gzdoom-gles/src/d_main.cpp
Christoph Oelckers 74c5f83658 - moved most of the root marking out of the garbage collector, replacing it with callbacks.
Yet another place where low level code was tied too tightly to the game instead of providing a proper interface.
2020-04-11 20:20:52 +02:00

3593 lines
94 KiB
C++

//-----------------------------------------------------------------------------
// 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 <direct.h>
#endif
#ifdef HAVE_FPU_CONTROL
#include <fpu_control.h>
#endif
#if defined(__unix__) || defined(__APPLE__)
#include <unistd.h>
#endif
#include <math.h>
#include <assert.h>
#include "engineerrors.h"
#include "i_time.h"
#include "d_gui.h"
#include "m_random.h"
#include "doomdef.h"
#include "doomstat.h"
#include "gstrings.h"
#include "filesystem.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 "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 "i_system.h"
#include "g_cvars.h"
#include "r_data/r_vanillatrans.h"
#include "s_music.h"
#include "swrenderer/r_swcolormaps.h"
#include "findfile.h"
#include "md5.h"
#include "c_buttons.h"
#include "d_buttons.h"
#include "i_interface.h"
#include "animations.h"
#include "texturemanager.h"
#include "formats/multipatchtexture.h"
EXTERN_CVAR(Bool, hud_althud)
EXTERN_CVAR(Int, vr_mode)
EXTERN_CVAR(Bool, cl_customizeinvulmap)
void DrawHUD();
void D_DoAnonStats();
void I_DetectOS();
void UpdateGenericUI(bool cvar);
// 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();
void CloseNetwork();
void P_Shutdown();
void M_SaveDefaultsFinal();
void R_Shutdown();
void I_ShutdownInput();
const FIWADInfo *D_FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
bool D_CheckNetGame ();
void D_ProcessEvents ();
void G_BuildTiccmd (ticcmd_t* cmd);
void D_DoAdvanceDemo ();
void D_LoadWadSettings ();
void ParseGLDefs();
void DrawFullscreenSubtitle(const char *text);
void D_Cleanup();
void FreeSBarInfoScript();
void I_UpdateWindowTitle();
void S_ParseMusInfo();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
void D_DoomLoop ();
// 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, r_drawplayersprites)
EXTERN_CVAR (Bool, show_messages)
extern bool setmodeneeded;
extern bool demorecording;
extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
extern bool insave;
extern TDeletingArray<FLightDefaults *> LightDefaults;
CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL)
{
if (netgame)
{
Printf("Time scale cannot be changed in net games.\n");
self = 1.0f;
}
else if (self >= 0.05f)
{
I_FreezeTime(true);
TimeScale = self;
I_FreezeTime(false);
}
else
{
Printf("Time scale must be at least 0.05!\n");
}
}
// 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"));
primaryLevel->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 hud_toggled = false;
bool wantToRestart;
bool DrawFSHUD; // [RH] Draw fullscreen HUD?
TArray<FString> 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;
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;
const char *Subtitle;
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 --------------------------------------------------------------------
void D_GrabCVarDefaults()
{
int lump, lastlump = 0;
int lumpversion, gamelastrunversion;
gamelastrunversion = atoi(LASTRUNVERSION);
while ((lump = fileSystem.FindLump("DEFCVARS", &lastlump)) != -1)
{
// don't parse from wads
if (lastlump > fileSystem.GetLastEntry(fileSystem.GetMaxIwadNum()))
I_FatalError("Cannot load DEFCVARS from a wadfile!\n");
FScanner sc(lump);
sc.MustGetString();
if (!sc.Compare("version"))
sc.ScriptError("Must declare version for defcvars! (currently: %i)", gamelastrunversion);
sc.MustGetNumber();
lumpversion = sc.Number;
if (lumpversion > gamelastrunversion)
sc.ScriptError("Unsupported version %i (%i supported)", lumpversion, gamelastrunversion);
if (lumpversion < 219)
sc.ScriptError("Version must be at least 219 (current version %i)", gamelastrunversion);
FBaseCVar* var;
while (sc.GetString())
{
if (sc.Compare("set"))
{
sc.MustGetString();
}
var = FindCVar(sc.String, NULL);
if (var != NULL)
{
if (var->GetFlags() & CVAR_ARCHIVE)
{
UCVarValue val;
sc.MustGetString();
val.String = const_cast<char*>(sc.String);
var->SetGenericRepDefault(val, CVAR_String);
}
else
{
sc.ScriptError("Cannot set cvar default for non-config cvar '%s'", sc.String);
}
}
else
{
sc.ScriptError("Unknown cvar '%s'", sc.String);
}
}
}
}
//==========================================================================
//
// D_ToggleHud
//
// Turns off 2D drawing temporarily.
//
//==========================================================================
void D_ToggleHud()
{
static int saved_screenblocks;
static bool saved_drawplayersprite, saved_showmessages;
if ((hud_toggled = !hud_toggled))
{
saved_screenblocks = screenblocks;
saved_drawplayersprite = r_drawplayersprites;
saved_showmessages = show_messages;
screenblocks = 12;
r_drawplayersprites = false;
show_messages = false;
C_HideConsole();
M_ClearMenus();
}
else
{
screenblocks = saved_screenblocks;
r_drawplayersprites = saved_drawplayersprite;
show_messages = saved_showmessages;
}
}
CCMD(togglehud)
{
D_ToggleHud();
}
//==========================================================================
//
// 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 && primaryLevel->localEventManager->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 && !primaryLevel->localEventManager->Responder(ev) && !paused)
{
if (buttonMap.ButtonDown(Button_Mlook) || 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 (!buttonMap.ButtonDown(Button_Strafe) && !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;
}
}
}
//==========================================================================
//
// Render wrapper.
// This function contains all the needed setup and cleanup for starting a render job.
