// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // 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 #define mkdir(a,b) _mkdir (a) #else #include #endif #ifdef unix #include #endif #include #include #include #include "doomerrors.h" #include "d_gui.h" #include "m_alloc.h" #include "m_random.h" #include "doomdef.h" #include "doomstat.h" #include "gstrings.h" #include "w_wad.h" #include "s_sound.h" #include "v_video.h" #include "f_finale.h" #include "f_wipe.h" #include "m_argv.h" #include "m_misc.h" #include "m_menu.h" #include "c_console.h" #include "c_dispatch.h" #include "i_system.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_local.h" #include "r_sky.h" #include "d_main.h" #include "d_dehacked.h" #include "cmdlib.h" #include "s_sound.h" #include "m_swap.h" #include "v_text.h" #include "gi.h" #include "b_bot.h" //Added by MC: #include "stats.h" #include "a_doomglobal.h" #include "gameconfigfile.h" #include "sbar.h" #include "decallib.h" #include "r_polymost.h" #include "version.h" #include "v_text.h" #include "st_start.h" #include "templates.h" #include "teaminfo.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- extern void M_RestoreMode (); extern void M_SetDefaultMode (); extern void R_ExecuteSetViewSize (); extern void G_NewInit (); extern void SetupPlayerClasses (); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- void D_CheckNetGame (); void D_ProcessEvents (); void G_BuildTiccmd (ticcmd_t* cmd); void D_DoAdvanceDemo (); void D_AddFile (const char *file); void D_AddWildFile (const char *pattern); // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- void D_DoomLoop (); static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- EXTERN_CVAR (Float, turbo) EXTERN_CVAR (Int, crosshair) EXTERN_CVAR (Bool, freelook) EXTERN_CVAR (Float, m_pitch) EXTERN_CVAR (Float, m_yaw) EXTERN_CVAR (Bool, invertmouse) EXTERN_CVAR (Bool, lookstrafe) extern gameinfo_t SharewareGameInfo; extern gameinfo_t RegisteredGameInfo; extern gameinfo_t RetailGameInfo; extern gameinfo_t CommercialGameInfo; extern gameinfo_t HereticGameInfo; extern gameinfo_t HereticSWGameInfo; extern gameinfo_t HexenGameInfo; extern gameinfo_t HexenDKGameInfo; extern gameinfo_t StrifeGameInfo; extern gameinfo_t StrifeTeaserGameInfo; extern gameinfo_t StrifeTeaser2GameInfo; extern int testingmode; extern bool setmodeneeded; extern bool netdemo; extern int NewWidth, NewHeight, NewBits, DisplayBits; EXTERN_CVAR (Bool, st_scale) extern bool gameisdead; extern bool demorecording; extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop extern bool insave; extern cycle_t WallCycles, PlaneCycles, MaskedCycles, WallScanCycles; // PUBLIC DATA DEFINITIONS ------------------------------------------------- CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO) { // Check for the fraglimit being hit because the fraglimit is being // lowered below somebody's current frag count. if (deathmatch && self > 0) { for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && self <= D_GetFragCount(&players[i])) { Printf ("%s\n", GStrings("TXT_FRAGLIMIT")); G_ExitLevel (0, false); break; } } } } CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO); CVAR (Bool, queryiwad, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (String, defaultiwad, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG); CVAR (Int, wipetype, 1, CVAR_ARCHIVE); bool DrawFSHUD; // [RH] Draw fullscreen HUD? wadlist_t *wadfiles; // [RH] remove limit on # of loaded wads 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 char startmap[8]; bool autostart; bool advancedemo; FILE *debugfile; event_t events[MAXEVENTS]; int eventhead; int eventtail; gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe bool PageBlank; FTexture *Page; FTexture *Advisory; cycle_t FrameCycles; // If autoname is NULL, that's either because that game doesn't allow // loading of external wads or because it's already caught by the // general game-specific wads section. const IWADInfo IWADInfos[NUM_IWAD_TYPES] = { // banner text, autoname, fg color, bg color { "Final Doom: TNT - Evilution", "TNT", MAKERGB(168,0,0), MAKERGB(168,168,168) }, { "Final Doom: Plutonia Experiment", "Plutonia", MAKERGB(168,0,0), MAKERGB(168,168,168) }, { "Hexen: Beyond Heretic", NULL, MAKERGB(240,240,240), MAKERGB(107,44,24) }, { "Hexen: Deathkings of the Dark Citadel", "HexenDK", MAKERGB(240,240,240), MAKERGB(139,68,9) }, { "DOOM 2: Hell on Earth", "Doom2", MAKERGB(168,0,0), MAKERGB(168,168,168) }, { "Heretic Shareware", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) }, { "Heretic: Shadow of the Serpent Riders", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) }, { "Heretic", NULL, MAKERGB(252,252,0), MAKERGB(168,0,0) }, { "DOOM Shareware", NULL, MAKERGB(168,0,0), MAKERGB(168,168,168) }, { "The Ultimate DOOM", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) }, { "DOOM Registered", "Doom1", MAKERGB(84,84,84), MAKERGB(168,168,168) }, { "Strife: Quest for the Sigil", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) }, { "Strife: Teaser (Old Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) }, { "Strife: Teaser (New Version)", NULL, MAKERGB(224,173,153), MAKERGB(0,107,101) } }; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static wadlist_t **wadtail = &wadfiles; static int demosequence; static int pagetic; static const char *IWADNames[] = { NULL, "doom2f.wad", "doom2.wad", "plutonia.wad", "tnt.wad", "doomu.wad", // Hack from original Linux version. Not necessary, but I threw it in anyway. "doom.wad", "doom1.wad", "heretic.wad", "heretic1.wad", "hexen.wad", "hexdd.wad", "strife1.wad", "strife0.wad", NULL }; // CODE -------------------------------------------------------------------- //========================================================================== // // D_ProcessEvents // // Send all the events of the given timestamp down the responder chain. // Events are asynchronous inputs generally generated by the game user. // Events can be discarded if no responder claims them // //========================================================================== void D_ProcessEvents (void) { event_t *ev; // [RH] If testing mode, do not accept input until test is over if (testingmode) { if (testingmode == 1) { M_SetDefaultMode (); } else if (testingmode <= I_GetTime(false)) { M_RestoreMode (); } return; } for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1)) { ev = &events[eventtail]; if (C_Responder (ev)) continue; // console ate the event if (M_Responder (ev)) continue; // menu ate the event if (testpolymost) Polymost_Responder (ev); G_Responder (ev); } } //========================================================================== // // D_PostEvent // // Called by the I/O functions when input