (shareware, registered),
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// parse command line parameters, configure game parameters (turbo),
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// and call the startup functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#ifdef _WIN32
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#include <direct.h>
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#define mkdir(a,b) _mkdir (a)
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#else
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#include <sys/stat.h>
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#endif
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#ifdef unix
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#include <unistd.h>
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#endif
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#include <time.h>
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#include <math.h>
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#include <assert.h>
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#include "doomerrors.h"
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#include "d_gui.h"
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#include "m_alloc.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "w_wad.h"
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#include "s_sound.h"
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#include "v_video.h"
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#include "f_finale.h"
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#include "f_wipe.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "m_menu.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_system.h"
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#include "i_sound.h"
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#include "i_video.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "wi_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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#include "p_setup.h"
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#include "r_local.h"
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#include "r_sky.h"
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#include "d_main.h"
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#include "d_dehacked.h"
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "m_swap.h"
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#include "v_text.h"
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#include "gi.h"
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#include "b_bot.h" //Added by MC:
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#include "stats.h"
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#include "a_doomglobal.h"
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#include "gameconfigfile.h"
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#include "sbar.h"
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#include "decallib.h"
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#include "r_polymost.h"
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#include "version.h"
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#include "v_text.h"
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#include "st_start.h"
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#include "templates.h"
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#include "teaminfo.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void M_RestoreMode ();
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extern void M_SetDefaultMode ();
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extern void R_ExecuteSetViewSize ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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void D_CheckNetGame ();
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void D_ProcessEvents ();
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void G_BuildTiccmd (ticcmd_t* cmd);
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void D_DoAdvanceDemo ();
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void D_AddFile (const char *file);
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void D_AddWildFile (const char *pattern);
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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void D_DoomLoop ();
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static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (Float, turbo)
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EXTERN_CVAR (Int, crosshair)
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EXTERN_CVAR (Bool, freelook)
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EXTERN_CVAR (Float, m_pitch)
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EXTERN_CVAR (Float, m_yaw)
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EXTERN_CVAR (Bool, invertmouse)
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EXTERN_CVAR (Bool, lookstrafe)
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extern gameinfo_t SharewareGameInfo;
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extern gameinfo_t RegisteredGameInfo;
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extern gameinfo_t RetailGameInfo;
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extern gameinfo_t CommercialGameInfo;
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extern gameinfo_t HereticGameInfo;
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extern gameinfo_t HereticSWGameInfo;
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extern gameinfo_t HexenGameInfo;
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extern gameinfo_t HexenDKGameInfo;
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extern gameinfo_t StrifeGameInfo;
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extern gameinfo_t StrifeTeaserGameInfo;
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extern gameinfo_t StrifeTeaser2GameInfo;
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extern int testingmode;
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extern bool setmodeneeded;
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extern bool netdemo;
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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EXTERN_CVAR (Bool, st_scale)
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extern bool gameisdead;
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extern bool demorecording;
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extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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extern bool insave;
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extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
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{
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// Check for the fraglimit being hit because the fraglimit is being
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// lowered below somebody's current frag count.
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if (deathmatch && self > 0)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && self <= D_GetFragCount(&players[i]))
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{
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Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
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G_ExitLevel (0, false);
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break;
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}
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}
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}
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}
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CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO);
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CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (String, defaultiwad, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Int, wipetype, 1, CVAR_ARCHIVE);
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bool DrawFSHUD; // [RH] Draw fullscreen HUD?
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wadlist_t *wadfiles; // [RH] remove limit on # of loaded wads
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bool devparm; // started game with -devparm
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const char *D_DrawIcon; // [RH] Patch name of icon to draw on next refresh
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int NoWipe; // [RH] Allow wipe? (Needs to be set each time)
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bool singletics = false; // debug flag to cancel adaptiveness
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char startmap[8];
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bool autostart;
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bool advancedemo;
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FILE *debugfile;
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event_t events[MAXEVENTS];
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int eventhead;
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int eventtail;
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gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
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bool PageBlank;
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FTexture *Page;
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FTexture *Advisory;
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cycle_t FrameCycles;
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// If autoname is NULL, that's either because that game doesn't allow
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// loading of external wads or because it's already caught by the
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// general game-specific wads section.
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const IWADInfo IWADInfos[NUM_IWAD_TYPES] =
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{
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// banner text, autoname, fg color, bg color
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{ "Final Doom: TNT - Evilution", "TNT", MAKERGB(168,0,0), MAKERGB(168,168,168) },
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{ "Final Doom: Plutonia Experiment", "Plutonia", MAKERGB(168,0,0), MAKERGB(168,168,168) },
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{ "Hexen: Beyond Heretic", NULL, MAKERGB(240,240,240), MAKERGB(107,44,24) },
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{ "Hexen: Deathkings of the Dark Citadel", "HexenDK", MAKERGB(240,240,240), MAKERGB(139,68,9) },
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{ "DOOM 2: Hell on Earth", "Doom2", MAKERGB(168,0,0), MAKERGB(168,168,168) },
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{ "Heretic Shareware", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
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{ "Heretic: Shadow of the Serpent Riders", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
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{ "Heretic", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) },
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{ "DOOM Shareware", NULL, MAKERGB(168,0,0), MAKERGB(168,168,168) },
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{ "The Ultimate DOOM", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) },
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{ "DOOM Registered", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) },
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{ "Strife: Quest for the Sigil", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
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{ "Strife: Teaser (Old Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) },
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{ "Strife: Teaser (New Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) }
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};
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static wadlist_t **wadtail = &wadfiles;
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static int demosequence;
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static int pagetic;
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static const char *IWADNames[] =
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{
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NULL,
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"doom2f.wad",
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"doom2.wad",
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"plutonia.wad",
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"tnt.wad",
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"doomu.wad", // Hack from original Linux version. Not necessary, but I threw it in anyway.
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"doom.wad",
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"doom1.wad",
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"heretic.wad",
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"heretic1.wad",
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"hexen.wad",
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"hexdd.wad",
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"strife1.wad",
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"strife0.wad",
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NULL
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// D_ProcessEvents
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//
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// Send all the events of the given timestamp down the responder chain.
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// Events are asynchronous inputs generally generated by the game user.
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// Events can be discarded if no responder claims them
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//
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//==========================================================================
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void D_ProcessEvents (void)
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{
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event_t *ev;
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// [RH] If testing mode, do not accept input until test is over
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if (testingmode)
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{
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if (testingmode == 1)
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{
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M_SetDefaultMode ();
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}
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else if (testingmode <= I_GetTime(false))
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{
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M_RestoreMode ();
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}
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return;
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}
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for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
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{
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ev = &events[eventtail];
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if (C_Responder (ev))
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continue; // console ate the event
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if (M_Responder (ev))
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continue; // menu ate the event
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if (testpolymost)
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Polymost_Responder (ev);
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G_Responder (ev);
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}
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}
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//==========================================================================
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//
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// D_PostEvent
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//
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// Called by the I/O functions when input is detected.
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//
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//==========================================================================
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void D_PostEvent (const event_t *ev)
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{
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events[eventhead] = *ev;
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if (ev->type == EV_Mouse && !testpolymost && !paused && menuactive == MENU_Off &&
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ConsoleState != c_down && ConsoleState != c_falling)
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{
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if (Button_Mlook.bDown || freelook)
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{
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int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
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if (invertmouse)
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look = -look;
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G_AddViewPitch (look);
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events[eventhead].y = 0;
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}
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if (!Button_Strafe.bDown && !lookstrafe)
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{
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G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0));
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events[eventhead].x = 0;
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}
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if ((events[eventhead].x | events[eventhead].y) == 0)
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{
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return;
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}
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}
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eventhead = (eventhead+1)&(MAXEVENTS-1);
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}
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//==========================================================================
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//
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// CVAR dmflags
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//
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//==========================================================================
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CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO)
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{
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// In case DF_NO_FREELOOK was changed, reinitialize the sky
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// map. (If no freelook, then no need to stretch the sky.)