//
//==========================================================================
void D_Render(std::function<void()> action, bool interpolate)
{
for (auto Level : AllLevels())
{
// 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.
if (interpolate) Level->interpolator.DoInterpolations(I_GetTimeFrac());
P_FindParticleSubsectors(Level);
PO_LinkToSubsectors(Level);
}
action();
if (interpolate) for (auto Level : AllLevels())
{
Level->interpolator.RestoreInterpolations();
}
}
//==========================================================================
//
// CVAR dmflags
//
//==========================================================================
CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO | CVAR_NOINITCALL)
{
// In case DF_NO_FREELOOK was changed, reinitialize the sky
// map. (If no freelook, then no need to stretch the sky.)
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 | CVAR_NOINITCALL)
{
// 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
//
//==========================================================================
EXTERN_CVAR(Int, compatmode)
CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO | CVAR_NOINITCALL)
{
for (auto Level : AllLevels())
{
Level->ApplyCompatibility();
}
}
CUSTOM_CVAR (Int, compatflags2, 0, CVAR_ARCHIVE|CVAR_SERVERINFO | CVAR_NOINITCALL)
{
for (auto Level : AllLevels())
{
Level->ApplyCompatibility2();
Level->SetCompatLineOnSide(true);
}
}
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 | COMPATF2_EXPLODE1;
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 | COMPATF2_EXPLODE2;
break;
case 3: // Boom compat mode
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MASKEDMIDTEX;
w = COMPATF2_EXPLODE1;
break;
case 4: // Old ZDoom compat mode
v = COMPATF_SOUNDTARGET | COMPATF_LIGHT;
w = COMPATF2_MULTIEXIT | COMPATF2_TELEPORT | COMPATF2_PUSHWINDOW | COMPATF2_CHECKSWITCHRANGE;
break;
case 5: // MBF compat mode
v = COMPATF_TRACE | COMPATF_SOUNDTARGET | COMPATF_BOOMSCROLL | COMPATF_MISSILECLIP | COMPATF_MUSHROOM |
COMPATF_MBFMONSTERMOVE | COMPATF_NOBLOCKFRIENDS | COMPATF_MASKEDMIDTEX;
w = COMPATF2_EXPLODE1;
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 | COMPATF2_EXPLODE2;
break;
case 7: // Stricter MBF compatibility
v = COMPATF_CORPSEGIBS | COMPATF_NOBLOCKFRIENDS | COMPATF_MBFMONSTERMOVE | COMPATF_INVISIBILITY |
COMPATF_NOTOSSDROPS | COMPATF_MUSHROOM | COMPATF_NO_PASSMOBJ | COMPATF_BOOMSCROLL | COMPATF_WALLRUN |
COMPATF_TRACE | COMPATF_HITSCAN | COMPATF_MISSILECLIP | COMPATF_MASKEDMIDTEX | COMPATF_SOUNDTARGET;
w = COMPATF2_POINTONLINE | COMPATF2_EXPLODE1 | COMPATF2_EXPLODE2;
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 (Flag, compat_checkswitchrange, compatflags2, COMPATF2_CHECKSWITCHRANGE);
CVAR (Flag, compat_explode1, compatflags2, COMPATF2_EXPLODE1);
CVAR (Flag, compat_explode2, compatflags2, COMPATF2_EXPLODE2);
CVAR (Flag, compat_railing, compatflags2, COMPATF2_RAILING);
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(vid_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)
{
if (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();
TexAnim.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();
//
D_Render([&]()
{
viewsec = screen->RenderView(&players[consoleplayer]);
}, true);
screen->Begin2D();
if (!hud_toggled)
{
screen->DrawBlend(viewsec);
if (automapactive)
{
primaryLevel->automap->Drawer ((hud_althud && viewheight == SCREENHEIGHT) ? 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;
}
}
if (!hud_toggled)
{
CT_Drawer ();
// draw pause pic
if ((paused || pauseext) && menuactive == MENU_Off)
{
FTexture *tex;
int x;
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)
{
FFont *font = generic_ui? NewSmallFont : SmallFont;
FString pstring = GStrings("TXT_BY");
pstring.Substitute("%s", players[paused - 1].userinfo.GetName());
screen->DrawText(font, CR_RED,
(screen->GetWidth() - font->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 || hud_toggled)
{
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
if (!hud_toggled)
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;
primaryLevel->BotInfo.RemoveAllBots (primaryLevel, 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;
ClearGlobalVMStack();
}
//==========================================================================
//
// 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();
Subtitle = nullptr;
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 ();
S_UpdateMusic();
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);
}
if (Subtitle != nullptr)
{
DrawFullscreenSubtitle(GStrings[Subtitle]);
}
if (Advisory != nullptr)
{
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 = nullptr;
const char *subtitle = nullptr;
gamestate = GS_DEMOSCREEN;
PageBlank = false;
switch (demosequence)
{
default:
case 0:
pagetic = 6 * TICRATE;
pagename = "TITLEPIC";
if (fileSystem.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, CHANF_UI, "bishop/active", 1, ATTN_NORM);
break;
case 2:
pagetic = 4 * TICRATE;
pagename = "RGELOGO";
break;
case 3:
pagetic = 7 * TICRATE;
pagename = "PANEL1";
subtitle = "TXT_SUB_INTRO1";
S_Sound (CHAN_VOICE, CHANF_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";
subtitle = "TXT_SUB_INTRO2";
S_Sound (CHAN_VOICE, CHANF_UI, voices[1], 1, ATTN_NORM);
break;
case 5:
pagetic = 12 * TICRATE;
pagename = "PANEL3";
subtitle = "TXT_SUB_INTRO3";
S_Sound (CHAN_VOICE, CHANF_UI, voices[2], 1, ATTN_NORM);
break;
case 6:
pagetic = 11 * TICRATE;
pagename = "PANEL4";
subtitle = "TXT_SUB_INTRO4";
S_Sound (CHAN_VOICE, CHANF_UI, voices[3], 1, ATTN_NORM);
break;
case 7:
pagetic = 10 * TICRATE;
pagename = "PANEL5";
subtitle = "TXT_SUB_INTRO5";
S_Sound (CHAN_VOICE, CHANF_UI, voices[4], 1, ATTN_NORM);
break;
case 8:
pagetic = 16 * TICRATE;
pagename = "PANEL6";
subtitle = "TXT_SUB_INTRO6";
S_Sound (CHAN_VOICE, CHANF_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);
Subtitle = subtitle;
}
else
{
Subtitle = nullptr;
}
}
//==========================================================================
//
// 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;
}
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 (fileSystem.CheckNumForName (demoname) < 0)
{
demosequence = 0;
democount = 0;
// falls through to case 0 below
}
else
{
singledemo = false;
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].GetChars();
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 = fileSystem.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 if (stricmp(sc.String, "nosave") == 0)
{
cvarflags |= CVAR_CONFIG_ONLY;
}
else
{
sc.ScriptError("Unknown cvar attribute '%s'", sc.String);
}
sc.MustGetAnyToken();
}
// Possibility of defining a cvar as 'server nosave' or 'user nosave' is kept for
// compatibility reasons.
