mirror of
https://github.com/ZDoom/gzdoom.git
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26f14f439b
with +vid_fps 1, it can need the time before the timer is ready to start. SVN r2009 (trunk)
1277 lines
33 KiB
C++
1277 lines
33 KiB
C++
/*
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** i_system.cpp
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** Timers, pre-console output, IWAD selection, and misc system routines.
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2009 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// HEADER FILES ------------------------------------------------------------
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#include <stdlib.h>
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#include <stdio.h>
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#include <io.h>
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#include <direct.h>
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#include <string.h>
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#include <process.h>
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#include <time.h>
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#include <stdarg.h>
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#include <sys/types.h>
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#include <sys/timeb.h>
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <mmsystem.h>
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#include <richedit.h>
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#include <wincrypt.h>
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#define USE_WINDOWS_DWORD
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#include "hardware.h"
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#include "doomerrors.h"
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#include <math.h>
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#include "doomtype.h"
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#include "version.h"
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#include "doomdef.h"
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#include "cmdlib.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "i_video.h"
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#include "i_sound.h"
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#include "i_music.h"
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#include "resource.h"
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#include "x86.h"
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#include "stats.h"
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#include "d_main.h"
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#include "d_net.h"
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#include "g_game.h"
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#include "i_input.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "templates.h"
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#include "gameconfigfile.h"
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#include "v_font.h"
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#include "g_level.h"
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#include "doomstat.h"
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#include "v_palette.h"
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#include "stats.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void CheckCPUID(CPUInfo *cpu);
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extern void LayoutMainWindow(HWND hWnd, HWND pane);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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static void CalculateCPUSpeed();
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static void I_SelectTimer();
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static int I_GetTimePolled(bool saveMS);
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static int I_WaitForTicPolled(int prevtic);
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static void I_FreezeTimePolled(bool frozen);
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static int I_GetTimeEventDriven(bool saveMS);
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static int I_WaitForTicEvent(int prevtic);
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static void I_FreezeTimeEventDriven(bool frozen);
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static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2);
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR(String, language);
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EXTERN_CVAR (Bool, queryiwad);
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extern HWND Window, ConWindow, GameTitleWindow;
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extern HANDLE StdOut;
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extern bool FancyStdOut;
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extern HINSTANCE g_hInst;
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extern FILE *Logfile;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CVAR (String, queryiwad_key, "shift", CVAR_GLOBALCONFIG|CVAR_ARCHIVE);
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double PerfToSec, PerfToMillisec;
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UINT TimerPeriod;
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UINT TimerEventID;
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UINT MillisecondsPerTic;
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HANDLE NewTicArrived;
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uint32 LanguageIDs[4];
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const IWADInfo *DoomStartupInfo;
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int (*I_GetTime) (bool saveMS);
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int (*I_WaitForTic) (int);
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void (*I_FreezeTime) (bool frozen);
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os_t OSPlatform;
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bool gameisdead;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static ticcmd_t emptycmd;
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static bool HasExited;
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static DWORD basetime = 0;
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// These are for the polled timer.
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static DWORD TicStart;
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static DWORD TicNext;
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static int TicFrozen;
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// These are for the event-driven timer.
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static int tics;
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static DWORD ted_start, ted_next;
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static WadStuff *WadList;
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static int NumWads;
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static int DefaultWad;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// I_Tactile
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//
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// Doom calls it when you take damage, so presumably it could be converted
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// to something compatible with force feedback.
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//
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//==========================================================================
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void I_Tactile(int on, int off, int total)
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{
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// UNUSED.
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on = off = total = 0;
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}
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//==========================================================================
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//
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// I_BaseTiccmd
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//
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// Returns an empty ticcmd. I have no idea why this should be system-
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// specific.