is detected. // //========================================================================== void D_PostEvent (const event_t *ev) { events[eventhead] = *ev; if (ev->type == EV_Mouse && !testpolymost && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling) { if (Button_Mlook.bDown || freelook) { int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0); if (invertmouse) look = -look; G_AddViewPitch (look); events[eventhead].y = 0; } if (!Button_Strafe.bDown && !lookstrafe) { G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0)); events[eventhead].x = 0; } if ((events[eventhead].x | events[eventhead].y) == 0) { return; } } eventhead = (eventhead+1)&(MAXEVENTS-1); } //========================================================================== // // CVAR dmflags // //========================================================================== CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO) { // In case DF_NO_FREELOOK was changed, reinitialize the sky // map. (If no freelook, then no need to stretch the sky.) if (sky1texture != 0) 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) { BYTE 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 = (BYTE)players[consoleplayer].DesiredFOV; if (fov == 0) { fov = 90; } Net_WriteByte (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_nofreelook, dmflags, DF_NO_FREELOOK); CVAR (Flag, sv_respawnsuper, dmflags, DF_RESPAWN_SUPER); 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 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. // //========================================================================== CVAR (Int, dmflags2, 0, CVAR_SERVERINFO); CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP); CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG); CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_INVUL); CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN); //========================================================================== // // CVAR compatflags // //========================================================================== int i_compatflags; // internal compatflags composed from the compatflags CVAR and MAPINFO settings CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO) { if (level.info == NULL) i_compatflags = self; else i_compatflags = (self & ~level.info->compatmask) | (level.info->compatflags & level.info->compatmask); } 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); //========================================================================== // // D_Display // // Draw current display, possibly wiping it from the previous // //========================================================================== CVAR(Bool,test2d,true,0) void D_Display (bool screenshot) { bool wipe; if (nodrawers) return; // for comparative timing / profiling cycle_t cycles = 0; clock (cycles); if (players[consoleplayer].camera == NULL) { players[consoleplayer].camera = players[consoleplayer].mo; } if (viewactive) { R_SetFOV (players[consoleplayer].camera && players[consoleplayer].camera->player ? players[consoleplayer].camera->player->FOV : 90.f); } // [RH] change the screen mode if needed if (setmodeneeded) { // Change screen mode. if (V_SetResolution (NewWidth, NewHeight, NewBits)) { // Recalculate various view parameters. setsizeneeded = true; // Let the status bar know the screen size changed if (StatusBar != NULL) { StatusBar->ScreenSizeChanged (); } // Refresh the console. C_NewModeAdjust (); // Reload crosshair if transitioned to a different size crosshair.Callback (); } } RenderTarget = screen; // change the view size if needed if (setsizeneeded && StatusBar != NULL) { R_ExecuteSetViewSize (); } setmodeneeded = false; if (screen->Lock (screenshot)) { SB_state = screen->GetPageCount (); BorderNeedRefresh = screen->GetPageCount (); } // [RH] Allow temporarily disabling wipes if (NoWipe) { BorderNeedRefresh = screen->GetPageCount (); NoWipe--; wipe = false; wipegamestate = gamestate; } else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL) { // save the current screen if about to wipe BorderNeedRefresh = screen->GetPageCount (); wipe = true; if (wipegamestate != GS_FORCEWIPEFADE) { wipe_StartScreen (wipetype); } else { wipe_StartScreen (wipe_Fade); } wipegamestate = gamestate; } else { wipe = false; } if (testpolymost) { drawpolymosttest(); C_DrawConsole(); M_Drawer(); } else { switch (gamestate) { case GS_FULLCONSOLE: screen->SetBlendingRect(0,0,0,0); C_DrawConsole (); M_Drawer (); if (!screenshot) screen->Update (); return; case GS_LEVEL: case GS_TITLELEVEL: if (!gametic) break; if (!menuactive) { screen->SetBlendingRect(viewwindowx, MAX(ConBottom,viewwindowy), viewwindowx + realviewwidth, MAX(ConBottom,viewwindowy + realviewheight)); } else { // Don't chop the blending effect off at the status bar when the menu is // active. Mostly, this is just to make Strife's dialogs with portrait // images look okay when a blend is active. screen->SetBlendingRect(0,0,0,0); } R_RefreshViewBorder (); P_CheckPlayerSprites(); R_RenderActorView (players[consoleplayer].mo); R_DetailDouble (); // [RH] Apply detail mode expansion // [RH] Let cameras draw onto textures that were visible this frame. FCanvasTextureInfo::UpdateAll (); if (automapactive) { AM_Drawer (); } if (realviewheight == SCREENHEIGHT && viewactive) { StatusBar->Draw (DrawFSHUD ? HUD_Fullscreen : HUD_None); StatusBar->DrawTopStuff (DrawFSHUD ? HUD_Fullscreen : HUD_None); } else { StatusBar->Draw (HUD_StatusBar); StatusBar->DrawTopStuff (HUD_StatusBar); } CT_Drawer (); break; case GS_INTERMISSION: screen->SetBlendingRect(0,0,0,0); WI_Drawer (); CT_Drawer (); break; case GS_FINALE: screen->SetBlendingRect(0,0,0,0); F_Drawer (); CT_Drawer (); break; case GS_DEMOSCREEN: screen->SetBlendingRect(0,0,0,0); D_PageDrawer (); CT_Drawer (); break; default: break; } } // draw pause pic if (paused && menuactive == MENU_Off) { FTexture *tex; int x; tex = TexMan[gameinfo.gametype & (GAME_Doom|GAME_Strife) ? "M_PAUSE" : "PAUSED"]; x = (SCREENWIDTH - tex->GetWidth()*CleanXfac)/2 + tex->LeftOffset*CleanXfac; screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE); } // [RH] Draw icon, if any if (D_DrawIcon) { int picnum = TexMan.CheckForTexture (D_DrawIcon, FTexture::TEX_MiscPatch); D_DrawIcon = NULL; if (picnum >= 0) { FTexture *tex = TexMan[picnum]; screen->DrawTexture (tex, 160-tex->GetWidth()/2, 100-tex->GetHeight()/2, DTA_320x200, true, TAG_DONE); } NoWipe = 10; } if (!wipe || screenshot || NoWipe < 0) { NetUpdate (); // send out any new accumulation // normal update C_DrawConsole (); // draw console M_Drawer (); // menu is drawn even on top of everything FStat::PrintStat (); if (!screenshot) { #if 0 if (test2d) screen->Begin2D(); screen->DrawTexture(TexMan["M_HTIC"], 0, 