if (cvarflags & CVAR_CONFIG_ONLY)
{
cvarflags &= ~CVAR_SERVERINFO;
cvarflags &= ~CVAR_USERINFO;
}
// Do some sanity checks.
// No need to check server-nosave and user-nosave combinations because they
// are made impossible right above.
if ((cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO|CVAR_CONFIG_ONLY)) == 0 ||
(cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == (CVAR_SERVERINFO|CVAR_USERINFO))
{
sc.ScriptError("One of 'server', 'user', or 'nosave' 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);
}
}
//==========================================================================
//
// 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", false, GameConfig)) ||
(f = BaseFileSearch(args[i], ".bex", false, GameConfig)) )
{
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<FString> &wadfiles)
{
FString *args;
int i, argc;
argc = Args->CheckParmList("-file", &args);
for (i = 0; i < argc; ++i)
{
D_AddWildFile(wadfiles, args[i], ".wad", GameConfig);
}
}
static void CopyFiles(TArray<FString> &to, TArray<FString> &from)
{
unsigned int ndx = to.Reserve(from.Size());
for(unsigned i=0;i<from.Size(); i++)
{
to[ndx+i] = from[i];
}
}
static FString ParseGameInfo(TArray<FString> &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, GameConfig);
}
else
{
pos += D_AddFile(pwads, checkpath, true, pos, GameConfig);
}
}
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<FString> & pwads)
{
FileSystem check;
// Open the entire list as a temporary file system and look for a GAMEINFO lump. The last one will automatically win.
check.InitMultipleFiles(pwads, true);
if (check.GetNumEntries() > 0)
{
int num = check.CheckNumForName("GAMEINFO");
if (num >= 0)
{
// Found one!
auto data = check.GetFileData(num);
auto wadname = check.GetResourceFileName(check.GetFileContainer(num));
return ParseGameInfo(pwads, wadname, (const char*)data.Data(), data.Size());
}
}
return "";
}
//==========================================================================
//
// Checks the IWAD for MAP01 and if found sets GI_MAPxx
//
//==========================================================================
static void SetMapxxFlag()
{
int lump_name = fileSystem.CheckNumForName("MAP01", ns_global, fileSystem.GetIwadNum());
int lump_wad = fileSystem.CheckNumForFullName("maps/map01.wad", fileSystem.GetIwadNum());
int lump_map = fileSystem.CheckNumForFullName("maps/map01.map", fileSystem.GetIwadNum());
if (lump_name >= 0 || lump_wad >= 0 || lump_map >= 0) gameinfo.flags |= GI_MAPxx;
}
//==========================================================================
//
// 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 ();
// 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;
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, false, GameConfig);
if (lightswad)
D_AddFile (allwads, lightswad, true, -1, GameConfig);
}
if (DoomStartupInfo.LoadBrightmaps == 1 || (DoomStartupInfo.LoadBrightmaps != 0 && autoloadbrightmaps))
{
const char *bmwad = BaseFileSearch ("brightmaps.pk3", NULL, false, GameConfig);
if (bmwad)
D_AddFile (allwads, bmwad, true, -1, GameConfig);
}
}
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, false, GameConfig);
if (wad)
D_AddFile (allwads, wad, true, -1, GameConfig);
// [RH] Add any .wad files in the skins directory
#ifdef __unix__
file = SHARE_DIR;
#else
file = progdir;
#endif
file += "skins";
D_AddDirectory (allwads, file, "*.wad", GameConfig);
#ifdef __unix__
file = NicePath("$HOME/" GAME_DIR "/skins");
D_AddDirectory (allwads, file, "*.wad", GameConfig);
#endif
// Add common (global) wads
D_AddConfigFiles(allwads, "Global.Autoload", "*.wad", GameConfig);
long len;
int lastpos = -1;
while ((len = LumpFilterIWAD.IndexOf('.', lastpos+1)) > 0)
{
file = LumpFilterIWAD.Left(len) + ".Autoload";
D_AddConfigFiles(allwads, file, "*.wad", GameConfig);
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);
}
}
static void NewFailure ()
{
I_FatalError ("Failed to allocate memory from system heap");
}
//==========================================================================
//
// RenameSprites
//
// Renames sprites in IWADs so that unique actors can have unique sprites,
// making it possible to import any actor from any game into any other
// game without jumping through hoops to resolve duplicate sprite names.
// You just need to know what the sprite's new name is.