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//
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//==========================================================================
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ticcmd_t *I_BaseTiccmd()
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{
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return &emptycmd;
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}
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// Stubs that select the timer to use and then call into it ----------------
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//==========================================================================
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//
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// I_GetTimeSelect
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//
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//==========================================================================
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static int I_GetTimeSelect(bool saveMS)
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{
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I_SelectTimer();
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return I_GetTime(saveMS);
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}
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//==========================================================================
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//
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// I_WaitForTicSelect
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//
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//==========================================================================
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static int I_WaitForTicSelect(int prevtic)
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{
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I_SelectTimer();
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return I_WaitForTic(prevtic);
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}
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//==========================================================================
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//
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// I_SelectTimer
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//
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// Tries to create a timer event for efficent CPU use when the FPS is
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// capped. Failing that, it sets things up for a polling timer instead.
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//
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//==========================================================================
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static void I_SelectTimer()
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{
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assert(basetime == 0);
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// Use a timer event if possible.
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NewTicArrived = CreateEvent(NULL, FALSE, FALSE, NULL);
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if (NewTicArrived)
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{
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UINT delay;
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char *cmdDelay;
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cmdDelay = Args->CheckValue("-timerdelay");
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delay = 0;
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if (cmdDelay != 0)
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{
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delay = atoi(cmdDelay);
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}
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if (delay == 0)
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{
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delay = 1000/TICRATE;
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}
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MillisecondsPerTic = delay;
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TimerEventID = timeSetEvent(delay, 0, TimerTicked, 0, TIME_PERIODIC);
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}
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// Get the current time as the basetime.
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basetime = timeGetTime();
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// Set timer functions.
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if (TimerEventID != 0)
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{
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I_GetTime = I_GetTimeEventDriven;
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I_WaitForTic = I_WaitForTicEvent;
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I_FreezeTime = I_FreezeTimeEventDriven;
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}
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else
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{
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I_GetTime = I_GetTimePolled;
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I_WaitForTic = I_WaitForTicPolled;
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I_FreezeTime = I_FreezeTimePolled;
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}
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}
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//==========================================================================
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//
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// I_MSTime
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//
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// Returns the current time in milliseconds, where 0 is the first call
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// to I_GetTime or I_WaitForTic.
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//
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//==========================================================================
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unsigned int I_MSTime()
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{
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assert(basetime != 0);
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return timeGetTime() - basetime;
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}
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//==========================================================================
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//
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// I_FPSTime
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//
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// Returns the current system time in milliseconds. This is used by the FPS
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// meter of DFrameBuffer::DrawRateStuff(). Since the screen can display
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// before the play simulation is ready to begin, this needs to be
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// separate from I_MSTime().
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//
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//==========================================================================
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unsigned int I_FPSTime()
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{
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return timeGetTime();
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}
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//==========================================================================
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//
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// I_GetTimePolled
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//
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// Returns the current time in tics. If saveMS is true, then calls to
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// I_GetTimeFrac() will use this tic as 0 and the next tic as 1.
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//
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//==========================================================================
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static int I_GetTimePolled(bool saveMS)
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{
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DWORD tm;
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if (TicFrozen != 0)
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{
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return TicFrozen;
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}
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tm = timeGetTime();
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if (basetime == 0)
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{
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basetime = tm;
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}
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if (saveMS)
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{
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TicStart = tm;
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TicNext = (tm * TICRATE / 1000 + 1) * 1000 / TICRATE;
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}
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return ((tm-basetime)*TICRATE)/1000;
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}
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//==========================================================================
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//
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// I_WaitForTicPolled
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//
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// Busy waits until the current tic is greater than prevtic. Time must not
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// be frozen.
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//
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//==========================================================================
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static int I_WaitForTicPolled(int prevtic)
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{
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int time;
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assert(TicFrozen == 0);
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while ((time = I_GetTimePolled(false)) <= prevtic)
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{ }
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return time;
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}
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//==========================================================================
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//
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// I_FreezeTimePolled
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//
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// Freeze/unfreeze the timer.
