From 99b5fe29f74fc3ea90eeb0d235a2403f887682f3 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 12 Dec 2010 23:52:00 +0000 Subject: [PATCH] - cleaned up D_DoomMain a little. It's still far too large though. - added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed. - added 'clearaliases' CCMD. SVN r3033 (trunk) --- src/c_console.cpp | 44 ++++---- src/c_console.h | 1 + src/c_dispatch.cpp | 24 +++++ src/c_dispatch.h | 1 + src/compatibility.cpp | 3 + src/d_main.cpp | 238 ++++++++++++++++++++++++------------------ 6 files changed, 188 insertions(+), 123 deletions(-) diff --git a/src/c_console.cpp b/src/c_console.cpp index 324fad660c..c19ff3f2a6 100644 --- a/src/c_console.cpp +++ b/src/c_console.cpp @@ -94,7 +94,7 @@ extern FBaseCVar *CVars; extern FConsoleCommand *Commands[FConsoleCommand::HASH_SIZE]; int ConCols, PhysRows; -bool vidactive = false, gotconback = false; +bool vidactive = false; bool cursoron = false; int ConBottom, ConScroll, RowAdjust; int CursorTicker; @@ -232,7 +232,7 @@ CUSTOM_CVAR (Int, msgmidcolor2, 4, CVAR_ARCHIVE) static void maybedrawnow (bool tick, bool force) { // FIXME: Does not work right with hw2d - if (ConsoleDrawing || !gotconback || screen == NULL || screen->IsLocked () || screen->Accel2D) + if (ConsoleDrawing || screen == NULL || screen->IsLocked () || screen->Accel2D || ConFont == NULL) { return; } @@ -297,32 +297,28 @@ void DequeueConsoleText () EnqueuedTextTail = &EnqueuedText; } +void C_InitConback() +{ + conback = TexMan.CheckForTexture ("CONBACK", FTexture::TEX_MiscPatch); + + if (!conback.isValid()) + { + conback = TexMan.GetTexture (gameinfo.titlePage, FTexture::TEX_MiscPatch); + conshade = MAKEARGB(175,0,0,0); + conline = true; + } + else + { + conshade = 0; + conline = false; + } +} + void C_InitConsole (int width, int height, bool ingame) { - if ( (vidactive = ingame) ) - { - if (!gotconback) - { - conback = TexMan.CheckForTexture ("CONBACK", FTexture::TEX_MiscPatch); - - if (!conback.isValid()) - { - conback = TexMan.GetTexture (gameinfo.titlePage, FTexture::TEX_MiscPatch); - conshade = MAKEARGB(175,0,0,0); - conline = true; - } - else - { - conshade = 0; - conline = false; - } - - gotconback = true; - } - } - int cwidth, cheight; + vidactive = ingame; if (ConFont != NULL) { cwidth = ConFont->GetCharWidth ('M'); diff --git a/src/c_console.h b/src/c_console.h index e1434c0516..8560d6779e 100644 --- a/src/c_console.h +++ b/src/c_console.h @@ -53,6 +53,7 @@ extern int ConBottom; // Initialize the console void C_InitConsole (int width, int height, bool ingame); void C_DeinitConsole (); +void C_InitConback(); // Adjust the console for a new screen mode void C_NewModeAdjust (void); diff --git a/src/c_dispatch.cpp b/src/c_dispatch.cpp index 413b8d64c4..1a2b315884 100644 --- a/src/c_dispatch.cpp +++ b/src/c_dispatch.cpp @@ -1211,6 +1211,30 @@ void C_ArchiveAliases (FConfigFile *f) } } +void C_ClearAliases () +{ + int bucket; + FConsoleCommand *alias; + + for (bucket = 0; bucket < FConsoleCommand::HASH_SIZE; bucket++) + { + alias = Commands[bucket]; + while (alias) + { + FConsoleCommand *next = alias->m_Next; + if (alias->IsAlias()) + static_cast(alias)->SafeDelete(); + alias = next; + } + } +} + +CCMD(clearaliases) +{ + C_ClearAliases(); +} + + // This is called only by the ini parser. void C_SetAlias (const char *name, const char *cmd) { diff --git a/src/c_dispatch.h b/src/c_dispatch.h index d93709c90a..ac8685855e 100644 --- a/src/c_dispatch.h +++ b/src/c_dispatch.h @@ -58,6 +58,7 @@ int C_ExecFile (const char *cmd, bool usePullin); void C_ArchiveAliases (FConfigFile *f); void C_SetAlias (const char *name, const char *cmd); +void C_ClearAliases (); // build a single string out of multiple strings FString BuildString (int argc, char **argv); diff --git a/src/compatibility.cpp b/src/compatibility.cpp index bfd5ae3257..cd74f5e344 100644 --- a/src/compatibility.cpp +++ b/src/compatibility.cpp @@ -143,6 +143,9 @@ void ParseCompatibility() int i, x; unsigned int j; + BCompatMap.Clear(); + CompatParams.Clear(); + // The contents of this file are not cumulative, as it should not // be present in user-distributed maps. FScanner sc(Wads.GetNumForFullName("compatibility.txt")); diff --git a/src/d_main.cpp b/src/d_main.cpp index d1fb873828..ffe4afdbd8 100644 --- a/src/d_main.cpp +++ b/src/d_main.cpp @@ -926,6 +926,7 @@ void D_DoomLoop () // Clamp the timer to TICRATE until the playloop has been entered. r_NoInterpolate = true; + Page = Advisory = NULL; vid_cursor.Callback(); @@ -1818,20 +1819,12 @@ static void SetMapxxFlag() //========================================================================== // -// D_DoomMain +// Initialize // //========================================================================== -void D_DoomMain (void) +static void D_DoomInit() { - int p, flags; - const char *v; - const char *wad; - DArgs *execFiles; - TArray pwads; - FString *args; - int argcount; - // 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. @@ -1859,7 +1852,6 @@ void D_DoomMain (void) Args->CollectFiles("-playdemo", ".lmp"); Args->CollectFiles("-file", NULL); // anything left goes after -file - PClass::StaticInit (); atterm (C_DeinitConsole); gamestate = GS_STARTUP; @@ -1872,30 +1864,16 @@ void D_DoomMain (void) 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); - } - FString basewad = wad; - - // 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); - - FIWadManager *iwad_man = new FIWadManager; - const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad); - gameinfo.gametype = iwad_info->gametype; - gameinfo.flags = iwad_info->flags; - gameinfo.ConfigName = iwad_info->Configname; - - GameConfig->DoGameSetup (gameinfo.ConfigName); +//========================================================================== +// +// AddAutoloadFiles +// +//========================================================================== +static void AddAutoloadFiles(const char *gamesection) +{ if (!(gameinfo.flags & GI_SHAREWARE) && !Args->CheckParm("-noautoload")) { FString file; @@ -1905,7 +1883,7 @@ void D_DoomMain (void) // 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); + const char *wad = BaseFileSearch ("zvox.wad", NULL); if (wad) D_AddFile (allwads, wad); @@ -1932,66 +1910,28 @@ void D_DoomMain (void) D_AddConfigWads (allwads, file); // Add IWAD-specific wads - if (iwad_info->Autoname != NULL) + if (gamesection != NULL) { - file = iwad_info->Autoname; + file = gamesection; file += ".Autoload"; D_AddConfigWads(allwads, file); } } +} - // Run automatically executed files - execFiles = new DArgs; - GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName); - D_MultiExec (execFiles, true); +//========================================================================== +// +// CheckCmdLine +// +//========================================================================== - // Run .cfg files at the start of the command line. - execFiles = Args->GatherFiles ("-exec"); - D_MultiExec (execFiles, true); +static void CheckCmdLine() +{ + int flags = dmflags; + int p; + const char *v; - C_ExecCmdLineParams (); // [RH] do all +set commands on the command line - - CopyFiles(allwads, pwads); - - // Since this function will never leave we must delete this array here manually. - pwads.Clear(); - pwads.ShrinkToFit(); - - Printf ("W_Init: Init WADfiles.