//
//==========================================================================
static void RenameSprites(FileSystem &fileSystem, const TArray<FString>& deletelumps)
{
bool renameAll;
bool MNTRZfound = false;
const char* altbigfont = gameinfo.gametype == GAME_Strife ? "SBIGFONT" : (gameinfo.gametype & GAME_Raven) ? "HBIGFONT" : "DBIGFONT";
static const uint32_t HereticRenames[] =
{ MAKE_ID('H','E','A','D'), MAKE_ID('L','I','C','H'), // Ironlich
};
static const uint32_t HexenRenames[] =
{ MAKE_ID('B','A','R','L'), MAKE_ID('Z','B','A','R'), // ZBarrel
MAKE_ID('A','R','M','1'), MAKE_ID('A','R','_','1'), // MeshArmor
MAKE_ID('A','R','M','2'), MAKE_ID('A','R','_','2'), // FalconShield
MAKE_ID('A','R','M','3'), MAKE_ID('A','R','_','3'), // PlatinumHelm
MAKE_ID('A','R','M','4'), MAKE_ID('A','R','_','4'), // AmuletOfWarding
MAKE_ID('S','U','I','T'), MAKE_ID('Z','S','U','I'), // ZSuitOfArmor and ZArmorChunk
MAKE_ID('T','R','E','1'), MAKE_ID('Z','T','R','E'), // ZTree and ZTreeDead
MAKE_ID('T','R','E','2'), MAKE_ID('T','R','E','S'), // ZTreeSwamp150
MAKE_ID('C','A','N','D'), MAKE_ID('B','C','A','N'), // ZBlueCandle
MAKE_ID('R','O','C','K'), MAKE_ID('R','O','K','K'), // rocks and dirt in a_debris.cpp
MAKE_ID('W','A','T','R'), MAKE_ID('H','W','A','T'), // Strife also has WATR
MAKE_ID('G','I','B','S'), MAKE_ID('P','O','L','5'), // RealGibs
MAKE_ID('E','G','G','M'), MAKE_ID('P','R','K','M'), // PorkFX
MAKE_ID('I','N','V','U'), MAKE_ID('D','E','F','N'), // Icon of the Defender
};
static const uint32_t StrifeRenames[] =
{ MAKE_ID('M','I','S','L'), MAKE_ID('S','M','I','S'), // lots of places
MAKE_ID('A','R','M','1'), MAKE_ID('A','R','M','3'), // MetalArmor
MAKE_ID('A','R','M','2'), MAKE_ID('A','R','M','4'), // LeatherArmor
MAKE_ID('P','M','A','P'), MAKE_ID('S','M','A','P'), // StrifeMap
MAKE_ID('T','L','M','P'), MAKE_ID('T','E','C','H'), // TechLampSilver and TechLampBrass
MAKE_ID('T','R','E','1'), MAKE_ID('T','R','E','T'), // TreeStub
MAKE_ID('B','A','R','1'), MAKE_ID('B','A','R','C'), // BarricadeColumn
MAKE_ID('S','H','T','2'), MAKE_ID('M','P','U','F'), // MaulerPuff
MAKE_ID('B','A','R','L'), MAKE_ID('B','B','A','R'), // StrifeBurningBarrel
MAKE_ID('T','R','C','H'), MAKE_ID('T','R','H','L'), // SmallTorchLit
MAKE_ID('S','H','R','D'), MAKE_ID('S','H','A','R'), // glass shards
MAKE_ID('B','L','S','T'), MAKE_ID('M','A','U','L'), // Mauler
MAKE_ID('L','O','G','G'), MAKE_ID('L','O','G','W'), // StickInWater
MAKE_ID('V','A','S','E'), MAKE_ID('V','A','Z','E'), // Pot and Pitcher
MAKE_ID('C','N','D','L'), MAKE_ID('K','N','D','L'), // Candle
MAKE_ID('P','O','T','1'), MAKE_ID('M','P','O','T'), // MetalPot
MAKE_ID('S','P','I','D'), MAKE_ID('S','T','L','K'), // Stalker
};
const uint32_t* renames;
int numrenames;
switch (gameinfo.gametype)
{
case GAME_Doom:
default:
// Doom's sprites don't get renamed.
renames = nullptr;
numrenames = 0;
break;
case GAME_Heretic:
renames = HereticRenames;
numrenames = sizeof(HereticRenames) / 8;
break;
case GAME_Hexen:
renames = HexenRenames;
numrenames = sizeof(HexenRenames) / 8;
break;
case GAME_Strife:
renames = StrifeRenames;
numrenames = sizeof(StrifeRenames) / 8;
break;
}
unsigned NumFiles = fileSystem.GetNumEntries();
for (uint32_t i = 0; i < NumFiles; i++)
{
// check for full Minotaur animations. If this is not found
// some frames need to be renamed.
if (fileSystem.GetFileNamespace(i) == ns_sprites)
{
auto& shortName = fileSystem.GetShortName(i);
if (shortName.dword == MAKE_ID('M', 'N', 'T', 'R') && shortName.String[4] == 'Z')
{
MNTRZfound = true;
break;
}
}
}
renameAll = !!Args->CheckParm("-oldsprites") || nospriterename;
for (uint32_t i = 0; i < NumFiles; i++)
{
auto& shortName = fileSystem.GetShortName(i);
if (fileSystem.GetFileNamespace(i) == ns_sprites)
{
// Only sprites in the IWAD normally get renamed
if (renameAll || fileSystem.GetFileContainer(i) == fileSystem.GetIwadNum())
{
for (int j = 0; j < numrenames; ++j)
{
if (shortName.dword == renames[j * 2])
{
shortName.dword = renames[j * 2 + 1];
}
}
if (gameinfo.gametype == GAME_Hexen)
{
if (fileSystem.CheckFileName(i, "ARTIINVU"))
{
shortName.String[4] = 'D'; shortName.String[5] = 'E';
shortName.String[6] = 'F'; shortName.String[7] = 'N';
}
}
}
if (!MNTRZfound)
{
if (shortName.dword == MAKE_ID('M', 'N', 'T', 'R'))
{
for (size_t fi : {4, 6})
{
if (shortName.String[fi] >= 'F' && shortName.String[fi] <= 'K')
{
shortName.String[fi] += 'U' - 'F';
}
}
}
}
// When not playing Doom rename all BLOD sprites to BLUD so that
// the same blood states can be used everywhere
if (!(gameinfo.gametype & GAME_DoomChex))
{
if (shortName.dword == MAKE_ID('B', 'L', 'O', 'D'))
{
shortName.dword = MAKE_ID('B', 'L', 'U', 'D');
}
}
}
else if (fileSystem.GetFileNamespace(i) == ns_global)
{
int fn = fileSystem.GetFileContainer(i);
if (fn >= fileSystem.GetIwadNum() && fn <= fileSystem.GetMaxIwadNum() && deletelumps.Find(shortName.String) < deletelumps.Size())
{
shortName.String[0] = 0; // Lump must be deleted from directory.