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//
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//==========================================================================
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static void I_FreezeTimePolled(bool frozen)
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{
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if (frozen)
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{
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assert(TicFrozen == 0);
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TicFrozen = I_GetTimePolled(false);
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}
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else
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{
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assert(TicFrozen != 0);
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int froze = TicFrozen;
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TicFrozen = 0;
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int now = I_GetTimePolled(false);
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basetime += (now - froze) * 1000 / TICRATE;
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}
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}
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//==========================================================================
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//
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// I_GetTimeEventDriven
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//
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// Returns the current tick counter. This is incremented asynchronously as
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// the timer event fires.
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//
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//==========================================================================
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static int I_GetTimeEventDriven(bool saveMS)
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{
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if (saveMS)
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{
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TicStart = ted_start;
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TicNext = ted_next;
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}
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return tics;
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}
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//==========================================================================
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//
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// I_WaitForTicEvent
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//
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// Waits on the timer event as long as the current tic is not later than
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// prevtic.
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//
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//==========================================================================
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static int I_WaitForTicEvent(int prevtic)
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{
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assert(!TicFrozen);
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while (prevtic >= tics)
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{
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WaitForSingleObject(NewTicArrived, 1000/TICRATE);
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}
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return tics;
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}
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//==========================================================================
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//
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// I_FreezeTimeEventDriven
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//
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// Freeze/unfreeze the ticker.
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//
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//==========================================================================
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static void I_FreezeTimeEventDriven(bool frozen)
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{
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TicFrozen = frozen;
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}
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//==========================================================================
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//
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// TimerTicked
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//
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// Advance the tick count and signal the NewTicArrived event.
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//
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//==========================================================================
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static void CALLBACK TimerTicked(UINT id, UINT msg, DWORD_PTR user, DWORD_PTR dw1, DWORD_PTR dw2)
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{
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if (!TicFrozen)
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{
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tics++;
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}
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ted_start = timeGetTime ();
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ted_next = ted_start + MillisecondsPerTic;
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SetEvent(NewTicArrived);
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}
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//==========================================================================
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//
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// I_GetTimeFrac
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//
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// Returns the fractional amount of a tic passed since the most recently
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// saved tic.
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//
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//==========================================================================
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fixed_t I_GetTimeFrac(uint32 *ms)
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{
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DWORD now = timeGetTime();
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if (ms != NULL)
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{
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*ms = TicNext;
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}
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DWORD step = TicNext - TicStart;
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if (step == 0)
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{
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return FRACUNIT;
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}
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else
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{
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fixed_t frac = clamp<fixed_t> ((now - TicStart)*FRACUNIT/step, 0, FRACUNIT);
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return frac;
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}
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}
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//==========================================================================
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//
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// I_WaitVBL
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//
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// I_WaitVBL is never used to actually synchronize to the vertical blank.
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// Instead, it's used for delay purposes. Doom used a 70 Hz display mode,
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// so that's what we use to determine how long to wait for.
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//
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//==========================================================================
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void I_WaitVBL(int count)
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{
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Sleep(1000 * count / 70);
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}
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//==========================================================================
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//
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// I_DetectOS
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//
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// Determine which version of Windows the game is running on.
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//
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//==========================================================================
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void I_DetectOS(void)
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{
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OSVERSIONINFOEX info;
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const char *osname;
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info.dwOSVersionInfoSize = sizeof(OSVERSIONINFOEX);
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if (!GetVersionEx((OSVERSIONINFO *)&info))
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{
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// Retry with the older OSVERSIONINFO structure.