0, DTA_Clean, true, TAG_DONE); screen->DrawTexture(TexMan["XHAIRB3"], 200, 100, DTA_DestWidth, 128, DTA_DestHeight, 128, DTA_Alpha, ((gametic & 31) + 1) << (16-5), // DTA_RenderStyle, STYLE_Add, DTA_FillColor, MAKEARGB(ColorMatcher.Pick(254,254,0),254,254,0), DTA_AlphaChannel, true, TAG_DONE); #endif screen->Update (); // page flip or blit buffer } } else { // wipe update int wipestart, nowtime, tics; bool done; wipe_EndScreen (); screen->Unlock (); wipestart = I_GetTime (false); Net_WriteByte (DEM_WIPEON); NetUpdate (); // send out any new accumulation do { nowtime = I_WaitForTic (wipestart); tics = nowtime - wipestart; wipestart = nowtime; screen->Lock (true); done = wipe_ScreenWipe (tics); C_DrawConsole (); M_Drawer (); // menu is drawn even on top of wipes screen->Update (); // page flip or blit buffer NetUpdate (); } while (!done); Net_WriteByte (DEM_WIPEOFF); } unclock (cycles); FrameCycles = cycles; } //========================================================================== // // D_ErrorCleanup () // // Cleanup after a recoverable error. //========================================================================== void D_ErrorCleanup () { screen->Unlock (); bglobal.RemoveAllBots (true); D_QuitNetGame (); if (demorecording || demoplayback) G_CheckDemoStatus (); Net_ClearBuffers (); G_NewInit (); singletics = false; playeringame[0] = 1; players[0].playerstate = PST_LIVE; gameaction = ga_fullconsole; menuactive = MENU_Off; insave = false; } //========================================================================== // // D_DoomLoop // // Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer, // calls I_GetTime, I_StartFrame, and I_StartTic // //========================================================================== void D_DoomLoop () { int lasttic = 0; for (;;) { try { // frame syncronous IO operations if (gametic > lasttic) { lasttic = gametic; I_StartFrame (); } // process one or more tics if (singletics) { I_StartTic (); DObject::BeginFrame (); D_ProcessEvents (); G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]); //Added by MC: For some of that bot stuff. The main bot function. int i; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].isbot && players[i].mo) { players[i].savedyaw = players[i].mo->angle; players[i].savedpitch = players[i].mo->pitch; } } bglobal.Main (maketic%BACKUPTICS); for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && players[i].isbot && players[i].mo) { players[i].mo->angle = players[i].savedyaw; players[i].mo->pitch = players[i].savedpitch; } } if (advancedemo) D_DoAdvanceDemo (); C_Ticker (); M_Ticker (); G_Ticker (); gametic++; maketic++; DObject::EndFrame (); Net_NewMakeTic (); } else { TryRunTics (); // will run at least one tic } // [RH] Use the consoleplayer's camera to update sounds S_UpdateSounds (players[consoleplayer].camera); // move positional sounds // Update display, next frame, with current state. I_StartTic (); D_Display (false); } catch (CRecoverableError &error) { if (error.GetMessage ()) { Printf (PRINT_BOLD, "\n%s\n", error.GetMessage()); } D_ErrorCleanup (); } } } //========================================================================== // // D_PageTicker // //========================================================================== void D_PageTicker (void) { if (--pagetic < 0) D_AdvanceDemo (); } //========================================================================== // // D_PageDrawer // //========================================================================== void D_PageDrawer (void) { if (Page != NULL) { screen->DrawTexture (Page, 0, 0, DTA_VirtualWidth, Page->GetWidth(), DTA_VirtualHeight, Page->GetHeight(), DTA_Masked, false, TAG_DONE); screen->FillBorder (NULL); } else { screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0); if (!PageBlank) { screen->DrawText (CR_WHITE, 0, 0, "Page graphic goes here", TAG_DONE); } } if (Advisory != NULL) { screen->DrawTexture (Advisory, 4, 160, DTA_320x200, true, TAG_DONE); } } //========================================================================== // // D_AdvanceDemo // // Called after each demo or intro demosequence finishes // //========================================================================== void D_AdvanceDemo (void) { advancedemo = true; } //========================================================================== // // D_DoStrifeAdvanceDemo // //========================================================================== void D_DoStrifeAdvanceDemo () { static const char *const fullVoices[6] = { "svox/pro1", "svox/pro2", "svox/pro3", "svox/pro4", "svox/pro5", "svox/pro6" }; static const char *const teaserVoices[6] = { "svox/voc91", "svox/voc92", "svox/voc93", "svox/voc94", "svox/voc95", "svox/voc96" }; const char *const *voices = gameinfo.flags & GI_SHAREWARE ? teaserVoices : fullVoices; const char *pagename = NULL; gamestate = GS_DEMOSCREEN; PageBlank = false; switch (demosequence) { default: case 0: pagetic = 6 * TICRATE; pagename = "TITLEPIC"; if (Wads.CheckNumForName ("d_logo", ns_music) < 0) { // strife0.wad does not have d_logo S_StartMusic (""); } else { S_StartMusic ("d_logo"); } C_HideConsole (); break; case 1: // [RH] Strife fades to black and then to the Rogue logo, but // I think it looks better if it doesn't fade. pagetic = 10 * TICRATE/35; pagename = ""; // PANEL0, but strife0.wad doesn't have it, so don't use it. PageBlank = true; S_Sound (CHAN_VOICE, "bishop/active", 1, ATTN_NORM); break; case 2: pagetic = 4 * TICRATE; pagename = "RGELOGO"; break; case 3: pagetic = 7 * TICRATE; pagename = "PANEL1"; S_Sound (CHAN_VOICE, voices[0], 1, ATTN_NORM); S_StartMusic ("d_intro"); break; case 4: pagetic = 9 * TICRATE; pagename = "PANEL2"; S_Sound (CHAN_VOICE, voices[1], 1, ATTN_NORM); break; case 5: pagetic = 12 * TICRATE; pagename = "PANEL3"; S_Sound (CHAN_VOICE, voices[2], 1, ATTN_NORM); break; case 6: pagetic = 11 * TICRATE; pagename = "PANEL4"; S_Sound (CHAN_VOICE, voices[3], 1, ATTN_NORM); break; case 7: pagetic = 10 * TICRATE; pagename = "PANEL5"; S_Sound (CHAN_VOICE, voices[4], 1, ATTN_NORM); break; case 8: pagetic = 16 * TICRATE; pagename = "PANEL6"; S_Sound (CHAN_VOICE, voices[5], 1, ATTN_NORM); break; case 9: pagetic = 6 * TICRATE; pagename = "vellogo"; wipegamestate = GS_FORCEWIPEFADE; break; case 10: pagetic = 12 * TICRATE; pagename = "CREDIT"; wipegamestate = GS_FORCEWIPEFADE; break; } if (demosequence++ > 10) demosequence = 0; if (demosequence == 9 && !