}
// Rename the game specific big font lumps so that the font manager does not have to do problematic special checks for them.
else if (!strcmp(shortName.String, altbigfont))
{
strcpy(shortName.String, "BIGFONT");
}
}
}
}
//==========================================================================
//
// RenameNerve
//
// Renames map headers and map name pictures in nerve.wad so as to load it
// alongside Doom II and offer both episodes without causing conflicts.
// MD5 checksum for NERVE.WAD: 967d5ae23daf45196212ae1b605da3b0 (3,819,855)
// MD5 checksum for Unity version of NERVE.WAD: 4214c47651b63ee2257b1c2490a518c9 (3,821,966)
//
//==========================================================================
void RenameNerve(FileSystem& fileSystem)
{
if (gameinfo.gametype != GAME_Doom)
return;
const int numnerveversions = 2;
bool found = false;
uint8_t cksum[16];
static const uint8_t nerve[numnerveversions][16] = {
{ 0x96, 0x7d, 0x5a, 0xe2, 0x3d, 0xaf, 0x45, 0x19,
0x62, 0x12, 0xae, 0x1b, 0x60, 0x5d, 0xa3, 0xb0 },
{ 0x42, 0x14, 0xc4, 0x76, 0x51, 0xb6, 0x3e, 0xe2,
0x25, 0x7b, 0x1c, 0x24, 0x90, 0xa5, 0x18, 0xc9 }
};
size_t nervesize[numnerveversions] = { 3819855, 3821966 }; // NERVE.WAD's file size
int w = fileSystem.GetIwadNum();
while (++w < fileSystem.GetNumWads())
{
auto fr = fileSystem.GetFileReader(w);
int isizecheck = -1;
if (fr == NULL)
{
continue;
}
for (int icheck = 0; icheck < numnerveversions; icheck++)
if (fr->GetLength() == (long)nervesize[icheck])
isizecheck = icheck;
if (isizecheck == -1)
{
// Skip MD5 computation when there is a
// cheaper way to know this is not the file
continue;
}
fr->Seek(0, FileReader::SeekSet);
MD5Context md5;
md5Update(*fr, md5, (unsigned)fr->GetLength());
md5.Final(cksum);
if (memcmp(nerve[isizecheck], cksum, 16) == 0)
{
found = true;
break;
}
}
if (!found)
return;
for (int i = fileSystem.GetFirstEntry(w); i <= fileSystem.GetLastEntry(w); i++)
{
auto& shortName = fileSystem.GetShortName(i);
// Only rename the maps from NERVE.WAD
if (shortName.dword == MAKE_ID('C', 'W', 'I', 'L'))
{
shortName.String[0] = 'N';
}
else if (shortName.dword == MAKE_ID('M', 'A', 'P', '0'))
{
shortName.String[6] = shortName.String[4];
shortName.String[5] = '0';
shortName.String[4] = 'L';
shortName.dword = MAKE_ID('L', 'E', 'V', 'E');
}
}
}
//==========================================================================
//
// FixMacHexen
//
// Discard all extra lumps in Mac version of Hexen IWAD (demo or full)
// to avoid any issues caused by names of these lumps, including:
// * Wrong height of small font
// * Broken life bar of mage class
//
//==========================================================================
void FixMacHexen(FileSystem& fileSystem)
{
if (GAME_Hexen != gameinfo.gametype)
{
return;
}
FileReader* reader = fileSystem.GetFileReader(fileSystem.GetIwadNum());
auto iwadSize = reader->GetLength();
static const long DEMO_SIZE = 13596228;
static const long BETA_SIZE = 13749984;
static const long FULL_SIZE = 21078584;
if (DEMO_SIZE != iwadSize
&& BETA_SIZE != iwadSize
&& FULL_SIZE != iwadSize)
{
return;
}
reader->Seek(0, FileReader::SeekSet);
uint8_t checksum[16];
MD5Context md5;
md5Update(*reader, md5, (unsigned)iwadSize);
md5.Final(checksum);
static const uint8_t HEXEN_DEMO_MD5[16] =
{
0x92, 0x5f, 0x9f, 0x50, 0x00, 0xe1, 0x7d, 0xc8,
0x4b, 0x0a, 0x6a, 0x3b, 0xed, 0x3a, 0x6f, 0x31
};
static const uint8_t HEXEN_BETA_MD5[16] =
{
0x2a, 0xf1, 0xb2, 0x7c, 0xd1, 0x1f, 0xb1, 0x59,
0xe6, 0x08, 0x47, 0x2a, 0x1b, 0x53, 0xe4, 0x0e
};
static const uint8_t HEXEN_FULL_MD5[16] =
{
0xb6, 0x81, 0x40, 0xa7, 0x96, 0xf6, 0xfd, 0x7f,
0x3a, 0x5d, 0x32, 0x26, 0xa3, 0x2b, 0x93, 0xbe
};
const bool isBeta = 0 == memcmp(HEXEN_BETA_MD5, checksum, sizeof checksum);
if (!isBeta
&& 0 != memcmp(HEXEN_DEMO_MD5, checksum, sizeof checksum)
&& 0 != memcmp(HEXEN_FULL_MD5, checksum, sizeof checksum))
{
return;
}
static const int EXTRA_LUMPS = 299;
// Hexen Beta is very similar to Demo but it has MAP41: Maze at the end of the WAD
// So keep this map if it's present but discard all extra lumps
const int lastLump = fileSystem.GetLastEntry(fileSystem.GetIwadNum()) - (isBeta ? 12 : 0);
assert(fileSystem.GetFirstEntry(fileSystem.GetIwadNum()) + 299 < lastLump);