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if (sky1texture != 0)
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R_InitSkyMap ();
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if (self & DF_NO_FREELOOK)
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{
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Net_WriteByte (DEM_CENTERVIEW);
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}
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// If nofov is set, force everybody to the arbitrator's FOV.
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if ((self & DF_NO_FOV) && consoleplayer == Net_Arbitrator)
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{
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BYTE fov;
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Net_WriteByte (DEM_FOV);
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// If the game is started with DF_NO_FOV set, the arbitrator's
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// DesiredFOV will not be set when this callback is run, so
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// be sure not to transmit a 0 FOV.
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fov = (BYTE)players[consoleplayer].DesiredFOV;
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if (fov == 0)
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{
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fov = 90;
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}
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Net_WriteByte (fov);
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}
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}
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CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH);
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CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS);
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CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY);
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CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX);
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CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD);
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CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL);
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CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST);
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CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN);
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CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR);
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CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT);
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CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO);
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CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS);
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CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
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CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
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CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
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CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
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CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
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CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER);
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CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
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CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
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CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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//==========================================================================
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//
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// CVAR dmflags2
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//
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// [RH] From Skull Tag. Some of these were already done as separate cvars
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// (such as bfgaiming), but I collected them here like Skull Tag does.
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//
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//==========================================================================
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CVAR (Int, dmflags2, 0, CVAR_SERVERINFO);
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CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
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CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
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CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
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CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
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CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
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CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_INVUL);
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CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
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//==========================================================================
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//
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// CVAR compatflags
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//
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//==========================================================================
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int i_compatflags; // internal compatflags composed from the compatflags CVAR and MAPINFO settings
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CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
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{
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if (level.info == NULL) i_compatflags = self;
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else i_compatflags = (self & ~level.info->compatmask) | (level.info->compatflags & level.info->compatmask);
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}
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CVAR (Flag, compat_shortTex, compatflags, COMPATF_SHORTTEX);
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CVAR (Flag, compat_stairs, compatflags, COMPATF_STAIRINDEX);
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CVAR (Flag, compat_limitpain, compatflags, COMPATF_LIMITPAIN);
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CVAR (Flag, compat_silentpickup,compatflags, COMPATF_SILENTPICKUP);
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CVAR (Flag, compat_nopassover, compatflags, COMPATF_NO_PASSMOBJ);
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CVAR (Flag, compat_soundslots, compatflags, COMPATF_MAGICSILENCE);
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CVAR (Flag, compat_wallrun, compatflags, COMPATF_WALLRUN);
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CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS);
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CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING);
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CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT);
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CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL);
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CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET);
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CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
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CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE);
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CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF);
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CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
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CVAR (Flag, compat_invisibility,compatflags, COMPATF_INVISIBILITY);
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//==========================================================================
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//
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// D_Display
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//
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// Draw current display, possibly wiping it from the previous
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//
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//==========================================================================
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CVAR(Bool,test2d,true,0)
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void D_Display (bool screenshot)
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{
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bool wipe;
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if (nodrawers)
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return; // for comparative timing / profiling
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cycle_t cycles = 0;
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clock (cycles);
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if (players[consoleplayer].camera == NULL)
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{
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players[consoleplayer].camera = players[consoleplayer].mo;
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}
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if (viewactive)
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{
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R_SetFOV (players[consoleplayer].camera && players[consoleplayer].camera->player ?
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players[consoleplayer].camera->player->FOV : 90.f);
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}
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// [RH] change the screen mode if needed
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if (setmodeneeded)
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{
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// Change screen mode.
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if (V_SetResolution (NewWidth, NewHeight, NewBits))
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|
{
|
|
// Recalculate various view parameters.
|
|
setsizeneeded = true;
|
|
// Let the status bar know the screen size changed
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->ScreenSizeChanged ();
|
|
}
|
|
// Refresh the console.
|
|
C_NewModeAdjust ();
|
|
// Reload crosshair if transitioned to a different size
|
|
crosshair.Callback ();
|
|
}
|
|
}
|
|
|
|
RenderTarget = screen;
|
|
|
|
// change the view size if needed
|
|
if (setsizeneeded && StatusBar != NULL)
|
|
{
|
|
R_ExecuteSetViewSize ();
|
|
}
|
|
setmodeneeded = false;
|
|
|
|
if (screen->Lock (screenshot))
|
|
{
|
|
SB_state = screen->GetPageCount ();
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
}
|
|
|
|
// [RH] Allow temporarily disabling wipes
|
|
if (NoWipe)
|
|
{
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
NoWipe--;
|
|
wipe = false;
|
|
wipegamestate = gamestate;
|
|
}
|
|
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
|
|
{ // save the current screen if about to wipe
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
wipe = true;
|
|
if (wipegamestate != GS_FORCEWIPEFADE)
|
|
{
|
|
wipe_StartScreen (wipetype);
|
|
}
|
|
else
|
|
{
|
|
wipe_StartScreen (wipe_Fade);
|
|
}
|
|
wipegamestate = gamestate;
|
|
}
|
|
else
|
|
{
|
|
wipe = false;
|
|
}
|
|
|
|
if (testpolymost)
|
|
{
|
|
drawpolymosttest();
|
|
C_DrawConsole();
|
|
M_Drawer();
|
|
}
|
|
else
|
|
{
|
|
switch (gamestate)
|
|
{
|
|
case GS_FULLCONSOLE:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
C_DrawConsole ();
|
|
M_Drawer ();
|
|
if (!screenshot)
|
|
screen->Update ();
|
|
return;
|
|
|
|
case GS_LEVEL:
|
|
case GS_TITLELEVEL:
|
|
if (!gametic)
|
|
break;
|
|
|
|
if (!menuactive)
|
|
{
|
|
screen->SetBlendingRect(viewwindowx, MAX(ConBottom,viewwindowy),
|
|
viewwindowx + realviewwidth, MAX(ConBottom,viewwindowy + realviewheight));
|
|
}
|
|
else
|
|
{
|
|
// Don't chop the blending effect off at the status bar when the menu is
|
|
// active. Mostly, this is just to make Strife's dialogs with portrait
|
|
// images look okay when a blend is active.
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
}
|
|
R_RefreshViewBorder ();
|
|
P_CheckPlayerSprites();
|
|
R_RenderActorView (players[consoleplayer].mo);
|
|
R_DetailDouble (); // [RH] Apply detail mode expansion
|
|
// [RH] Let cameras draw onto textures that were visible this frame.