(gameinfo.flags & GI_SHAREWARE)) demosequence = 10; if (pagename) { if (Page != NULL) { Page->Unload (); Page = NULL; } if (pagename[0]) { Page = TexMan[pagename]; } } } //========================================================================== // // D_DoAdvanceDemo // //========================================================================== void D_DoAdvanceDemo (void) { static char demoname[8] = "DEMO1"; static int democount = 0; static int pagecount; const char *pagename = NULL; V_SetBlend (0,0,0,0); players[consoleplayer].playerstate = PST_LIVE; // not reborn advancedemo = false; usergame = false; // no save / end game here paused = 0; gameaction = ga_nothing; // [RH] If you want something more dynamic for your title, create a map // and name it TITLEMAP. That map will be loaded and used as the title. MapData * map = P_OpenMapData("TITLEMAP"); if (map != NULL) { delete map; G_InitNew ("TITLEMAP", true); return; } if (gameinfo.gametype == GAME_Strife) { D_DoStrifeAdvanceDemo (); return; } switch (demosequence) { case 3: if (gameinfo.advisoryTime) { Advisory = TexMan["ADVISOR"]; demosequence = 1; pagetic = (int)(gameinfo.advisoryTime * TICRATE); break; } // fall through to case 1 if no advisory notice case 1: Advisory = NULL; if (!M_DemoNoPlay) { BorderNeedRefresh = screen->GetPageCount (); democount++; sprintf (demoname + 4, "%d", democount); if (Wads.CheckNumForName (demoname) < 0) { demosequence = 0; democount = 0; // falls through to case 0 below } else { G_DeferedPlayDemo (demoname); demosequence = 2; break; } } default: case 0: gamestate = GS_DEMOSCREEN; pagename = gameinfo.titlePage; pagetic = (int)(gameinfo.titleTime * TICRATE); S_StartMusic (gameinfo.titleMusic); demosequence = 3; pagecount = 0; C_HideConsole (); break; case 2: pagetic = (int)(gameinfo.pageTime * TICRATE); gamestate = GS_DEMOSCREEN; if (pagecount == 0) pagename = gameinfo.creditPage1; else pagename = gameinfo.creditPage2; pagecount ^= 1; demosequence = 1; break; } if (pagename) { if (Page != NULL) { Page->Unload (); } Page = TexMan[pagename]; } } //========================================================================== // // D_StartTitle // //========================================================================== void D_StartTitle (void) { gameaction = ga_nothing; demosequence = -1; D_AdvanceDemo (); } //========================================================================== // // Cmd_Endgame // // [RH] Quit the current game and go to fullscreen console // //========================================================================== CCMD (endgame) { if (!netgame) { gameaction = ga_fullconsole; demosequence = -1; } } //========================================================================== // // D_AddFile // //========================================================================== void D_AddFile (const char *file) { if (file == NULL) { return; } if (!FileExists (file)) { const char *f = BaseFileSearch (file, ".wad"); if (f == NULL) { Printf ("Can't find '%s'\n", file); return; } file = f; } wadlist_t *wad = (wadlist_t *)M_Malloc (sizeof(*wad) + strlen(file)); *wadtail = wad; wad->next = NULL; strcpy (wad->name, file); wadtail = &wad->next; } //========================================================================== // // D_AddWildFile // //========================================================================== void D_AddWildFile (const char *value) { const char *wadfile = BaseFileSearch (value, ".wad"); if (wadfile != NULL) { D_AddFile (wadfile); } else { // Try pattern matching findstate_t findstate; char path[PATH_MAX]; char *sep; void *handle = I_FindFirst (value, &findstate); strcpy (path, value); sep = strrchr (path, '/'); if (sep == NULL) { sep = strrchr (path, '\\'); #ifdef _WIN32 if (sep == NULL && path[1] == ':') { sep = path + 1; } #endif } if (handle != ((void *)-1)) { do { if (sep == NULL) { D_AddFile (I_FindName (&findstate)); } else { strcpy (sep+1, I_FindName (&findstate)); D_AddFile (path); } } while (I_FindNext (handle, &findstate) == 0); } I_FindClose (handle); } } //========================================================================== // // D_AddConfigWads // // Adds all files in the specified config file section. // //========================================================================== void D_AddConfigWads (const char *section) { if (GameConfig->SetSection (section)) { const char *key; const char *value; FConfigFile::Position pos; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0) { // D_AddWildFile resets GameConfig's position, so remember it GameConfig->GetPosition (pos); D_AddWildFile (value); // Reset GameConfig's position to get next wad GameConfig->SetPosition (pos); } } } } //========================================================================== // // D_AddDirectory // // Add all .wad files in a directory. Does not descend into subdirectories. // //========================================================================== static void D_AddDirectory (const char *dir) { char curdir[PATH_MAX]; if (getcwd (curdir, PATH_MAX)) { char skindir[PATH_MAX]; findstate_t findstate; void *handle; size_t stuffstart; stuffstart = strlen (dir); memcpy (skindir, dir, stuffstart*sizeof(*dir)); skindir[stuffstart] = 0; if (skindir[stuffstart-1] == '/') { skindir[--stuffstart] = 0; } if (!chdir (skindir)) { skindir[stuffstart++] = '/'; if ((handle = I_FindFirst ("*.wad", &findstate)) != (void *)-1) { do { if (!(I_FindAttr (&findstate) & FA_DIREC)) { strcpy (skindir + stuffstart, I_FindName (&findstate)); D_AddFile (skindir); } } while (I_FindNext (handle, &findstate) == 0); I_FindClose (handle); } } chdir (curdir); } } //========================================================================== // // SetIWAD // // Sets parameters for the game using the specified IWAD. //========================================================================== static void SetIWAD (const char *iwadpath, EIWADType type) { static const struct { GameMode_t Mode; const gameinfo_t *Info; GameMission_t Mission; } Datas[NUM_IWAD_TYPES] = { { commercial, &CommercialGameInfo, pack_tnt }, // Doom2TNT { commercial, &CommercialGameInfo, pack_plut }, // Doom2Plutonia { commercial, &HexenGameInfo, doom2 }, // Hexen { commercial, &HexenDKGameInfo, doom2 }, // HexenDK { commercial, &CommercialGameInfo, doom2 }, // Doom2 { shareware, &HereticSWGameInfo, doom }, // HereticShareware { retail, &HereticGameInfo, doom }, // HereticExtended { retail, &HereticGameInfo, doom }, // Heretic { shareware, &SharewareGameInfo, doom }, // DoomShareware { retail, &RetailGameInfo, doom }, // UltimateDoom { registered, &RegisteredGameInfo, doom }, // DoomRegistered { commercial, &StrifeGameInfo, doom2 }, // Strife { commercial, &StrifeTeaserGameInfo, doom2 }, // StrifeTeaser { commercial, &StrifeTeaser2GameInfo, doom2 }, // StrifeTeaser2 }; D_AddFile (iwadpath); if ((unsigned)type < NUM_IWAD_TYPES) { gamemode = Datas[type].Mode; gameinfo = *Datas[type].Info; gamemission = Datas[type].Mission; if (type == IWAD_HereticExtended) { gameinfo.flags |= GI_MENUHACK_EXTENDED; } } else { gamemode = undetermined; } } //========================================================================== // // ScanIWAD // // Scan the contents of an IWAD to determine which one it is //========================================================================== static EIWADType ScanIWAD (const char *iwad) { static const char checklumps[][8] = { "E1M1", "E4M1", "MAP01", "MAP60", "TITLE", "REDTNT2", "CAMO1", { 'E','X','T','E','N','D','E','D'}, "ENDSTRF", "MAP33", "INVCURS", "E2M1","E2M2","E2M3","E2M4","E2M5","E2M6","E2M7","E2M8","E2M9", "E3M1","E3M2","E3M3","E3M4","E3M5","E3M6","E3M7","E3M8","E3M9", "DPHOOF","BFGGA0","HEADA1","CYBRA1", { 'S','P','I','D','A','1','D','1' }, }; #define NUM_CHECKLUMPS (sizeof(checklumps)/8) enum { Check_e1m1, Check_e4m1, Check_map01, Check_map60, Check_title, Check_redtnt2, Check_cam01, Check_Extended, Check_endstrf, Check_map33, Check_invcurs, Check_e2m1 }; int lumpsfound[NUM_CHECKLUMPS]; size_t i; wadinfo_t header; FILE *f; memset (lumpsfound, 0, sizeof(lumpsfound)); if ( (f = fopen (iwad, "rb")) ) { fread (&header, sizeof(header), 1, f); if (header.Magic == IWAD_ID || header.Magic == PWAD_ID) { header.NumLumps = LittleLong(header.NumLumps); if (0 == fseek (f, LittleLong(header.InfoTableOfs), SEEK_SET)) { for (i = 0; i < (size_t)header.NumLumps; i++) { wadlump_t lump; size_t j; if (0 == fread (&lump, sizeof(lump), 1, f)) break; for (j = 0; j < NUM_CHECKLUMPS; j++) if (strnicmp (lump.Name, checklumps[j], 8) == 0) lumpsfound[j]++; } } } fclose (f); } if (lumpsfound[Check_title] && lumpsfound[Check_map60]) { return IWAD_HexenDK; } else if (lumpsfound[Check_map33] && lumpsfound[Check_endstrf]) { if (lumpsfound[Check_map01]) { return IWAD_Strife; } else if (lumpsfound[Check_invcurs]) { return IWAD_StrifeTeaser2; } else { return IWAD_StrifeTeaser; } } else if (lumpsfound[Check_map01]) { if (lumpsfound[Check_redtnt2]) { return IWAD_Doom2TNT; } else if (lumpsfound[Check_cam01]) { return IWAD_Doom2Plutonia; } else { if (lumpsfound[Check_title]) { return IWAD_Hexen; } else { return IWAD_Doom2; } } } else if (lumpsfound[Check_e1m1]) { if (lumpsfound[Check_title]) { if (!lumpsfound[Check_e2m1]) { return IWAD_HereticShareware; } else { if (lumpsfound[Check_Extended]) { return IWAD_HereticExtended; } else { return IWAD_Heretic; } } } else { for (i = Check_e2m1; i < NUM_CHECKLUMPS; i++) { if (!lumpsfound[i]) { return IWAD_DoomShareware; } } if (i == NUM_CHECKLUMPS) { if (lumpsfound[Check_e4m1]) { return IWAD_UltimateDoom; } else { return IWAD_DoomRegistered; } } } } return NUM_IWAD_TYPES; // Don't know } //========================================================================== // // CheckIWAD // // Tries to find an IWAD from a set of known IWAD names, and checks the // contents of each one found to determine which game it belongs to. // Returns the number of new wads found in this pass (does not count wads // found from a previous call). // //========================================================================== static int CheckIWAD (const char *doomwaddir, WadStuff *wads) { const char *slash; int i; int numfound; numfound = 0; slash = (doomwaddir[0] && doomwaddir[strlen (doomwaddir)-1] != '/') ? "/" : ""; // Search for a pre-defined IWAD for (i = IWADNames[0] ? 0 : 1; IWADNames[i]; i++) { if (wads[i].Path.IsEmpty()) { FString iwad; iwad.Format ("%s%s%s", doomwaddir, slash, IWADNames[i]); FixPathSeperator (iwad.LockBuffer()); if (FileExists (iwad)) { wads[i].Type = ScanIWAD (iwad); if (wads[i].Type != NUM_IWAD_TYPES) { wads[i].Path = iwad; numfound++; } } } } return numfound; } //========================================================================== // // ExpandEnvVars // // Expands environment variable references in a string. Intended primarily // for use with IWAD search paths in config files. // //========================================================================== static FString ExpandEnvVars(const char *searchpathstring) { static const char envvarnamechars[] = "01234567890" "ABCDEFGHIJKLMNOPQRSTUVWXYZ" "_" "abcdefghijklmnopqrstuvwxyz"; if (searchpathstring == NULL) return FString (""); const char *dollar = strchr (searchpathstring,'$'); if (dollar == NULL) { return FString (searchpathstring); } const char *nextchars = searchpathstring; FString out = FString (searchpathstring, dollar - searchpathstring); while ( (dollar != NULL) && (*nextchars != 0) ) { size_t length = strspn(dollar + 1, envvarnamechars); if (length != 0) { FString varname = FString (dollar + 1, length); if (stricmp (varname, "progdir") == 0) { out += progdir; } else { char *varvalue = getenv (varname); if ( (varvalue != NULL) && (strlen(varvalue) != 0) ) { out += varvalue; } } } else { out += '$'; } nextchars = dollar + length + 1; dollar = strchr (nextchars, '$'); if (dollar != NULL) { out += FString (nextchars, dollar - nextchars); } } if (*nextchars != 0) { out += nextchars; } return out; } //========================================================================== // // CheckIWADinEnvDir // // Checks for an IWAD in a path that contains one or more environment // variables. // //========================================================================== static int CheckIWADinEnvDir (const char *str, WadStuff *wads) { FString expanded = ExpandEnvVars (str); if (!expanded.IsEmpty()) { char *dir = expanded.LockBuffer (); FixPathSeperator (dir); expanded.UnlockBuffer (); if (expanded[expanded.Len() - 1] != '/') { expanded += '/'; } return CheckIWAD (expanded, wads); } return false; } //========================================================================== // // IdentifyVersion // // Tries to find an IWAD in one of four directories under DOS or Win32: // 1. Current directory // 2. Executable directory // 3. $DOOMWADDIR // 4. $HOME // // Under UNIX OSes, the search path is: // 1. Current directory // 2. $DOOMWADDIR // 3. $HOME/.zdoom // 4. The share directory defined at compile time (/usr/local/share/zdoom) // // The search path can be altered by editing the IWADSearch.Directories // section of the config file. // //========================================================================== static EIWADType IdentifyVersion (const char *zdoom_wad) { WadStuff wads[sizeof(IWADNames)/sizeof(char *)]; size_t foundwads[NUM_IWAD_TYPES] = { 0 }; const char *iwadparm = Args.CheckValue ("-iwad"); size_t numwads; int pickwad; size_t i; bool iwadparmfound = false; FString custwad; if (iwadparm) { custwad = iwadparm; FixPathSeperator (custwad.LockBuffer()); if (CheckIWAD (custwad, wads)) { // -iwad parameter was a directory iwadparm = NULL; } else { DefaultExtension (custwad, ".wad"); iwadparm = custwad; IWADNames[0] = iwadparm; CheckIWAD ("", wads); } } if (iwadparm == NULL || wads[0].Path.IsEmpty()) { if (GameConfig->SetSection ("IWADSearch.Directories")) { const char *key; const char *value; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0) { if (strchr (value, '$') != NULL) { CheckIWADinEnvDir (value, wads); } #ifdef unix else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/')) { FString homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true); CheckIWAD (homepath, wads); } #endif else { CheckIWAD (value, wads); } } } } #ifdef _WIN32 FString steam_path = I_GetSteamPath(); if (steam_path.IsNotEmpty()) { static const char *const steam_dirs[] = { "doom 2/base", "final doom/base", "heretic shadow of the serpent riders/base", "hexen/base", "hexen deathkings of the dark citadel/base", "ultimate doom/base" }; steam_path += "/SteamApps/common/"; for (i = 0; i < countof(steam_dirs); ++i) { CheckIWAD (steam_path + steam_dirs[i], wads); } } #endif } if (iwadparm != NULL && !wads[0].Path.IsEmpty()) { iwadparmfound = true; } for (i = numwads = 0; i < countof(IWADNames); i++) { if (!wads[i].Path.IsEmpty()) { if (i != numwads) { wads[numwads] = wads[i]; } foundwads[wads[numwads].Type] = numwads+1; numwads++; } } if (foundwads[IWAD_HexenDK] && !foundwads[IWAD_Hexen]) { // Cannot play Hexen DK without Hexen size_t kill = foundwads[IWAD_HexenDK]; if (kill != numwads) { memmove (&wads[kill-1], &wads[kill], numwads - kill); } numwads--; } if (numwads == 0) { I_FatalError ("Cannot find a game IWAD (doom.wad, doom2.wad, heretic.wad, etc.).\n" "Did you install ZDoom properly? You can do either of the following:\n" "\n" "1. Place one or more of these wads in the same directory as ZDoom.\n" "2. Edit your zdoom-username.ini and add the directories of your iwads\n" "to the list beneath [IWADSearch.Directories]"); } pickwad = 0; if (!iwadparmfound && numwads > 1) { int defiwad = 0; // Locate the user's prefered IWAD, if it was found. if (defaultiwad[0] != '\0') { for (i = 0; i < numwads; ++i) { FString basename = ExtractFileBase (wads[i].Path); if (stricmp (basename, defaultiwad) == 0) { defiwad = (int)i; break; } } } pickwad = I_PickIWad (wads, (int)numwads, queryiwad, defiwad); if (pickwad >= 0) { // The newly selected IWAD becomes the new default FString basename = ExtractFileBase (wads[pickwad].Path); defaultiwad = basename; } } if (pickwad < 0) exit (0); // zdoom.pk3 must always be the first file loaded and the IWAD second. D_AddFile (zdoom_wad); if (wads[pickwad].Type == IWAD_HexenDK) { // load hexen.wad before loading hexdd.wad D_AddFile (wads[foundwads[IWAD_Hexen]-1].Path); } SetIWAD (wads[pickwad].Path, wads[pickwad].Type); if (wads[pickwad].Type == IWAD_Strife) { // Try to load voices.wad along with strife1.wad long lastslash = wads[pickwad].Path.LastIndexOf ('/'); FString path; if (lastslash == -1) { path = "";// wads[pickwad].Path; } else { path = FString (wads[pickwad].Path.GetChars(), lastslash + 1); } path += "voices.wad"; D_AddFile (path); } return wads[pickwad].Type; } //========================================================================== // // BaseFileSearch // // If a file does not exist at , looks for it in the directories // specified in the config file. Returns the path to the file, if found, // or NULL if it could not be found. // //========================================================================== static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir) { static char wad[PATH_MAX]; if (lookfirstinprogdir) { sprintf (wad, "%s%s%s", progdir, progdir[strlen (progdir) - 1] != '/' ? "/" : "", file); if (FileExists (wad)) { return wad; } } if (FileExists (file)) { sprintf (wad, "%s", file); return wad; } if (GameConfig->SetSection ("FileSearch.Directories")) { const char *key; const char *value; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0) { const char *dir; FString homepath; if (*value == '$') { if (stricmp (value + 1, "progdir") == 0) { dir = progdir; } else { dir = getenv (value + 1); } } #ifdef unix else if (*value == '~' && (*(value + 1) == 0 || *(value + 1) == '/')) { homepath = GetUserFile (*(value + 1) ? value + 2 : value + 1, true); dir = homepath; } #endif else { dir = value; } if (dir != NULL) { sprintf (wad, "%s%s%s", dir, dir[strlen (dir) - 1] != '/' ? "/" : "", file); if (FileExists (wad)) { return wad; } } } } } // Retry, this time with a default extension if (ext != NULL) { FString tmp = file; DefaultExtension (tmp, ext); return BaseFileSearch (tmp, NULL); } return NULL; } //========================================================================== // // ConsiderPatches // // Tries to add any deh/bex patches from the command line. // //========================================================================== bool ConsiderPatches (const char *arg, const char *ext) { bool noDef = false; DArgs *files = Args.GatherFiles (arg, ext, false); if (files->NumArgs() > 0) { int i; const char *f; for (i = 0; i < files->NumArgs(); ++i) { if ( (f = BaseFileSearch (files->GetArg (i), ".deh")) ) DoDehPatch (f, false); else if ( (f = BaseFileSearch (files->GetArg (i), ".bex")) ) DoDehPatch (f, false); } noDef = true; } delete files; return noDef; } //========================================================================== // // D_LoadWadSettings // // Parses any loaded KEYCONF lumps. These are restricted console scripts // that can only execute the alias, defaultbind, addkeysection, // addmenukey, weaponsection, and addslotdefault commands. // //========================================================================== void D_LoadWadSettings () { char cmd[4096]; int lump, lastlump = 0; ParsingKeyConf = true; while ((lump = Wads.FindLump ("KEYCONF", &lastlump)) != -1) { FMemLump data = Wads.ReadLump (lump); const char *eof = (char *)data.GetMem() + Wads.LumpLength (lump); const char *conf = (char *)data.GetMem(); while (conf < eof) { size_t i; // Fetch a line to execute for (i = 0; conf + i < eof && conf[i] != '\n'; ++i) { cmd[i] = conf[i]; } cmd[i] = 0; conf += i; if (*conf == '\n') { conf++; } // Comments begin with // char *stop = cmd + i - 1; char *comment = cmd; int inQuote = 0; if (*stop == '\r') *stop-- = 0; while (comment < stop) { if (*comment == '\"') { inQuote ^= 1; } else if (!inQuote && *comment == '/' && *(comment + 1) == '/') { break; } comment++; } if (comment == cmd) { // Comment at line beginning continue; } else if (comment < stop) { // Comment in middle of line *comment = 0; } AddCommandString (cmd); } } ParsingKeyConf = false; } //========================================================================== // // D_MultiExec // //========================================================================== void D_MultiExec (DArgs *list, bool usePullin) { for (int i = 0; i < list->NumArgs(); ++i) { C_ExecFile (list->GetArg (i), usePullin); } } //========================================================================== // // D_DoomMain // //========================================================================== void D_DoomMain (void) { int p, flags; FString file; char *v; const char *wad; DArgs *execFiles; const IWADInfo *iwad_info; srand(I_MSTime()); atterm (DObject::StaticShutdown); PClass::StaticInit (); atterm (C_DeinitConsole); gamestate = GS_STARTUP; SetLanguageIDs (); rngseed = (DWORD)time (NULL); FRandom::StaticClearRandom (); M_FindResponseFile (); Printf ("M_LoadDefaults: Load system defaults.