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info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
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GetVersionEx((OSVERSIONINFO *)&info);
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}
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switch (info.dwPlatformId)
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{
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case VER_PLATFORM_WIN32_WINDOWS:
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OSPlatform = os_Win95;
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if (info.dwMinorVersion < 10)
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{
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osname = "95";
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}
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else if (info.dwMinorVersion < 90)
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{
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osname = "98";
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}
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else
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{
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osname = "Me";
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}
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break;
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case VER_PLATFORM_WIN32_NT:
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OSPlatform = info.dwMajorVersion < 5 ? os_WinNT4 : os_Win2k;
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osname = "NT";
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if (info.dwMajorVersion == 5)
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{
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if (info.dwMinorVersion == 0)
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{
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osname = "2000";
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}
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if (info.dwMinorVersion == 1)
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{
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osname = "XP";
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}
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else if (info.dwMinorVersion == 2)
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{
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osname = "Server 2003";
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}
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}
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else if (info.dwMajorVersion == 6)
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{
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if (info.dwMinorVersion == 0)
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{
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if (info.wProductType == VER_NT_WORKSTATION)
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{
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osname = "Vista";
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}
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else
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{
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osname = "Server 2008";
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}
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}
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else if (info.dwMinorVersion == 1)
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{
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if (info.wProductType == VER_NT_WORKSTATION)
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{
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osname = "7";
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}
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else
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{
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osname = "Server 2008 R2";
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}
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}
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}
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break;
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default:
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OSPlatform = os_unknown;
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osname = "Unknown OS";
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break;
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}
|
|
|
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if (OSPlatform == os_Win95)
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{
|
|
Printf ("OS: Windows %s %lu.%lu.%lu %s\n",
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osname,
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info.dwMajorVersion, info.dwMinorVersion,
|
|
info.dwBuildNumber & 0xffff, info.szCSDVersion);
|
|
}
|
|
else
|
|
{
|
|
Printf ("OS: Windows %s (NT %lu.%lu) Build %lu\n %s\n",
|
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osname,
|
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info.dwMajorVersion, info.dwMinorVersion,
|
|
info.dwBuildNumber, info.szCSDVersion);
|
|
}
|
|
|
|
if (OSPlatform == os_unknown)
|
|
{
|
|
Printf ("(Assuming Windows 95)\n");
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|
OSPlatform = os_Win95;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SubsetLanguageIDs
|
|
//
|
|
// Helper function for SetLanguageIDs.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SubsetLanguageIDs(LCID id, LCTYPE type, int idx)
|
|
{
|
|
char buf[8];
|
|
LCID langid;
|
|
char *idp;
|
|
|
|
if (!GetLocaleInfo(id, type, buf, 8))
|
|
return;
|
|
langid = MAKELCID(strtoul(buf, NULL, 16), SORT_DEFAULT);
|
|
if (!GetLocaleInfo(langid, LOCALE_SABBREVLANGNAME, buf, 8))
|
|
return;
|
|
idp = (char *)(&LanguageIDs[idx]);
|
|
memset (idp, 0, 4);
|
|
idp[0] = tolower(buf[0]);
|
|
idp[1] = tolower(buf[1]);
|
|
idp[2] = tolower(buf[2]);
|
|
idp[3] = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetLanguageIDs
|
|
//
|
|
//==========================================================================
|
|
|
|
void SetLanguageIDs()
|
|
{
|
|
size_t langlen = strlen(language);
|
|
|
|
if (langlen < 2 || langlen > 3)
|
|
{
|
|
memset(LanguageIDs, 0, sizeof(LanguageIDs));
|
|
SubsetLanguageIDs(LOCALE_USER_DEFAULT, LOCALE_ILANGUAGE, 0);
|
|
SubsetLanguageIDs(LOCALE_USER_DEFAULT, LOCALE_IDEFAULTLANGUAGE, 1);
|
|
SubsetLanguageIDs(LOCALE_SYSTEM_DEFAULT, LOCALE_ILANGUAGE, 2);
|
|
SubsetLanguageIDs(LOCALE_SYSTEM_DEFAULT, LOCALE_IDEFAULTLANGUAGE, 3);
|
|
}
|
|
else
|
|
{
|
|
DWORD lang = 0;
|
|
|
|
((BYTE *)&lang)[0] = (language)[0];
|
|
((BYTE *)&lang)[1] = (language)[1];
|
|
((BYTE *)&lang)[2] = (language)[2];
|
|
LanguageIDs[0] = lang;
|
|
LanguageIDs[1] = lang;
|
|
LanguageIDs[2] = lang;
|
|
LanguageIDs[3] = lang;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CalculateCPUSpeed
|
|
//
|
|
// Make a decent guess at how much time elapses between TSC steps. This can
|
|
// vary over runtime depending on power management settings, so should not
|
|
// be used anywhere that truely accurate timing actually matters.