|
|
FCanvasTextureInfo::UpdateAll ();
|
|
if (automapactive)
|
|
{
|
|
AM_Drawer ();
|
|
}
|
|
if (realviewheight == SCREENHEIGHT && viewactive)
|
|
{
|
|
StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None);
|
|
StatusBar->DrawTopStuff (DrawFSHUD ? HUD_Fullscreen : HUD_None);
|
|
}
|
|
else
|
|
{
|
|
StatusBar->Draw (HUD_StatusBar);
|
|
StatusBar->DrawTopStuff (HUD_StatusBar);
|
|
}
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
case GS_INTERMISSION:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
WI_Drawer ();
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
case GS_FINALE:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
F_Drawer ();
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
case GS_DEMOSCREEN:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
D_PageDrawer ();
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
//screen->Begin2D();
|
|
// draw pause pic
|
|
if (paused && menuactive == MENU_Off)
|
|
{
|
|
FTexture *tex;
|
|
int x;
|
|
|
|
tex = TexMan[gameinfo.gametype & (GAME_Doom|GAME_Strife) ? "M_PAUSE" : "PAUSED"];
|
|
x = (SCREENWIDTH - tex->GetWidth()*CleanXfac)/2 +
|
|
tex->LeftOffset*CleanXfac;
|
|
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
|
|
// [RH] Draw icon, if any
|
|
if (D_DrawIcon)
|
|
{
|
|
int picnum = TexMan.CheckForTexture (D_DrawIcon, FTexture::TEX_MiscPatch);
|
|
|
|
D_DrawIcon = NULL;
|
|
if (picnum >= 0)
|
|
{
|
|
FTexture *tex = TexMan[picnum];
|
|
screen->DrawTexture (tex, 160-tex->GetWidth()/2, 100-tex->GetHeight()/2,
|
|
DTA_320x200, true, TAG_DONE);
|
|
}
|
|
NoWipe = 10;
|
|
}
|
|
|
|
if (!wipe || screenshot || NoWipe < 0)
|
|
{
|
|
NetUpdate (); // send out any new accumulation
|
|
// normal update
|
|
C_DrawConsole (); // draw console
|
|
M_Drawer (); // menu is drawn even on top of everything
|
|
FStat::PrintStat ();
|
|
if (!screenshot)
|
|
{
|
|
#if 0
|
|
if (test2d)
|
|
screen->Begin2D();
|
|
screen->DrawTexture(TexMan["M_HTIC"], 0, 0,
|
|
DTA_Clean, true,
|
|
TAG_DONE);
|
|
screen->DrawTexture(TexMan["XHAIRB3"], 200, 100,
|
|
DTA_DestWidth, 128,
|
|
DTA_DestHeight, 128,
|
|
DTA_Alpha, ((gametic & 31) + 1) << (16-5),
|
|
// DTA_RenderStyle, STYLE_Add,
|
|
DTA_FillColor, MAKEARGB(ColorMatcher.Pick(254,254,0),254,254,0),
|
|
DTA_AlphaChannel, true,
|
|
TAG_DONE);
|
|
#endif
|
|
screen->Update (); // page flip or blit buffer
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// wipe update
|
|
int wipestart, nowtime, tics;
|
|
bool done;
|
|
|
|
wipe_EndScreen ();
|
|
screen->Unlock ();
|
|
|
|
wipestart = I_GetTime (false);
|
|
|
|
Net_WriteByte (DEM_WIPEON);
|
|
NetUpdate (); // send out any new accumulation
|
|
|
|
do
|
|
{
|
|
nowtime = I_WaitForTic (wipestart);
|
|
tics = nowtime - wipestart;
|
|
wipestart = nowtime;
|
|
screen->Lock (true);
|
|
done = wipe_ScreenWipe (tics);
|
|
C_DrawConsole ();
|
|
M_Drawer (); // menu is drawn even on top of wipes
|
|
screen->Update (); // page flip or blit buffer
|
|
NetUpdate ();
|
|
} while (!done);
|
|
|
|
Net_WriteByte (DEM_WIPEOFF);
|
|
}
|
|
|
|
unclock (cycles);
|
|
FrameCycles = cycles;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_ErrorCleanup ()
|
|
//
|
|
// Cleanup after a recoverable error.
|
|
//==========================================================================
|
|
|
|
void D_ErrorCleanup ()
|
|
{
|
|
screen->Unlock ();
|
|
bglobal.RemoveAllBots (true);
|
|
D_QuitNetGame ();
|
|
if (demorecording || demoplayback)
|
|
G_CheckDemoStatus ();
|
|
Net_ClearBuffers ();
|
|
G_NewInit ();
|
|
singletics = false;
|
|
playeringame[0] = 1;
|
|
players[0].playerstate = PST_LIVE;
|
|
gameaction = ga_fullconsole;
|
|
menuactive = MENU_Off;
|
|
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;
|
|
|
|
for (;;)
|
|
{
|
|
try
|
|
{
|
|
// frame syncronous IO operations
|
|
if (gametic > lasttic)
|
|
{
|
|
lasttic = gametic;
|
|
I_StartFrame ();
|
|
}
|
|
|
|
// process one or more tics
|
|
if (singletics)
|
|
{
|
|
I_StartTic ();
|
|
DObject::BeginFrame ();
|
|
D_ProcessEvents ();
|
|
G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
|
|
//Added by MC: For some of that bot stuff. The main bot function.
|
|
int i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].isbot && players[i].mo)
|
|
{
|
|
players[i].savedyaw = players[i].mo->angle;
|
|
players[i].savedpitch = players[i].mo->pitch;
|
|
}
|
|
}
|
|
bglobal.Main (maketic%BACKUPTICS);
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].isbot && players[i].mo)
|
|
{
|
|
players[i].mo->angle = players[i].savedyaw;
|
|
players[i].mo->pitch = players[i].savedpitch;
|
|
}
|
|
}
|
|
if (advancedemo)
|
|
D_DoAdvanceDemo ();
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
G_Ticker ();
|
|
gametic++;
|
|
maketic++;
|
|
DObject::EndFrame ();
|
|
Net_NewMakeTic ();
|
|
}
|
|
else
|
|
{
|
|
TryRunTics (); // will run at least one tic
|
|
}
|
|
// [RH] Use the consoleplayer's camera to update sounds
|
|
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
|
|
// Update display, next frame, with current state.
|
|
I_StartTic ();
|
|
D_Display (false);
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
D_ErrorCleanup ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageTicker
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageTicker (void)
|
|
{
|
|
if (--pagetic < 0)
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageDrawer
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageDrawer (void)
|
|
{
|
|
if (Page != NULL)
|
|
{
|
|
screen->DrawTexture (Page, 0, 0,
|
|
DTA_VirtualWidth, Page->GetWidth(),
|
|
DTA_VirtualHeight, Page->GetHeight(),
|
|
DTA_Masked, false,
|
|
TAG_DONE);
|
|
screen->FillBorder (NULL);
|
|
}
|
|
else
|
|
{
|
|
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
|
if (!PageBlank)
|
|
{
|
|
screen->DrawText (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, "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, voices[0], 1, ATTN_NORM);
|
|
S_StartMusic ("d_intro");
|
|
break;
|
|
|
|
case 4:
|
|
pagetic = 9 * TICRATE;
|
|
pagename = "PANEL2";
|
|
S_Sound (CHAN_VOICE, voices[1], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 5:
|
|
pagetic = 12 * TICRATE;
|
|
pagename = "PANEL3";
|
|
S_Sound (CHAN_VOICE, voices[2], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 6:
|
|
pagetic = 11 * TICRATE;
|
|
pagename = "PANEL4";
|
|
S_Sound (CHAN_VOICE, voices[3], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 7:
|
|
pagetic = 10 * TICRATE;
|
|
pagename = "PANEL5";
|
|
S_Sound (CHAN_VOICE, voices[4], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 8:
|
|
pagetic = 16 * TICRATE;
|
|
pagename = "PANEL6";
|
|
S_Sound (CHAN_VOICE, 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)
|
|
{
|
|
if (Page != NULL)
|
|
{
|
|
Page->Unload ();
|
|
Page = NULL;
|
|
}
|
|
if (pagename[0])
|
|
{
|
|
Page = TexMan[pagename];
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoAdvanceDemo
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoAdvanceDemo (void)
|
|
{
|
|
static char demoname[8] = "DEMO1";
|
|
static int democount = 0;
|
|
static int pagecount;
|
|
const char *pagename = NULL;
|
|
|
|
V_SetBlend (0,0,0,0);
|
|
players[consoleplayer].playerstate = PST_LIVE; // not reborn
|
|
advancedemo = false;
|
|
usergame = false; // no save / end game here
|
|
paused = 0;
|
|
gameaction = ga_nothing;
|
|
|
|
// [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.