\n"); - Wads.InitMultipleFiles (allwads); - allwads.Clear(); - allwads.ShrinkToFit(); - SetMapxxFlag(); - - // [RH] Initialize localizable strings. - GStrings.LoadStrings (false); - - V_InitFontColors (); - - // [RH] Moved these up here so that we can do most of our - // startup output in a fullscreen console. - - CT_Init (); - - 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 (TexMan.GuesstimateNumTextures() + 5); - - ParseCompatibility(); - - Printf ("P_Init: Checking cmd-line parameters...\n"); - flags = dmflags; + 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; @@ -2126,6 +2066,104 @@ void D_DoomMain (void) temp.Format ("Warp to map %s, Skill %d ", startmap.GetChars(), gameskill + 1); StartScreen->AppendStatusLine(temp); } +} + +//========================================================================== +// +// D_DoomMain +// +//========================================================================== + +void D_DoomMain (void) +{ + int p; + const char *v; + const char *wad; + DArgs *execFiles; + TArray pwads; + FString *args; + int argcount; + + D_DoomInit(); + PClass::StaticInit (); + + // [RH] Make sure zdoom.pk3 is always loaded, + // as it contains magic stuff we need. + + wad = BaseFileSearch (BASEWAD, NULL, true); + if (wad == NULL) + { + I_FatalError ("Cannot find " BASEWAD); + } + FString basewad = wad; + + // 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); + + FIWadManager *iwad_man = new FIWadManager; + const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad); + gameinfo.gametype = iwad_info->gametype; + gameinfo.flags = iwad_info->flags; + gameinfo.ConfigName = iwad_info->Configname; + + GameConfig->DoGameSetup (gameinfo.ConfigName); + + AddAutoloadFiles(iwad_info->Autoname); + + // Run automatically executed files + execFiles = new DArgs; + GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName); + D_MultiExec (execFiles, true); + + // Run .cfg files at the start of the command line. + execFiles = Args->GatherFiles ("-exec"); + D_MultiExec (execFiles, true); + + C_ExecCmdLineParams (); // [RH] do all +set commands on the command line + + CopyFiles(allwads, pwads); + + // Since this function will never leave we must delete this array here manually. + pwads.Clear(); + pwads.ShrinkToFit(); + + Printf ("W_Init: Init WADfiles.\n"); + Wads.InitMultipleFiles (allwads); + allwads.Clear(); + allwads.ShrinkToFit(); + SetMapxxFlag(); + + // [RH] Initialize localizable strings. + GStrings.LoadStrings (false); + + V_InitFontColors (); + + // [RH] Moved these up here so that we can do most of our + // startup output in a fullscreen console. + + CT_Init (); + + 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 (TexMan.GuesstimateNumTextures() + 5); + + ParseCompatibility(); + + CheckCmdLine(); // [RH] Load sound environments S_ParseReverbDef (); @@ -2141,6 +2179,7 @@ void D_DoomMain (void) Printf ("Texman.Init: Init texture manager.\n"); TexMan.Init(); + C_InitConback(); // [CW] Parse any TEAMINFO lumps. Printf ("ParseTeamInfo: Load team definitions.\n"); @@ -2199,20 +2238,8 @@ void D_DoomMain (void) 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.Clear(); argcount = Args->CheckParmList("-bots", &args); for (p = 0; p < argcount; ++p) { @@ -2234,6 +2261,19 @@ void D_DoomMain (void) //SBarInfo support. SBarInfo::Load(); + // [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); + } + } + Printf ("D_CheckNetGame: Checking network game status.\n"); StartScreen->LoadingStatus ("Checking network game status.", 0x3f); D_CheckNetGame ();