|
|
//
|
|
//==========================================================================
|
|
|
|
void CalculateCPUSpeed()
|
|
{
|
|
LARGE_INTEGER freq;
|
|
|
|
QueryPerformanceFrequency (&freq);
|
|
|
|
if (freq.QuadPart != 0 && CPU.bRDTSC)
|
|
{
|
|
LARGE_INTEGER count1, count2;
|
|
cycle_t ClockCalibration;
|
|
DWORD min_diff;
|
|
|
|
ClockCalibration.Reset();
|
|
|
|
// Count cycles for at least 55 milliseconds.
|
|
// The performance counter may be very low resolution compared to CPU
|
|
// speeds today, so the longer we count, the more accurate our estimate.
|
|
// On the other hand, we don't want to count too long, because we don't
|
|
// want the user to notice us spend time here, since most users will
|
|
// probably never use the performance statistics.
|
|
min_diff = freq.LowPart * 11 / 200;
|
|
|
|
// Minimize the chance of task switching during the testing by going very
|
|
// high priority. This is another reason to avoid timing for too long.
|
|
SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS);
|
|
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL);
|
|
|
|
// Make sure we start timing on a counter boundary.
|
|
QueryPerformanceCounter(&count1);
|
|
do { QueryPerformanceCounter(&count2); } while (count1.QuadPart == count2.QuadPart);
|
|
|
|
// Do the timing loop.
|
|
ClockCalibration.Clock();
|
|
do { QueryPerformanceCounter(&count1); } while ((count1.QuadPart - count2.QuadPart) < min_diff);
|
|
ClockCalibration.Unclock();
|
|
|
|
SetPriorityClass(GetCurrentProcess(), NORMAL_PRIORITY_CLASS);
|
|
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
|
|
|
|
PerfToSec = double(count1.QuadPart - count2.QuadPart) / (double(ClockCalibration.GetRawCounter()) * freq.QuadPart);
|
|
PerfToMillisec = PerfToSec * 1000.0;
|
|
}
|
|
|
|
Printf ("CPU Speed: %.0f MHz\n", 0.001 / PerfToMillisec);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_Init
|
|
//
|
|
//==========================================================================
|
|
|
|
void I_Init()
|
|
{
|
|
CheckCPUID(&CPU);
|
|
CalculateCPUSpeed();
|
|
DumpCPUInfo(&CPU);
|
|
|
|
I_GetTime = I_GetTimeSelect;
|
|
I_WaitForTic = I_WaitForTicSelect;
|
|
|
|
atterm (I_ShutdownSound);
|
|
I_InitSound ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_Quit
|
|
//
|
|
//==========================================================================
|
|
|
|
void I_Quit()
|
|
{
|
|
HasExited = true; /* Prevent infinitely recursive exits -- killough */
|
|
|
|
if (TimerEventID != 0)
|
|
{
|
|
timeKillEvent(TimerEventID);
|
|
}
|
|
if (NewTicArrived != NULL)
|
|
{
|
|
CloseHandle(NewTicArrived);
|
|
}
|
|
timeEndPeriod(TimerPeriod);
|
|
if (demorecording)
|
|
{
|
|
G_CheckDemoStatus();
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FatalError
|
|
//
|
|
// Throw an error that will end the game.
|
|
//
|
|
//==========================================================================
|
|
|
|
void STACK_ARGS I_FatalError(const char *error, ...)