|
|
|
|
MapData * map = P_OpenMapData("TITLEMAP");
|
|
if (map != NULL)
|
|
{
|
|
delete map;
|
|
G_InitNew ("TITLEMAP", true);
|
|
return;
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
D_DoStrifeAdvanceDemo ();
|
|
return;
|
|
}
|
|
|
|
switch (demosequence)
|
|
{
|
|
case 3:
|
|
if (gameinfo.advisoryTime)
|
|
{
|
|
Advisory = TexMan["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)
|
|
{
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
democount++;
|
|
sprintf (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_StartMusic (gameinfo.titleMusic);
|
|
demosequence = 3;
|
|
pagecount = 0;
|
|
C_HideConsole ();
|
|
break;
|
|
|
|
case 2:
|
|
pagetic = (int)(gameinfo.pageTime * TICRATE);
|
|
gamestate = GS_DEMOSCREEN;
|
|
if (pagecount == 0)
|
|
pagename = gameinfo.creditPage1;
|
|
else
|
|
pagename = gameinfo.creditPage2;
|
|
pagecount ^= 1;
|
|
demosequence = 1;
|
|
break;
|
|
}
|
|
|
|
if (pagename)
|
|
{
|
|
if (Page != NULL)
|
|
{
|
|
Page->Unload ();
|
|
}
|
|
Page = TexMan[pagename];
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddFile
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AddFile (const char *file)
|
|
{
|
|
if (file == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!FileExists (file))
|
|
{
|
|
const char *f = BaseFileSearch (file, ".wad");
|
|
if (f == NULL)
|
|
{
|
|
Printf ("Can't find '%s'\n", file);
|
|
return;
|
|
}
|
|
file = f;
|
|
}
|
|
wadlist_t *wad = (wadlist_t *)M_Malloc (sizeof(*wad) + strlen(file));
|
|
|
|
*wadtail = wad;
|
|
wad->next = NULL;
|
|
strcpy (wad->name, file);
|
|
wadtail = &wad->next;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddWildFile
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AddWildFile (const char *value)
|
|
{
|
|
const char *wadfile = BaseFileSearch (value, ".wad");
|
|
|
|
if (wadfile != NULL)
|
|
{
|
|
D_AddFile (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 (sep == NULL)
|
|
{
|
|
D_AddFile (I_FindName (&findstate));
|
|
}
|
|
else
|
|
{
|
|
strcpy (sep+1, I_FindName (&findstate));
|
|
D_AddFile (path);
|
|
}
|
|
} while (I_FindNext (handle, &findstate) == 0);
|
|
}
|
|
I_FindClose (handle);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddConfigWads
|
|
//
|
|
// Adds all files in the specified config file section.
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AddConfigWads (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 (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 (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 (skindir);
|
|
}
|
|
} while (I_FindNext (handle, &findstate) == 0);
|
|
I_FindClose (handle);
|
|
}
|
|
}
|
|
chdir (curdir);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetIWAD
|
|
//
|
|
// Sets parameters for the game using the specified IWAD.
|
|
//==========================================================================
|
|
|
|
static void SetIWAD (const char *iwadpath, EIWADType type)
|
|
{
|
|
static const struct
|
|
{
|
|
GameMode_t Mode;
|
|
const gameinfo_t *Info;
|
|
GameMission_t Mission;
|
|
} Datas[NUM_IWAD_TYPES] = {
|
|
{ commercial, &CommercialGameInfo, pack_tnt }, // Doom2TNT
|
|
{ commercial, &CommercialGameInfo, pack_plut }, // Doom2Plutonia
|
|
{ commercial, &HexenGameInfo, doom2 }, // Hexen
|
|
{ commercial, &HexenDKGameInfo, doom2 }, // HexenDK
|
|
{ commercial, &CommercialGameInfo, doom2 }, // Doom2
|
|
{ shareware, &HereticSWGameInfo, doom }, // HereticShareware
|
|
{ retail, &HereticGameInfo, doom }, // HereticExtended
|
|
{ retail, &HereticGameInfo, doom }, // Heretic
|
|
{ shareware, &SharewareGameInfo, doom }, // DoomShareware
|
|
{ retail, &RetailGameInfo, doom }, // UltimateDoom
|
|
{ registered, &RegisteredGameInfo, doom }, // DoomRegistered
|
|
{ commercial, &StrifeGameInfo, doom2 }, // Strife
|
|
{ commercial, &StrifeTeaserGameInfo, doom2 }, // StrifeTeaser
|
|
{ commercial, &StrifeTeaser2GameInfo, doom2 }, // StrifeTeaser2
|
|
};
|
|
|
|
D_AddFile (iwadpath);
|
|
|
|
if ((unsigned)type < NUM_IWAD_TYPES)
|
|
{
|
|
gamemode = Datas[type].Mode;
|
|
gameinfo = *Datas[type].Info;
|
|
gamemission = Datas[type].Mission;
|
|
if (type == IWAD_HereticExtended)
|
|
{
|
|
gameinfo.flags |= GI_MENUHACK_EXTENDED;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gamemode = undetermined;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ScanIWAD
|
|
//
|
|
// Scan the contents of an IWAD to determine which one it is
|
|
//==========================================================================
|
|
|
|
static EIWADType ScanIWAD (const char *iwad)
|
|
{
|
|
static const char checklumps[][8] =
|
|
{
|
|
"E1M1",
|
|
"E4M1",
|
|
"MAP01",
|
|
"MAP60",
|
|
"TITLE",
|
|
"REDTNT2",
|
|
"CAMO1",
|
|
{ 'E','X','T','E','N','D','E','D'},
|
|
"ENDSTRF",
|
|
"MAP33",
|
|
"INVCURS",
|
|
"E2M1","E2M2","E2M3","E2M4","E2M5","E2M6","E2M7","E2M8","E2M9",
|
|
"E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9",
|
|
"DPHOOF","BFGGA0","HEADA1","CYBRA1",
|
|
{ 'S','P','I','D','A','1','D','1' },
|
|
};
|
|
#define NUM_CHECKLUMPS (sizeof(checklumps)/8)
|
|
enum
|
|
{
|
|
Check_e1m1,
|
|
Check_e4m1,
|
|
Check_map01,
|
|
Check_map60,
|
|
Check_title,
|
|
Check_redtnt2,
|
|
Check_cam01,
|
|
Check_Extended,
|
|
Check_endstrf,
|
|
Check_map33,
|
|
Check_invcurs,
|
|
Check_e2m1
|
|
};
|
|
int lumpsfound[NUM_CHECKLUMPS];
|
|
size_t i;
|
|
wadinfo_t header;
|
|
FILE *f;
|
|
|
|
memset (lumpsfound, 0, sizeof(lumpsfound));
|
|
if ( (f = fopen (iwad, "rb")) )
|
|
{
|
|
fread (&header, sizeof(header), 1, f);
|
|
if (header.Magic == IWAD_ID || header.Magic == PWAD_ID)
|
|
{
|
|
header.NumLumps = LittleLong(header.NumLumps);
|
|
if (0 == fseek (f, LittleLong(header.InfoTableOfs), SEEK_SET))
|
|
{
|
|
for (i = 0; i < (size_t)header.NumLumps; i++)
|
|
{
|
|
wadlump_t lump;
|
|
size_t j;
|
|
|
|
if (0 == fread (&lump, sizeof(lump), 1, f))
|
|
break;
|
|
for (j = 0; j < NUM_CHECKLUMPS; j++)
|
|
if (strnicmp (lump.Name, checklumps[j], 8) == 0)
|
|
lumpsfound[j]++;
|
|
}
|
|
}
|
|
}
|
|
fclose (f);
|
|
}
|
|
|
|
if (lumpsfound[Check_title] && lumpsfound[Check_map60])
|
|
{
|
|
return IWAD_HexenDK;
|
|
}
|
|
else if (lumpsfound[Check_map33] && lumpsfound[Check_endstrf])
|
|
{
|
|
if (lumpsfound[Check_map01])
|
|
{
|
|
return IWAD_Strife;
|
|
}
|
|
else if (lumpsfound[Check_invcurs])
|
|
{
|
|
return IWAD_StrifeTeaser2;
|
|
}
|
|
else
|
|
{
|
|
return IWAD_StrifeTeaser;
|
|
}
|
|
}
|
|
else if (lumpsfound[Check_map01])
|
|
{
|
|
if (lumpsfound[Check_redtnt2])
|
|
{
|
|
return IWAD_Doom2TNT;
|
|
}
|
|
else if (lumpsfound[Check_cam01])
|
|
{
|
|
return IWAD_Doom2Plutonia;
|
|
}
|
|
else
|
|
{
|
|
if (lumpsfound[Check_title])
|
|
{
|
|
return IWAD_Hexen;
|
|
}
|
|
else
|
|
{
|
|
return IWAD_Doom2;
|
|
}
|
|
}
|
|
}
|
|
else if (lumpsfound[Check_e1m1])
|
|
{
|
|
if (lumpsfound[Check_title])
|
|
{
|
|
if (!lumpsfound[Check_e2m1])
|
|
{
|
|
return IWAD_HereticShareware;
|
|
}
|
|
else
|
|
{
|
|
if (lumpsfound[Check_Extended])
|
|
{
|
|
return IWAD_HereticExtended;
|
|
}
|
|
else
|
|
{
|
|
return IWAD_Heretic;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++)
|
|
{
|
|
if (!lumpsfound[i])
|
|
{
|
|
return IWAD_DoomShareware;
|
|
}
|
|
}
|
|
if (i == NUM_CHECKLUMPS)
|
|
{
|
|
if (lumpsfound[Check_e4m1])
|
|
{
|
|
return IWAD_UltimateDoom;
|
|
}
|
|
else
|
|
{
|
|
return IWAD_DoomRegistered;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return NUM_IWAD_TYPES; // Don't know
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckIWAD
|
|
//
|
|
// Tries to find an IWAD from a set of known IWAD names, and checks the
|
|
// contents of each one found to determine which game it belongs to.