for (int i = lastLump - EXTRA_LUMPS + 1; i <= lastLump; ++i)
{
auto& shortName = fileSystem.GetShortName(i);
shortName.String[0] = '\0';
}
}
static void FindStrifeTeaserVoices(FileSystem& fileSystem)
{
if (gameinfo.gametype == GAME_Strife && gameinfo.flags & GI_SHAREWARE)
{
unsigned NumFiles = fileSystem.GetNumEntries();
for (uint32_t i = 0; i < NumFiles; i++)
{
auto& shortName = fileSystem.GetShortName(i);
if (fileSystem.GetFileNamespace(i) == ns_global)
{
// Only sprites in the IWAD normally get renamed
if (fileSystem.GetFileContainer(i) == fileSystem.GetIwadNum())
{
if (shortName.String[0] == 'V' &&
shortName.String[1] == 'O' &&
shortName.String[2] == 'C')
{
int j;
for (j = 3; j < 8; ++j)
{
if (shortName.String[j] != 0 && !isdigit(shortName.String[j]))
break;
}
if (j == 8)
{
fileSystem.SetFileNamespace(i, ns_strifevoices);
}
}
}
}
}
}
}
static const char *DoomButtons[] =
{
"am_panleft",
"user2" ,
"jump" ,
"right" ,
"zoom" ,
"back" ,
"am_zoomin",
"reload" ,
"lookdown" ,
"am_zoomout",
"user4" ,
"attack" ,
"user1" ,
"klook" ,
"forward" ,
"movedown" ,
"altattack" ,
"moveleft" ,
"moveright" ,
"am_panright",
"am_panup" ,
"mlook" ,
"crouch" ,
"left" ,
"lookup" ,
"user3" ,
"strafe" ,
"am_pandown",
"showscores" ,
"speed" ,
"use" ,
"moveup" };
CVAR(Bool, lookspring, true, CVAR_ARCHIVE); // Generate centerview when -mlook encountered?
EXTERN_CVAR(String, language)
CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
{
if (self < 0)
{
self = 0;
}
else if (self > 2)
{
self = 2;
}
}
void Mlook_ReleaseHandler()
{
if (lookspring)
{
Net_WriteByte(DEM_CENTERVIEW);
}
}
int StrTable_GetGender()
{
return players[consoleplayer].userinfo.GetGender();
}
bool StrTable_ValidFilter(const char* str)
{
if (gameinfo.gametype == GAME_Strife && (gameinfo.flags & GI_SHAREWARE) && !stricmp(str, "strifeteaser")) return true;
return stricmp(str, GameNames[gameinfo.gametype]) == 0;
}
bool System_WantGuiCapture()
{
bool wantCapt;
if (menuactive == MENU_Off)
{
wantCapt = ConsoleState == c_down || ConsoleState == c_falling || chatmodeon;
}
else
{
wantCapt = (menuactive == MENU_On || menuactive == MENU_OnNoPause);
}
// [ZZ] check active event handlers that want the UI processing
if (!wantCapt && primaryLevel->localEventManager->CheckUiProcessors())
wantCapt = true;
return wantCapt;
}
bool System_WantLeftButton()
{
return (gamestate == GS_DEMOSCREEN || gamestate == GS_TITLELEVEL);
}
bool System_NetGame()
{
return netgame;
}
bool System_WantNativeMouse()
{
return primaryLevel->localEventManager->CheckRequireMouse();
}
static bool System_CaptureModeInGame()
{
switch (mouse_capturemode)
{
default:
case 0:
return gamestate == GS_LEVEL;
case 1:
return gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_FINALE;
case 2:
return true;
}
}
static void PatchTextures()
{
// The Hexen scripts use BLANK as a blank texture, even though it's really not.
// I guess the Doom renderer must have clipped away the line at the bottom of
// the texture so it wasn't visible. Change its use type to a blank null texture to really make it blank.
if (gameinfo.gametype == GAME_Hexen)
{
FTextureID tex = TexMan.CheckForTexture("BLANK", ETextureType::Wall, false);
if (tex.Exists())
{
auto texture = TexMan.GetTexture(tex, false);
texture->SetUseType(ETextureType::Null);
}
}
// Hexen parallax skies use color 0 to indicate transparency on the front
// layer, so we must not remap color 0 on these textures. Unfortunately,
// the only way to identify these textures is to check the MAPINFO.
for (unsigned int i = 0; i < wadlevelinfos.Size(); ++i)
{
if (wadlevelinfos[i].flags & LEVEL_DOUBLESKY)
{
FTextureID picnum = TexMan.CheckForTexture(wadlevelinfos[i].SkyPic1, ETextureType::Wall, false);
if (picnum.isValid())
{
TexMan.GetTexture(picnum)->SetFrontSkyLayer();
}
}
}
}
//==========================================================================
//
// this gets called during texture creation to fix known problems
//
//==========================================================================
static void CheckForHacks(BuildInfo& buildinfo)
{
if (buildinfo.Parts.Size() == 0)
{
return;
}
// Heretic sky textures are marked as only 128 pixels tall,
// even though they are really 200 pixels tall.