|
|
{
|
|
static BOOL alreadyThrown = false;
|
|
gameisdead = true;
|
|
|
|
if (!alreadyThrown) // ignore all but the first message -- killough
|
|
{
|
|
alreadyThrown = true;
|
|
char errortext[MAX_ERRORTEXT];
|
|
va_list argptr;
|
|
va_start(argptr, error);
|
|
myvsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
|
|
va_end(argptr);
|
|
|
|
// Record error to log (if logging)
|
|
if (Logfile)
|
|
{
|
|
fprintf(Logfile, "\n**** DIED WITH FATAL ERROR:\n%s\n", errortext);
|
|
fflush(Logfile);
|
|
}
|
|
|
|
throw CFatalError(errortext);
|
|
}
|
|
|
|
if (!HasExited) // If it hasn't exited yet, exit now -- killough
|
|
{
|
|
HasExited = 1; // Prevent infinitely recursive exits -- killough
|
|
exit(-1);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_Error
|
|
//
|
|
// Throw an error that will send us to the console if we are far enough
|
|
// along in the startup process.
|
|
//
|
|
//==========================================================================
|
|
|
|
void STACK_ARGS I_Error(const char *error, ...)
|
|
{
|
|
va_list argptr;
|
|
char errortext[MAX_ERRORTEXT];
|
|
|
|
va_start(argptr, error);
|
|
myvsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
|
|
va_end(argptr);
|
|
|
|
throw CRecoverableError(errortext);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_SetIWADInfo
|
|
//
|
|
//==========================================================================
|
|
|
|
void I_SetIWADInfo(const IWADInfo *info)
|
|
{
|
|
DoomStartupInfo = info;
|
|
|
|
// Make the startup banner show itself
|
|
LayoutMainWindow(Window, NULL);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_PrintStr
|
|
//
|
|
// Send output to the list box shown during startup (and hidden during
|
|
// gameplay).
|
|
//
|
|
//==========================================================================
|
|
|
|
void I_PrintStr(const char *cp)
|
|
{
|
|
if (ConWindow == NULL && StdOut == NULL)
|
|
return;
|
|
|
|
HWND edit = ConWindow;
|
|
char buf[256];
|
|
int bpos = 0;
|
|
CHARRANGE selection;
|
|
CHARRANGE endselection;
|
|
LONG lines_before = 0, lines_after;
|
|
CHARFORMAT format;
|
|
|
|
if (edit != NULL)
|
|
{
|
|
// Store the current selection and set it to the end so we can append text.
|
|
SendMessage(edit, EM_EXGETSEL, 0, (LPARAM)&selection);
|
|
endselection.cpMax = endselection.cpMin = GetWindowTextLength(edit);
|
|
SendMessage(edit, EM_EXSETSEL, 0, (LPARAM)&endselection);
|
|
|
|
// GetWindowTextLength and EM_EXSETSEL can disagree on where the end of
|
|
// the text is. Find out what EM_EXSETSEL thought it was and use that later.
|
|
SendMessage(edit, EM_EXGETSEL, 0, (LPARAM)&endselection);
|
|
|
|
// Remember how many lines there were before we added text.
|
|
lines_before = (LONG)SendMessage(edit, EM_GETLINECOUNT, 0, 0);
|
|
}
|
|
|
|
while (*cp != 0)
|
|
{
|
|
// 28 is the escape code for a color change.
|
|
if ((*cp == 28 && bpos != 0) || bpos == 255)
|
|
{
|
|
buf[bpos] = 0;
|
|
if (edit != NULL)
|
|
{
|
|
SendMessage(edit, EM_REPLACESEL, FALSE, (LPARAM)buf);
|
|
}
|
|
if (StdOut != NULL)
|
|
{
|
|
DWORD bytes_written;
|
|
WriteFile(StdOut, buf, bpos, &bytes_written, NULL);
|
|
}
|
|
bpos = 0;
|
|
}
|
|
if (*cp != 28)
|
|
{
|
|
buf[bpos++] = *cp++;
|
|
}
|
|
else
|
|
{
|
|
const BYTE *color_id = (const BYTE *)cp + 1;
|
|
EColorRange range = V_ParseFontColor(color_id, CR_UNTRANSLATED, CR_YELLOW);
|
|
cp = (const char *)color_id;
|
|
|
|
if (range != CR_UNDEFINED)
|
|
{
|
|
// Change the color of future text added to the control.