|
|
// Returns the number of new wads found in this pass (does not count wads
|
|
// found from a previous call).
|
|
//
|
|
//==========================================================================
|
|
|
|
static int CheckIWAD (const char *doomwaddir, WadStuff *wads)
|
|
{
|
|
const char *slash;
|
|
int i;
|
|
int numfound;
|
|
|
|
numfound = 0;
|
|
|
|
slash = (doomwaddir[0] && doomwaddir[strlen (doomwaddir)-1] != '/') ? "/" : "";
|
|
|
|
// Search for a pre-defined IWAD
|
|
for (i = IWADNames[0] ? 0 : 1; IWADNames[i]; i++)
|
|
{
|
|
if (wads[i].Path.IsEmpty())
|
|
{
|
|
FString iwad;
|
|
|
|
iwad.Format ("%s%s%s", doomwaddir, slash, IWADNames[i]);
|
|
FixPathSeperator (iwad.LockBuffer());
|
|
if (FileExists (iwad))
|
|
{
|
|
wads[i].Type = ScanIWAD (iwad);
|
|
if (wads[i].Type != NUM_IWAD_TYPES)
|
|
{
|
|
wads[i].Path = iwad;
|
|
numfound++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return numfound;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ExpandEnvVars
|
|
//
|
|
// Expands environment variable references in a string. Intended primarily
|
|
// for use with IWAD search paths in config files.
|
|
//
|
|
//==========================================================================
|
|
|
|
static FString ExpandEnvVars(const char *searchpathstring)
|
|
{
|
|
static const char envvarnamechars[] =
|
|
"01234567890"
|
|
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
|
|
"_"
|
|
"abcdefghijklmnopqrstuvwxyz";
|
|
|
|
if (searchpathstring == NULL)
|
|
return FString ("");
|
|
|
|
const char *dollar = strchr (searchpathstring,'$');
|
|
if (dollar == NULL)
|
|
{
|
|
return FString (searchpathstring);
|
|
}
|
|
|
|
const char *nextchars = searchpathstring;
|
|
FString out = FString (searchpathstring, dollar - searchpathstring);
|
|
while ( (dollar != NULL) && (*nextchars != 0) )
|
|
{
|
|
size_t length = strspn(dollar + 1, envvarnamechars);
|
|
if (length != 0)
|
|
{
|
|
FString varname = FString (dollar + 1, length);
|
|
if (stricmp (varname, "progdir") == 0)
|
|
{
|
|
out += progdir;
|
|
}
|
|
else
|
|
{
|
|
char *varvalue = getenv (varname);
|
|
if ( (varvalue != NULL) && (strlen(varvalue) != 0) )
|
|
{
|
|
out += varvalue;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
out += '$';
|
|
}
|
|
nextchars = dollar + length + 1;
|
|
dollar = strchr (nextchars, '$');
|
|
if (dollar != NULL)
|
|
{
|
|
out += FString (nextchars, dollar - nextchars);
|
|
}
|
|
}
|
|
if (*nextchars != 0)
|
|
{
|
|
out += nextchars;
|
|
}
|
|
return out;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckIWADinEnvDir
|
|
//
|
|
// Checks for an IWAD in a path that contains one or more environment
|
|
// variables.
|
|
//
|
|
//==========================================================================
|
|
|
|
static int CheckIWADinEnvDir (const char *str, WadStuff *wads)
|
|
{
|
|
FString expanded = ExpandEnvVars (str);
|
|
|
|
if (!expanded.IsEmpty())
|
|
{
|
|
char *dir = expanded.LockBuffer ();
|
|
FixPathSeperator (dir);
|
|
expanded.UnlockBuffer ();
|
|
if (expanded[expanded.Len() - 1] != '/')
|
|
{
|
|
expanded += '/';
|
|
}
|
|
return CheckIWAD (expanded, wads);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// IdentifyVersion
|
|
//
|
|
// Tries to find an IWAD in one of four directories under DOS or Win32:
|
|
// 1. Current directory
|
|
// 2. Executable directory
|
|
// 3. $DOOMWADDIR
|
|
// 4. $HOME
|
|
//
|
|
// Under UNIX OSes, the search path is:
|
|
// 1. Current directory
|
|
// 2. $DOOMWADDIR
|
|
// 3. $HOME/.zdoom
|
|
// 4. The share directory defined at compile time (/usr/local/share/zdoom)
|
|
//
|
|
// The search path can be altered by editing the IWADSearch.Directories
|
|
// section of the config file.