if (gameinfo.gametype == GAME_Heretic &&
buildinfo.Name.Len() == 4 &&
buildinfo.Name[0] == 'S' &&
buildinfo.Name[1] == 'K' &&
buildinfo.Name[2] == 'Y' &&
buildinfo.Name[3] >= '1' &&
buildinfo.Name[3] <= '3' &&
buildinfo.Height == 128)
{
buildinfo.Height = 200;
buildinfo.tex->SetSize(buildinfo.tex->GetTexelWidth(), 200);
return;
}
// The Doom E1 sky has its patch's y offset at -8 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
buildinfo.Name.Len() == 4 &&
buildinfo.Parts.Size() == 1 &&
buildinfo.Height == 128 &&
buildinfo.Parts[0].OriginY == -8 &&
buildinfo.Name[0] == 'S' &&
buildinfo.Name[1] == 'K' &&
buildinfo.Name[2] == 'Y' &&
buildinfo.Name[3] == '1')
{
buildinfo.Parts[0].OriginY = 0;
return;
}
// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
if (gameinfo.gametype == GAME_Doom &&
!(gameinfo.flags & GI_MAPxx) &&
buildinfo.Name.CompareNoCase("BIGDOOR7") == 0 &&
buildinfo.Parts.Size() == 2 &&
buildinfo.Height == 128 &&
buildinfo.Parts[0].OriginY == -4 &&
buildinfo.Parts[1].OriginY == -4)
{
buildinfo.Parts[0].OriginY = 0;
buildinfo.Parts[1].OriginY = 0;
return;
}
}
CUSTOM_CVAR(Bool, vid_nopalsubstitutions, false, CVAR_ARCHIVE | CVAR_NOINITCALL)
{
// This is in case the sky texture has been substituted.
R_InitSkyMap();
}
//==========================================================================
//
// FTextureManager :: PalCheck taken out of the texture manager because it ties it to other subsystems
// todo: move elsewhere
//
//==========================================================================
int PalCheck(int tex)
{
// In any true color mode this shouldn't do anything.
if (vid_nopalsubstitutions || V_IsTrueColor()) return tex;
FTexture *ftex = TexMan.ByIndex(tex);
if (ftex != nullptr && ftex->GetPalVersion() != nullptr) return ftex->GetPalVersion()->GetID().GetIndex();
return tex;
}
static void Doom_CastSpriteIDToString(FString* a, unsigned int b)
{
*a = (b >= sprites.Size()) ? "TNT1" : sprites[b].name;
}
extern DThinker* NextToThink;
static void GC_MarkGameRoots()
{
GC::Mark(DIntermissionController::CurrentIntermission);
GC::Mark(staticEventManager.FirstEventHandler);
GC::Mark(staticEventManager.LastEventHandler);
for (auto Level : AllLevels())
Level->Mark();
// Mark players.
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
players[i].PropagateMark();
}
// NextToThink must not be freed while thinkers are ticking.
GC::Mark(NextToThink);
}
//==========================================================================
//
// D_DoomMain
//
//==========================================================================
static int D_DoomMain_Internal (void)
{
int p;
const char *v;
const char *wad;
TArray<FString> pwads;
FString *args;
int argcount;
FIWadManager *iwad_man;
GC::AddMarkerFunc(GC_MarkGameRoots);
VM_CastSpriteIDToString = Doom_CastSpriteIDToString;
// Set up the button list. Mlook and Klook need a bit of extra treatment.
buttonMap.SetButtons(DoomButtons, countof(DoomButtons));
buttonMap.GetButton(Button_Mlook)->ReleaseHandler = Mlook_ReleaseHandler;
buttonMap.GetButton(Button_Mlook)->bReleaseLock = true;
buttonMap.GetButton(Button_Klook)->bReleaseLock = true;
static StringtableCallbacks stblcb =
{
StrTable_ValidFilter,
StrTable_GetGender
};
GStrings.SetCallbacks(&stblcb);
static SystemCallbacks syscb =
{
System_WantGuiCapture,
System_WantLeftButton,
System_NetGame,
System_WantNativeMouse,
System_CaptureModeInGame,
};
sysCallbacks = &syscb;
std::set_new_handler(NewFailure);
const char *batchout = Args->CheckValue("-errorlog");
C_InitConsole(80*8, 25*8, false);
I_DetectOS();
// +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;
nosound = 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, GameConfig);
if (wad == NULL)
{
I_FatalError ("Cannot find " BASEWAD);
}
FString basewad = wad;
FString optionalwad = BaseFileSearch(OPTIONALWAD, NULL, true, GameConfig);
iwad_man = new FIWadManager(basewad, optionalwad);
// Now that we have the IWADINFO, initialize the autoload ini sections.
GameConfig->DoAutoloadSetup(iwad_man);
// reinit from here
ConsoleCallbacks cb = {
D_UserInfoChanged,
D_SendServerInfoChange,
D_SendServerFlagChange,
G_GetUserCVar,
[]() { return gamestate != GS_FULLCONSOLE && gamestate != GS_STARTUP; }
};
C_InstallHandlers(&cb);
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, optionalwad);
}
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad, optionalwad);
if (!iwad_info) return 0; // user exited the selection popup via cancel button.