\n"); M_LoadDefaults (); // load before initing other systems // [RH] Make sure zdoom.pk3 is always loaded, // as it contains magic stuff we need. wad = BaseFileSearch (BASEWAD, NULL, true); if (wad == NULL) { I_FatalError ("Cannot find " BASEWAD); } iwad_info = &IWADInfos[IdentifyVersion(wad)]; I_SetIWADInfo(iwad_info); GameConfig->DoGameSetup (GameNames[gameinfo.gametype]); if (!(gameinfo.flags & GI_SHAREWARE)) { // [RH] zvox.wad - A wad I had intended to be automatically generated // from Q2's pak0.pak so the female and cyborg player could have // voices. I never got around to writing the utility to do it, though. // And I probably never will now. But I know at least one person uses // it for something else, so this gets to stay here. wad = BaseFileSearch ("zvox.wad", NULL); if (wad) D_AddFile (wad); // [RH] Add any .wad files in the skins directory #ifdef unix file = SHARE_DIR; #else file = progdir; #endif file += "skins"; D_AddDirectory (file); const char *home = getenv ("HOME"); if (home) { file = home; if (home[strlen(home) - 1] != '/') { file += '/'; } file += ".zdoom/skins"; D_AddDirectory (file); } // Add common (global) wads D_AddConfigWads ("Global.Autoload"); // Add game-specific wads file = GameNames[gameinfo.gametype]; file += ".Autoload"; D_AddConfigWads (file); // Add IWAD-specific wads if (iwad_info->Autoname != NULL) { file = iwad_info->Autoname; file += ".Autoload"; D_AddConfigWads(file); } } // Run automatically executed files execFiles = new DArgs; GameConfig->AddAutoexec (execFiles, GameNames[gameinfo.gametype]); D_MultiExec (execFiles, true); delete execFiles; // Run .cfg files at the start of the command line. execFiles = Args.GatherFiles (NULL, ".cfg", false); D_MultiExec (execFiles, true); delete execFiles; C_ExecCmdLineParams (); // [RH] do all +set commands on the command line DArgs *files = Args.GatherFiles ("-file", ".wad", true); DArgs *files1 = Args.GatherFiles (NULL, ".zip", false); DArgs *files2 = Args.GatherFiles (NULL, ".pk3", false); if (files->NumArgs() > 0 || files1->NumArgs() > 0 || files2->NumArgs() > 0) { // Check for -file in shareware if (gameinfo.flags & GI_SHAREWARE) { I_FatalError ("You cannot -file with the shareware version. Register!"); } // the files gathered are wadfile/lump names for (int i = 0; i < files->NumArgs(); i++) { D_AddWildFile (files->GetArg (i)); } for (int i = 0; i < files1->NumArgs(); i++) { D_AddWildFile (files1->GetArg (i)); } for (int i = 0; i < files2->NumArgs(); i++) { D_AddWildFile (files2->GetArg (i)); } } delete files; delete files1; delete files2; Printf ("W_Init: Init WADfiles.\n"); Wads.InitMultipleFiles (&wadfiles); // [RH] Initialize localizable strings. GStrings.LoadStrings (false); // [RH] Moved these up here so that we can do most of our // startup output in a fullscreen console. CT_Init (); Printf ("I_Init: Setting up machine state.\n"); I_Init (); Printf ("V_Init: allocate screen.\n"); V_Init (); // Base systems have been inited; enable cvar callbacks FBaseCVar::EnableCallbacks (); Printf ("S_Init: Setting up sound.\n"); S_Init (); Printf ("ST_Init: Init startup screen.\n"); StartScreen = FStartupScreen::CreateInstance (R_GuesstimateNumTextures() + 5); Printf ("P_Init: Checking cmd-line parameters...\n"); flags = dmflags; if (Args.CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS; if (Args.CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN; if (Args.CheckParm ("-fast")) flags |= DF_FAST_MONSTERS; devparm = !!Args.CheckParm ("-devparm"); if (Args.CheckParm ("-altdeath")) { deathmatch = 1; flags |= DF_ITEMS_RESPAWN; } else if (Args.CheckParm ("-deathmatch")) { deathmatch = 1; flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN; } dmflags = flags; // get skill / episode / map from parms if (gameinfo.gametype != GAME_Hexen) { strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1"); } else { strcpy (startmap, "&wt@01"); } autostart = false; const char *val = Args.CheckValue ("-skill"); if (val) { gameskill = val[0] - '1'; autostart = true; } p = Args.CheckParm ("-warp"); if (p && p < Args.NumArgs() - 1) { int ep, map; if (gameinfo.flags & GI_MAPxx) { ep = 1; map = atoi (Args.GetArg(p+1)); } else { ep = atoi (Args.GetArg(p+1)); map = p < Args.NumArgs() - 2 ? atoi (Args.GetArg(p+2)) : 10; if (map < 1 || map > 9) { map = ep; ep = 1; } } strncpy (startmap, CalcMapName (ep, map), 8); autostart = true; } // [RH] Hack to handle +map p = Args.CheckParm ("+map"); if (p && p < Args.NumArgs()-1) { MapData * map = P_OpenMapData(Args.GetArg (p+1)); if (map == NULL) { Printf ("Can't find map %s\n", Args.GetArg (p+1)); } else { delete map; strncpy (startmap, Args.GetArg (p+1), 8); Args.GetArg (p)[0] = '-'; autostart = true; } } if (devparm) { Printf (GStrings("D_DEVSTR")); } #ifndef unix // We do not need to support -cdrom under Unix, because all the files // that would go to c:\\zdoomdat are already stored in .zdoom inside // the user's home directory. if (Args.CheckParm("-cdrom")) { Printf (GStrings("D_CDROM")); mkdir ("c:\\zdoomdat", 0); } #endif // turbo option // [RH] (now a cvar) { UCVarValue value; static char one_hundred[] = "100"; value.String = Args.CheckValue ("-turbo"); if (value.String == NULL) value.String = one_hundred; else Printf ("turbo scale: %s%%\n", value.String); turbo.SetGenericRepDefault (value, CVAR_String); } v = Args.CheckValue ("-timer"); if (v) { double time = strtod (v, NULL); Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : ""); timelimit = (float)time; } v = Args.CheckValue ("-avg"); if (v) { Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n"); timelimit = 20.f; } // // Build status bar line! // if (deathmatch) StartScreen->AppendStatusLine("DeathMatch..."); if (dmflags & DF_NO_MONSTERS) StartScreen->AppendStatusLine("No Monsters..."); if (dmflags & DF_MONSTERS_RESPAWN) StartScreen->AppendStatusLine("Respawning..."); if (autostart) { FString temp; temp.Format ("Warp to map %s, Skill %d ", startmap, gameskill + 1); StartScreen->AppendStatusLine(temp); } // [RH] Now that all text strings are set up, // insert them into the level and cluster data. G_MakeEpisodes (); // [RH] Parse through all loaded mapinfo lumps Printf ("G_ParseMapInfo: Load map definitions.