|
|
//
|
|
//==========================================================================
|
|
|
|
static EIWADType IdentifyVersion (const char *zdoom_wad)
|
|
{
|
|
WadStuff wads[sizeof(IWADNames)/sizeof(char *)];
|
|
size_t foundwads[NUM_IWAD_TYPES] = { 0 };
|
|
const char *iwadparm = Args.CheckValue ("-iwad");
|
|
size_t numwads;
|
|
int pickwad;
|
|
size_t i;
|
|
bool iwadparmfound = false;
|
|
FString custwad;
|
|
|
|
if (iwadparm)
|
|
{
|
|
custwad = iwadparm;
|
|
FixPathSeperator (custwad.LockBuffer());
|
|
if (CheckIWAD (custwad, wads))
|
|
{ // -iwad parameter was a directory
|
|
iwadparm = NULL;
|
|
}
|
|
else
|
|
{
|
|
DefaultExtension (custwad, ".wad");
|
|
iwadparm = custwad;
|
|
IWADNames[0] = iwadparm;
|
|
CheckIWAD ("", wads);
|
|
}
|
|
}
|
|
|
|
if (iwadparm == NULL || wads[0].Path.IsEmpty())
|
|
{
|
|
if (GameConfig->SetSection ("IWADSearch.Directories"))
|
|
{
|
|
const char *key;
|
|
const char *value;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
{
|
|
if (stricmp (key, "Path") == 0)
|
|
{
|
|
if (strchr (value, '$') != NULL)
|
|
{
|
|
CheckIWADinEnvDir (value, wads);
|
|
}
|
|
#ifdef unix
|
|
else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/'))
|
|
{
|
|
FString homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true);
|
|
CheckIWAD (homepath, wads);
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
CheckIWAD (value, wads);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#ifdef _WIN32
|
|
FString steam_path = I_GetSteamPath();
|
|
if (steam_path.IsNotEmpty())
|
|
{
|
|
static const char *const steam_dirs[] =
|
|
{
|
|
"doom 2/base",
|
|
"final doom/base",
|
|
"heretic shadow of the serpent riders/base",
|
|
"hexen/base",
|
|
"hexen deathkings of the dark citadel/base",
|
|
"ultimate doom/base"
|
|
};
|
|
steam_path += "/SteamApps/common/";
|
|
for (i = 0; i < countof(steam_dirs); ++i)
|
|
{
|
|
CheckIWAD (steam_path + steam_dirs[i], wads);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (iwadparm != NULL && !wads[0].Path.IsEmpty())
|
|
{
|
|
iwadparmfound = true;
|
|
}
|
|
|
|
for (i = numwads = 0; i < countof(IWADNames); i++)
|
|
{
|
|
if (!wads[i].Path.IsEmpty())
|
|
{
|
|
if (i != numwads)
|
|
{
|
|
wads[numwads] = wads[i];
|
|
}
|
|
foundwads[wads[numwads].Type] = numwads+1;
|
|
numwads++;
|
|
}
|
|
}
|
|
|
|
if (foundwads[IWAD_HexenDK] && !foundwads[IWAD_Hexen])
|
|
{ // Cannot play Hexen DK without Hexen
|
|
size_t kill = foundwads[IWAD_HexenDK];
|
|
if (kill != numwads)
|
|
{
|
|
memmove (&wads[kill-1], &wads[kill], numwads - kill);
|
|
}
|
|
numwads--;
|
|
}
|
|
|
|
if (numwads == 0)
|
|
{
|
|
I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n"
|
|
"Did you install ZDoom properly? You can do either of the following:\n"
|
|
"\n"
|
|
"1. Place one or more of these wads in the same directory as ZDoom.\n"
|
|
"2. Edit your zdoom-username.ini and add the directories of your iwads\n"
|
|
"to the list beneath [IWADSearch.Directories]");
|
|
}
|
|
|
|
pickwad = 0;
|
|
|
|
if (!iwadparmfound && numwads > 1)
|
|
{
|
|
int defiwad = 0;
|
|
|
|
// Locate the user's prefered IWAD, if it was found.
|
|
if (defaultiwad[0] != '\0')
|
|
{
|
|
for (i = 0; i < numwads; ++i)
|
|
{
|
|
FString basename = ExtractFileBase (wads[i].Path);
|
|
if (stricmp (basename, defaultiwad) == 0)
|
|
{
|
|
defiwad = (int)i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
pickwad = I_PickIWad (wads, (int)numwads, queryiwad, defiwad);
|
|
if (pickwad >= 0)
|
|
{
|
|
// The newly selected IWAD becomes the new default
|
|
FString basename = ExtractFileBase (wads[pickwad].Path);
|
|
defaultiwad = basename;
|
|
}
|
|
}
|
|
|
|
if (pickwad < 0)
|
|
exit (0);
|
|
|
|
// zdoom.pk3 must always be the first file loaded and the IWAD second.
|
|
D_AddFile (zdoom_wad);
|
|
|
|
if (wads[pickwad].Type == IWAD_HexenDK)
|
|
{ // load hexen.wad before loading hexdd.wad
|
|
D_AddFile (wads[foundwads[IWAD_Hexen]-1].Path);
|
|
}
|
|
|
|
SetIWAD (wads[pickwad].Path, wads[pickwad].Type);
|
|
|
|
if (wads[pickwad].Type == IWAD_Strife)
|
|
{ // Try to load voices.wad along with strife1.wad
|
|
long lastslash = wads[pickwad].Path.LastIndexOf ('/');
|
|
FString path;
|
|
|
|
if (lastslash == -1)
|
|
{
|
|
path = "";// wads[pickwad].Path;
|
|
}
|
|
else
|
|
{
|
|
path = FString (wads[pickwad].Path.GetChars(), lastslash + 1);
|
|
}
|
|
path += "voices.wad";
|
|
D_AddFile (path);
|
|
}
|
|
|
|
return wads[pickwad].Type;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// BaseFileSearch
|
|
//
|
|
// If a file does not exist at <file>, 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.
|
|
//
|
|
//==========================================================================
|
|
|
|
static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
|
|
{
|
|
static char wad[PATH_MAX];
|
|
|
|
if (lookfirstinprogdir)
|
|
{
|
|
sprintf (wad, "%s%s%s", progdir, progdir[strlen (progdir) - 1] != '/' ? "/" : "", file);
|
|
if (FileExists (wad))
|
|
{
|
|
return wad;
|
|
}
|
|
}
|
|
|
|
if (FileExists (file))
|
|
{
|
|
sprintf (wad, "%s", file);
|
|
return wad;
|
|
}
|
|
|
|
if (GameConfig->SetSection ("FileSearch.Directories"))
|
|
{
|
|
const char *key;
|
|
const char *value;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
{
|
|
if (stricmp (key, "Path") == 0)
|
|
{
|
|
const char *dir;
|
|
FString homepath;
|
|
|
|
if (*value == '$')
|
|
{
|
|
if (stricmp (value + 1, "progdir") == 0)
|
|
{
|
|
dir = progdir;
|
|
}
|
|
else
|
|
{
|
|
dir = getenv (value + 1);
|
|
}
|
|
}
|
|
#ifdef unix
|
|
else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/'))
|
|
{
|
|
homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true);
|
|
dir = homepath;
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
dir = value;
|
|
}
|
|
if (dir != NULL)
|
|
{
|
|
sprintf (wad, "%s%s%s", dir, dir[strlen (dir) - 1] != '/' ? "/" : "", file);
|
|
if (FileExists (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, const char *ext)
|
|
{
|
|
bool noDef = false;
|
|
DArgs *files = Args.GatherFiles (arg, ext, false);
|
|
|
|
if (files->NumArgs() > 0)
|
|
{
|
|
int i;
|
|
const char *f;
|
|
|
|
for (i = 0; i < files->NumArgs(); ++i)
|
|
{
|
|
if ( (f = BaseFileSearch (files->GetArg (i), ".deh")) )
|
|
DoDehPatch (f, false);
|
|
else if ( (f = BaseFileSearch (files->GetArg (i), ".bex")) )
|
|
DoDehPatch (f, false);
|
|
}
|
|
noDef = true;
|
|
}
|
|
delete files;
|
|
return noDef;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_LoadWadSettings
|
|
//
|
|
// Parses any loaded KEYCONF lumps. These are restricted console scripts
|
|
// that can only execute the alias, defaultbind, addkeysection,
|
|
// addmenukey, weaponsection, and addslotdefault commands.