gameinfo.gametype = iwad_info->gametype;
gameinfo.flags = iwad_info->flags;
gameinfo.nokeyboardcheats = iwad_info->nokeyboardcheats;
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, GameConfig);
}
// 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");
LumpFilterInfo lfi;
lfi.dotFilter = LumpFilterIWAD;
static const struct { int match; const char* name; } blanket[] =
{
{ GAME_Raven, "game-Raven" },
{ GAME_DoomStrifeChex, "game-DoomStrifeChex" },
{ GAME_DoomChex, "game-DoomChex" },
{ GAME_Any, NULL }
};
for (auto& inf : blanket)
{
if (gameinfo.gametype & inf.match) lfi.gameTypeFilter.Push(inf.name);
}
lfi.gameTypeFilter.Push(FStringf("game-%s", GameTypeName()));
static const char* folders[] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/" };
for (auto p : folders) lfi.reservedFolders.Push(p);
static const char* reserved[] = { "mapinfo", "zmapinfo", "gameinfo", "sndinfo", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "maps/" };
for (auto p : reserved) lfi.requiredPrefixes.Push(p);
lfi.postprocessFunc = [&]()
{
RenameNerve(fileSystem);
RenameSprites(fileSystem, iwad_info->DeleteLumps);
FixMacHexen(fileSystem);
FindStrifeTeaserVoices(fileSystem);
};
fileSystem.InitMultipleFiles (allwads, false, &lfi);
allwads.Clear();
allwads.ShrinkToFit();
SetMapxxFlag();
D_GrabCVarDefaults(); //parse DEFCVARS
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 (language);
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");
CheckCPUID(&CPU);
CalculateCPUSpeed();
auto ci = DumpCPUInfo(&CPU);
Printf("%s", ci.GetChars());
}
// [RH] Initialize palette management
InitPalette ();
if (!batchrun) Printf ("V_Init: allocate screen.\n");
if (!restart)
{
V_InitScreenSize();
}
if (!restart)
{
// This allocates a dummy framebuffer as a stand-in until V_Init2 is called.
V_InitScreen ();
}
if (restart)
{
// Update screen palette when restarting
screen->UpdatePalette();
}
// 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");
SpriteFrames.Clear();
TexMan.Init([]() { StartScreen->Progress(); }, CheckForHacks);
PatchTextures();
TexAnim.Init();
C_InitConback();
StartScreen->Progress();
V_InitFonts();
UpdateGenericUI(false);
// [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:
primaryLevel->BotInfo.getspawned.Clear();
argcount = Args->CheckParmList("-bots", &args);
for (p = 0; p < argcount; ++p)
{
primaryLevel->BotInfo.getspawned.Push(args[p]);
}
primaryLevel->BotInfo.spawn_tries = 0;
primaryLevel->BotInfo.wanted_botnum = primaryLevel->BotInfo.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)
{
// At this point we cannot use the player's gender info yet so force 'male' here.
const char *str = GStrings.GetString(startupString[p], nullptr, 0);
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);
if (!D_CheckNetGame ())
{
return 0;
}
}
// [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;
// enable custom invulnerability map here
if (cl_customizeinvulmap)
R_UpdateInvulnerabilityColormap();
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, 0, "misc/startupdone", 1, ATTN_NONE);
if (Args->CheckParm("-norun") || batchrun)
{
return 1337; // special exit
}
V_Init2();
UpdateJoystickMenu(NULL);
UpdateVRModes();
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 = "";
}
}
else
{
D_StartTitle(); // start up intro loop
}
}
else if (demorecording)
{
G_BeginRecording(NULL);
}
}
}
}
else
{
// 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();
I_UpdateWindowTitle();
D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
//
// Clean up after a restart
//
D_Cleanup();
gamestate = GS_STARTUP;
}
while (1);
}
void I_ShowFatalError(const char* message);
int D_DoomMain()
{
int ret = 0;
GameTicRate = TICRATE;
try
{
ret = D_DoomMain_Internal();
}
catch (const CExitEvent &exit) // This is a regular exit initiated from deeply nested code.
{
ret = exit.Reason();
}
catch (const std::exception &error)
{
I_ShowFatalError(error.what());
ret = -1;
}
// Unless something really bad happened, the game should only exit through this single point in the code.
// No more 'exit', please.
D_Cleanup();
CloseNetwork();
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
C_DeinitConsole();
R_DeinitColormaps();
R_Shutdown();
I_ShutdownGraphics();
I_ShutdownInput();
M_SaveDefaultsFinal();
DeleteStartupScreen();
delete Args;
Args = nullptr;
return ret;
}
//==========================================================================
//
// clean up the resources
//
//==========================================================================
void D_Cleanup()
{
if (demorecording)
{
G_CheckDemoStatus();
}
// Music and sound should be stopped first
S_StopMusic(true);
S_ClearSoundData();
S_UnloadReverbDef();
G_ClearMapinfo();
M_ClearMenus(); // close menu if open
F_EndFinale(); // If an intermission is active, end it now
AM_ClearColorsets();
DeinitSWColorMaps();
FreeSBarInfoScript();
// clean up game state
ST_Clear();
D_ErrorCleanup ();
P_Shutdown();
M_SaveDefaults(NULL); // save config before the restart
// delete all data that cannot be left until reinitialization
if (screen) screen->CleanForRestart();
V_ClearFonts(); // must clear global font pointers
ColorSets.Clear();
PainFlashes.Clear();
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.
TexAnim.DeleteAll();
// 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;
}
//==========================================================================
//
// 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; i<argv.argc(); i++)
{
Args->AppendArg(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)
{
}
//===========================================================================
//
// DeleteStartupScreen
//
// Makes sure the startup screen has been deleted before quitting.
//
//===========================================================================
void DeleteStartupScreen()
{
if (StartScreen != nullptr)
{
delete StartScreen;
StartScreen = nullptr;
}
}
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(Int, I_FriendlyWindowTitle, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
{
I_UpdateWindowTitle();
}
void I_UpdateWindowTitle()
{
switch (I_FriendlyWindowTitle)
{
case 1:
if (level.LevelName && level.LevelName.GetChars()[0])
{
FString titlestr;
titlestr.Format("%s - %s", level.LevelName.GetChars(), DoomStartupInfo.Name.GetChars());
I_SetWindowTitle(titlestr.GetChars());
break;
}
case 2:
I_SetWindowTitle(DoomStartupInfo.Name.GetChars());
break;
default:
I_SetWindowTitle(NULL);
}
}