\n"); G_ParseMapInfo (); // [RH] Parse any SNDINFO lumps Printf ("S_InitData: Load sound definitions.\n"); S_InitData (); // [CW] Parse any TEAMINFO lumps Printf ("TEAMINFO_Init: Load team definitions.\n"); TEAMINFO_Init (); FActorInfo::StaticInit (); // Now that all actors have been defined we can finally set up the weapon slots GameConfig->DoWeaponSetup (GameNames[gameinfo.gametype]); // [GRB] Initialize player class list SetupPlayerClasses (); // [RH] Load custom key and weapon settings from WADs D_LoadWadSettings (); // [GRB] Check if someone used clearplayerclasses but not addplayerclass if (PlayerClasses.Size () == 0) { I_FatalError ("No player classes defined"); } FActorInfo::StaticGameSet (); StartScreen->Progress (); Printf ("R_Init: Init %s refresh subsystem.\n", GameNames[gameinfo.gametype]); StartScreen->LoadingStatus ("Loading graphics", 0x3f); R_Init (); Printf ("DecalLibrary: Load decals.\n"); DecalLibrary.Clear (); DecalLibrary.ReadAllDecals (); // [RH] Try adding .deh and .bex files on the command line. // If there are none, try adding any in the config file. //if (gameinfo.gametype == GAME_Doom) { if (!ConsiderPatches ("-deh", ".deh") && !ConsiderPatches ("-bex", ".bex") && (gameinfo.gametype == GAME_Doom) && GameConfig->SetSection ("Doom.DefaultDehacked")) { const char *key; const char *value; while (GameConfig->NextInSection (key, value)) { if (stricmp (key, "Path") == 0 && FileExists (value)) { Printf ("Applying patch %s\n", value); DoDehPatch (value, true); } } } DoDehPatch (NULL, true); // See if there's a patch in a PWAD FinishDehPatch (); // Create replacements for dehacked pickups } FActorInfo::StaticSetActorNums (); // [RH] User-configurable startup strings. Because BOOM does. static const char *startupString[5] = { "STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5" }; for (p = 0; p < 5; ++p) { const char *str = GStrings[startupString[p]]; if (str != NULL && str[0] != '\0') { Printf ("%s\n", str); } } //Added by MC: bglobal.getspawned = Args.GatherFiles ("-bots", "", false); if (bglobal.getspawned->NumArgs() == 0) { delete bglobal.getspawned; bglobal.getspawned = NULL; } else { bglobal.spawn_tries = 0; bglobal.wanted_botnum = bglobal.getspawned->NumArgs(); } Printf ("M_Init: Init miscellaneous info.\n"); M_Init (); Printf ("P_Init: Init Playloop state.\n"); StartScreen->LoadingStatus ("Init game engine", 0x3f); P_Init (); Printf ("D_CheckNetGame: Checking network game status.\n"); StartScreen->LoadingStatus ("Checking network game status.", 0x3f); D_CheckNetGame (); // [RH] Lock any cvars that should be locked now that we're // about to begin the game. FBaseCVar::EnableNoSet (); // [RH] Run any saved commands from the command line or autoexec.cfg now. gamestate = GS_FULLCONSOLE; Net_NewMakeTic (); DObject::BeginFrame (); DThinker::RunThinkers (); DObject::EndFrame (); gamestate = GS_STARTUP; // start the apropriate game based on parms v = Args.CheckValue ("-record"); if (v) { G_RecordDemo (v); autostart = true; } delete StartScreen; StartScreen = NULL; V_Init2(); files = Args.GatherFiles ("-playdemo", ".lmp", false); if (files->NumArgs() > 0) { singledemo = true; // quit after one demo G_DeferedPlayDemo (files->GetArg (0)); delete files; D_DoomLoop (); // never returns } delete files; v = Args.CheckValue ("-timedemo"); if (v) { G_TimeDemo (v); D_DoomLoop (); // never returns } v = Args.CheckValue ("-loadgame"); if (v) { file = v; FixPathSeperator (file); DefaultExtension (file, ".zds"); G_LoadGame (file); } if (gameaction != ga_loadgame) { if (autostart || netgame) { // Do not do any screenwipes when autostarting a game. NoWipe = 35; CheckWarpTransMap (startmap, true); if (demorecording) G_BeginRecording (startmap); G_InitNew (startmap, false); } else { D_StartTitle (); // start up intro loop } } else if (demorecording) { G_BeginRecording (NULL); } atterm (D_QuitNetGame); // killough D_DoomLoop (); // never returns } //========================================================================== // // FStartupScreen Constructor // //========================================================================== FStartupScreen::FStartupScreen(int max_progress) { MaxPos = max_progress; CurPos = 0; NotchPos = 0; } //========================================================================== // // FStartupScreen Destructor // //========================================================================== FStartupScreen::~FStartupScreen() { } //========================================================================== // // FStartupScreen :: LoadingStatus // // Used by Heretic for the Loading Status "window." // //========================================================================== void FStartupScreen::LoadingStatus(const char *message, int colors) { } //========================================================================== // // FStartupScreen :: AppendStatusLine // // Used by Heretic for the "status line" at the bottom of the screen. // //========================================================================== void FStartupScreen::AppendStatusLine(const char *status) { } //========================================================================== // // STAT fps // // Displays statistics about rendering times // //========================================================================== ADD_STAT (fps) { FString out; out.Format("frame=%04.1f ms walls=%04.1f ms planes=%04.1f ms masked=%04.1f ms", (double)FrameCycles * SecondsPerCycle * 1000, (double)WallCycles * SecondsPerCycle * 1000, (double)PlaneCycles * SecondsPerCycle * 1000, (double)MaskedCycles * SecondsPerCycle * 1000 ); return out; } //========================================================================== // // STAT wallcycles // // Displays the minimum number of cycles spent drawing walls // //========================================================================== static cycle_t bestwallcycles = INT_MAX; ADD_STAT (wallcycles) { FString out; if (WallCycles && WallCycles < bestwallcycles) bestwallcycles = WallCycles; out.Format ("%llu", bestwallcycles); return out; } //========================================================================== // // CCMD clearwallcycles // // Resets the count of minimum wall drawing cycles // //========================================================================== CCMD (clearwallcycles) { bestwallcycles = INT_MAX; } #if 1 // To use these, also uncomment the clock/unclock in wallscan static cycle_t bestscancycles = INT_MAX; ADD_STAT (scancycles) { FString out; if (WallScanCycles && WallScanCycles < bestscancycles) bestscancycles = WallScanCycles; out.Format ("%llu", bestscancycles); return out; } CCMD (clearscancycles) { bestscancycles = INT_MAX; } #endif