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_LoadWadSettings ()
|
|
{
|
|
char cmd[4096];
|
|
int lump, lastlump = 0;
|
|
|
|
ParsingKeyConf = true;
|
|
|
|
while ((lump = Wads.FindLump ("KEYCONF", &lastlump)) != -1)
|
|
{
|
|
FMemLump data = Wads.ReadLump (lump);
|
|
const char *eof = (char *)data.GetMem() + Wads.LumpLength (lump);
|
|
const char *conf = (char *)data.GetMem();
|
|
|
|
while (conf < eof)
|
|
{
|
|
size_t i;
|
|
|
|
// Fetch a line to execute
|
|
for (i = 0; conf + i < eof && conf[i] != '\n'; ++i)
|
|
{
|
|
cmd[i] = conf[i];
|
|
}
|
|
cmd[i] = 0;
|
|
conf += i;
|
|
if (*conf == '\n')
|
|
{
|
|
conf++;
|
|
}
|
|
|
|
// Comments begin with //
|
|
char *stop = cmd + i - 1;
|
|
char *comment = cmd;
|
|
int inQuote = 0;
|
|
|
|
if (*stop == '\r')
|
|
*stop-- = 0;
|
|
|
|
while (comment < stop)
|
|
{
|
|
if (*comment == '\"')
|
|
{
|
|
inQuote ^= 1;
|
|
}
|
|
else if (!inQuote && *comment == '/' && *(comment + 1) == '/')
|
|
{
|
|
break;
|
|
}
|
|
comment++;
|
|
}
|
|
if (comment == cmd)
|
|
{ // Comment at line beginning
|
|
continue;
|
|
}
|
|
else if (comment < stop)
|
|
{ // Comment in middle of line
|
|
*comment = 0;
|
|
}
|
|
|
|
AddCommandString (cmd);
|
|
}
|
|
}
|
|
ParsingKeyConf = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_MultiExec
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_MultiExec (DArgs *list, bool usePullin)
|
|
{
|
|
for (int i = 0; i < list->NumArgs(); ++i)
|
|
{
|
|
C_ExecFile (list->GetArg (i), usePullin);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoomMain
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoomMain (void)
|
|
{
|
|
int p, flags;
|
|
FString file;
|
|
char *v;
|
|
const char *wad;
|
|
DArgs *execFiles;
|
|
const IWADInfo *iwad_info;
|
|
|
|
srand(I_MSTime());
|
|
|
|
atterm (DObject::StaticShutdown);
|
|
PClass::StaticInit ();
|
|
atterm (C_DeinitConsole);
|
|
|
|
gamestate = GS_STARTUP;
|
|
|
|
SetLanguageIDs ();
|
|
|
|
rngseed = (DWORD)time (NULL);
|
|
FRandom::StaticClearRandom ();
|
|
M_FindResponseFile ();
|
|
|
|
Printf ("M_LoadDefaults: Load system defaults.\n");
|
|
M_LoadDefaults (); // load before initing other systems
|
|
|
|
// [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);
|
|
}
|
|
|
|
iwad_info = &IWADInfos[IdentifyVersion(wad)];
|
|
I_SetIWADInfo(iwad_info);
|
|
GameConfig->DoGameSetup (GameNames[gameinfo.gametype]);
|
|
|
|
if (!(gameinfo.flags & GI_SHAREWARE))
|
|
{
|
|
// [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.
|
|
wad = BaseFileSearch ("zvox.wad", NULL);
|
|
if (wad)
|
|
D_AddFile (wad);
|
|
|
|
// [RH] Add any .wad files in the skins directory
|
|
#ifdef unix
|
|
file = SHARE_DIR;
|
|
#else
|
|
file = progdir;
|
|
#endif
|
|
file += "skins";
|
|
D_AddDirectory (file);
|
|
|
|
const char *home = getenv ("HOME");
|
|
if (home)
|
|
{
|
|
file = home;
|
|
if (home[strlen(home) - 1] != '/')
|
|
{
|
|
file += '/';
|
|
}
|
|
file += ".zdoom/skins";
|
|
D_AddDirectory (file);
|
|
}
|
|
|
|
|
|
// Add common (global) wads
|
|
D_AddConfigWads ("Global.Autoload");
|
|
|
|
// Add game-specific wads
|
|
file = GameNames[gameinfo.gametype];
|
|
file += ".Autoload";
|
|
D_AddConfigWads (file);
|
|
|
|
// Add IWAD-specific wads
|
|
if (iwad_info->Autoname != NULL)
|
|
{
|
|
file = iwad_info->Autoname;
|
|
file += ".Autoload";
|
|
D_AddConfigWads(file);
|
|
}
|
|
}
|
|
|
|
// Run automatically executed files
|
|
execFiles = new DArgs;
|
|
GameConfig->AddAutoexec (execFiles, GameNames[gameinfo.gametype]);
|
|
D_MultiExec (execFiles, true);
|
|
delete execFiles;
|
|
|
|
// Run .cfg files at the start of the command line.
|
|
execFiles = Args.GatherFiles (NULL, ".cfg", false);
|
|
D_MultiExec (execFiles, true);
|
|
delete execFiles;
|
|
|
|
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
|
|
|
|
DArgs *files = Args.GatherFiles ("-file", ".wad", true);
|
|
DArgs *files1 = Args.GatherFiles (NULL, ".zip", false);
|
|
DArgs *files2 = Args.GatherFiles (NULL, ".pk3", false);
|
|
if (files->NumArgs() > 0 || files1->NumArgs() > 0 || files2->NumArgs() > 0)
|
|
{
|
|
// Check for -file in shareware
|
|
if (gameinfo.flags & GI_SHAREWARE)
|
|
{
|
|
I_FatalError ("You cannot -file with the shareware version. Register!");
|
|
}
|
|
|
|
// the files gathered are wadfile/lump names
|
|
for (int i = 0; i < files->NumArgs(); i++)
|
|
{
|
|
D_AddWildFile (files->GetArg (i));
|
|
}
|
|
for (int i = 0; i < files1->NumArgs(); i++)
|
|
{
|
|
D_AddWildFile (files1->GetArg (i));
|
|
}
|
|
for (int i = 0; i < files2->NumArgs(); i++)
|
|
{
|
|
D_AddWildFile (files2->GetArg (i));
|
|
}
|
|
}
|
|
delete files;
|
|
delete files1;
|
|
delete files2;
|
|
|
|
Printf ("W_Init: Init WADfiles.\n");
|
|
Wads.InitMultipleFiles (&wadfiles);
|
|
|
|
// [RH] Initialize localizable strings.
|
|
GStrings.LoadStrings (false);
|
|
|
|
// [RH] Moved these up here so that we can do most of our
|
|
// startup output in a fullscreen console.
|
|
|
|
CT_Init ();
|
|
|
|
Printf ("I_Init: Setting up machine state.\n");
|
|
I_Init ();
|
|
|
|
Printf ("V_Init: allocate screen.\n");
|
|
V_Init ();
|
|
|
|
// Base systems have been inited; enable cvar callbacks
|
|
FBaseCVar::EnableCallbacks ();
|
|
|
|
Printf ("S_Init: Setting up sound.\n");
|
|
S_Init ();
|
|
|
|
Printf ("ST_Init: Init startup screen.\n");
|
|
StartScreen = FStartupScreen::CreateInstance (R_GuesstimateNumTextures() + 5);
|
|
|
|
Printf ("P_Init: Checking cmd-line parameters...\n");
|
|
flags = dmflags;
|
|
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)
|
|
{
|
|
strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");
|
|
}
|
|
else
|
|
{
|
|
strcpy (startmap, "&wt@01");
|
|
}
|
|
autostart = false;
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
strncpy (startmap, CalcMapName (ep, map), 8);
|
|
autostart = true;
|
|
}
|
|
|
|
// [RH] Hack to handle +map
|
|
p = Args.CheckParm ("+map");
|
|
if (p && p < Args.NumArgs()-1)
|
|
{
|
|
MapData * map = P_OpenMapData(Args.GetArg (p+1));
|
|
if (map == NULL)
|
|
{
|
|
Printf ("Can't find map %s\n", Args.GetArg (p+1));
|
|
}
|
|
else
|
|
{
|
|
delete map;
|
|
strncpy (startmap, Args.GetArg (p+1), 8);
|
|
Args.GetArg (p)[0] = '-';
|
|
autostart = true;
|
|
}
|
|
}
|
|
if (devparm)
|
|
{
|
|
Printf (GStrings("D_DEVSTR"));
|
|
}
|
|
|
|
#ifndef unix
|
|
// We do not need to support -cdrom under Unix, because all the files
|
|
// that would go to c:\\zdoomdat are already stored in .zdoom inside
|
|
// the user's home directory.
|
|
if (Args.CheckParm("-cdrom"))
|
|
{
|
|
Printf (GStrings("D_CDROM"));
|
|
mkdir ("c:\\zdoomdat", 0);
|
|
}
|
|
#endif
|
|
|
|
// turbo option // [RH] (now a cvar)
|
|
{
|
|
UCVarValue value;
|
|
static char one_hundred[] = "100";
|
|
|
|
value.String = Args.CheckValue ("-turbo");
|
|
if (value.String == NULL)
|
|
value.String = one_hundred;
|
|
else
|
|
Printf ("turbo scale: %s%%\n", value.String);
|
|
|
|
turbo.SetGenericRepDefault (value, CVAR_String);
|
|
}
|
|
|
|
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, gameskill + 1);
|
|
StartScreen->AppendStatusLine(temp);
|
|
}
|
|
|
|
// [RH] Now that all text strings are set up,
|
|
// insert them into the level and cluster data.
|
|
G_MakeEpisodes ();
|
|
|
|
// [RH] Parse through all loaded mapinfo lumps
|
|
Printf ("G_ParseMapInfo: Load map definitions.\n");
|
|
G_ParseMapInfo ();
|
|
|
|
// [RH] Parse any SNDINFO lumps
|
|
Printf ("S_InitData: Load sound definitions.\n");
|
|
S_InitData ();
|
|
|
|
// [CW] Parse any TEAMINFO lumps
|
|
Printf ("TEAMINFO_Init: Load team definitions.\n");
|
|
TEAMINFO_Init ();
|
|
|
|
FActorInfo::StaticInit ();
|
|
|
|
// Now that all actors have been defined we can finally set up the weapon slots
|
|
GameConfig->DoWeaponSetup (GameNames[gameinfo.gametype]);
|
|
|
|
// [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");
|
|
}
|
|
|
|
FActorInfo::StaticGameSet ();
|
|
StartScreen->Progress ();
|
|
|
|
Printf ("R_Init: Init %s refresh subsystem.\n", GameNames[gameinfo.gametype]);
|
|
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
|
|
R_Init ();
|
|
|
|
Printf ("DecalLibrary: Load decals.\n");
|
|
DecalLibrary.Clear ();
|
|
DecalLibrary.ReadAllDecals ();
|
|
|
|
// [RH] Try adding .deh and .bex files on the command line.
|
|
// If there are none, try adding any in the config file.
|
|
|
|
//if (gameinfo.gametype == GAME_Doom)
|
|
{
|
|
if (!ConsiderPatches ("-deh", ".deh") &&
|
|
!ConsiderPatches ("-bex", ".bex") &&
|
|
(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))
|
|
{
|
|
Printf ("Applying patch %s\n", value);
|
|
DoDehPatch (value, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
DoDehPatch (NULL, true); // See if there's a patch in a PWAD
|
|
FinishDehPatch (); // Create replacements for dehacked pickups
|
|
}
|
|
FActorInfo::StaticSetActorNums ();
|
|
|
|
|
|
// [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);
|
|
}
|
|
}
|
|
|
|
//Added by MC:
|
|
bglobal.getspawned = Args.GatherFiles ("-bots", "", false);
|
|
if (bglobal.getspawned->NumArgs() == 0)
|
|
{
|
|
delete bglobal.getspawned;
|
|
bglobal.getspawned = NULL;
|
|
}
|
|
else
|
|
{
|
|
bglobal.spawn_tries = 0;
|
|
bglobal.wanted_botnum = bglobal.getspawned->NumArgs();
|
|
}
|
|
|
|
Printf ("M_Init: Init miscellaneous info.\n");
|
|
M_Init ();
|
|
|
|
Printf ("P_Init: Init Playloop state.\n");
|
|
StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
|
P_Init ();
|
|
|
|
Printf ("D_CheckNetGame: Checking network game status.\n");
|
|
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
|
|
D_CheckNetGame ();
|
|
|
|
// [RH] Lock any cvars that should be locked now that we're
|
|
// about to begin the game.
|
|
FBaseCVar::EnableNoSet ();
|
|
|
|
// [RH] Run any saved commands from the command line or autoexec.cfg now.
|
|
gamestate = GS_FULLCONSOLE;
|
|
Net_NewMakeTic ();
|
|
DObject::BeginFrame ();
|
|
DThinker::RunThinkers ();
|
|
DObject::EndFrame ();
|
|
gamestate = GS_STARTUP;
|
|
|
|
// start the apropriate game based on parms
|
|
v = Args.CheckValue ("-record");
|
|
|
|
if (v)
|
|
{
|
|
G_RecordDemo (v);
|
|
autostart = true;
|
|
}
|
|
|
|
delete StartScreen;
|
|
StartScreen = NULL;
|
|
V_Init2();
|
|
|
|
files = Args.GatherFiles ("-playdemo", ".lmp", false);
|
|
if (files->NumArgs() > 0)
|
|
{
|
|
singledemo = true; // quit after one demo
|
|
G_DeferedPlayDemo (files->GetArg (0));
|
|
delete files;
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
delete files;
|
|
|
|
v = Args.CheckValue ("-timedemo");
|
|
if (v)
|
|
{
|
|
G_TimeDemo (v);
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
|
|
v = Args.CheckValue ("-loadgame");
|
|
if (v)
|
|
{
|
|
file = v;
|
|
FixPathSeperator (file);
|
|
DefaultExtension (file, ".zds");
|
|
G_LoadGame (file);
|
|
}
|
|
|
|
if (gameaction != ga_loadgame)
|
|
{
|
|
if (autostart || netgame)
|
|
{
|
|
// Do not do any screenwipes when autostarting a game.
|
|
NoWipe = 35;
|
|
CheckWarpTransMap (startmap, true);
|
|
if (demorecording)
|
|
G_BeginRecording (startmap);
|
|
G_InitNew (startmap, false);
|
|
}
|
|
else
|
|
{
|
|
D_StartTitle (); // start up intro loop
|
|
}
|
|
}
|
|
else if (demorecording)
|
|
{
|
|
G_BeginRecording (NULL);
|
|
}
|
|
|
|
atterm (D_QuitNetGame); // killough
|
|
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// STAT fps
|
|
//
|
|
// Displays statistics about rendering times
|
|
//
|
|
//==========================================================================
|
|
|
|
ADD_STAT (fps)
|
|
{
|
|
FString out;
|
|
out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms",
|
|
(double)FrameCycles * SecondsPerCycle * 1000,
|
|
(double)WallCycles * SecondsPerCycle * 1000,
|
|
(double)PlaneCycles * SecondsPerCycle * 1000,
|
|
(double)MaskedCycles * SecondsPerCycle * 1000
|
|
);
|
|
return out;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// STAT wallcycles
|
|
//
|
|
// Displays the minimum number of cycles spent drawing walls
|
|
//
|
|
//==========================================================================
|
|
|
|
static cycle_t bestwallcycles = INT_MAX;
|
|
|
|
ADD_STAT (wallcycles)
|
|
{
|
|
FString out;
|
|
if (WallCycles && WallCycles < bestwallcycles)
|
|
bestwallcycles = WallCycles;
|
|
out.Format ("%llu", bestwallcycles);
|
|
return out;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD clearwallcycles
|
|
//
|
|
// Resets the count of minimum wall drawing cycles
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (clearwallcycles)
|
|
{
|
|
bestwallcycles = INT_MAX;
|
|
}
|
|
|
|
#if 1
|
|
// To use these, also uncomment the clock/unclock in wallscan
|
|
static cycle_t bestscancycles = INT_MAX;
|
|
|
|
ADD_STAT (scancycles)
|
|
{
|
|
FString out;
|
|
if (WallScanCycles && WallScanCycles < bestscancycles)
|
|
bestscancycles = WallScanCycles;
|
|
out.Format ("%llu", bestscancycles);
|
|
return out;
|
|
}
|
|
|
|
CCMD (clearscancycles)
|
|
{
|
|
bestscancycles = INT_MAX;
|
|
}
|
|
#endif
|