|
|
PalEntry color = V_LogColorFromColorRange(range);
|
|
if (StdOut != NULL && FancyStdOut)
|
|
{
|
|
// Unfortunately, we are pretty limited here: There are only
|
|
// eight basic colors, and each comes in a dark and a bright
|
|
// variety.
|
|
float h, s, v, r, g, b;
|
|
WORD attrib = 0;
|
|
|
|
RGBtoHSV(color.r / 255.f, color.g / 255.f, color.b / 255.f, &h, &s, &v);
|
|
if (s != 0)
|
|
{ // color
|
|
HSVtoRGB(&r, &g, &b, h, 1, 1);
|
|
if (r == 1) attrib = FOREGROUND_RED;
|
|
if (g == 1) attrib |= FOREGROUND_GREEN;
|
|
if (b == 1) attrib |= FOREGROUND_BLUE;
|
|
if (v > 0.6) attrib |= FOREGROUND_INTENSITY;
|
|
}
|
|
else
|
|
{ // gray
|
|
if (v < 0.33) attrib = FOREGROUND_INTENSITY;
|
|
else if (v < 0.90) attrib = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE;
|
|
else attrib = FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | FOREGROUND_INTENSITY;
|
|
}
|
|
SetConsoleTextAttribute(StdOut, attrib);
|
|
}
|
|
if (edit != NULL)
|
|
{
|
|
// GDI uses BGR colors, but color is RGB, so swap the R and the B.
|
|
swap(color.r, color.b);
|
|
// Change the color.
|
|
format.cbSize = sizeof(format);
|
|
format.dwMask = CFM_COLOR;
|
|
format.dwEffects = 0;
|
|
format.crTextColor = color;
|
|
SendMessage(edit, EM_SETCHARFORMAT, SCF_SELECTION, (LPARAM)&format);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (bpos != 0)
|
|
{
|
|
buf[bpos] = 0;
|
|
if (edit != NULL)
|
|
{
|
|
SendMessage(edit, EM_REPLACESEL, FALSE, (LPARAM)buf);
|
|
}
|
|
if (StdOut != NULL)
|
|
{
|
|
DWORD bytes_written;
|
|
WriteFile(StdOut, buf, bpos, &bytes_written, NULL);
|
|
}
|
|
}
|
|
|
|
if (edit != NULL)
|
|
{
|
|
// If the old selection was at the end of the text, keep it at the end and
|
|
// scroll. Don't scroll if the selection is anywhere else.
|
|
if (selection.cpMin == endselection.cpMin && selection.cpMax == endselection.cpMax)
|
|
{
|
|
selection.cpMax = selection.cpMin = GetWindowTextLength (edit);
|
|
lines_after = (LONG)SendMessage(edit, EM_GETLINECOUNT, 0, 0);
|
|
if (lines_after > lines_before)
|
|
{
|
|
SendMessage(edit, EM_LINESCROLL, 0, lines_after - lines_before);
|
|
}
|
|
}
|
|
// Restore the previous selection.
|
|
SendMessage(edit, EM_EXSETSEL, 0, (LPARAM)&selection);
|
|
// Give the edit control a chance to redraw itself.
|
|
I_GetEvent();
|
|
}
|
|
if (StdOut != NULL && FancyStdOut)
|
|
{ // Set text back to gray, in case it was changed.
|
|
SetConsoleTextAttribute(StdOut, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetQueryIWAD
|
|
//
|
|
// The user had the "Don't ask again" box checked when they closed the
|
|
// IWAD selection dialog.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SetQueryIWad(HWND dialog)
|
|
{
|
|
HWND checkbox = GetDlgItem(dialog, IDC_DONTASKIWAD);
|
|
int state = (int)SendMessage(checkbox, BM_GETCHECK, 0, 0);
|
|
bool query = (state != BST_CHECKED);
|
|
|
|
if (!query && queryiwad)
|
|
{
|
|
MessageBox(dialog,
|
|
"You have chosen not to show this dialog box in the future.\n"
|
|
"If you wish to see it again, hold down SHIFT while starting " GAMENAME ".",
|
|
"Don't ask me this again",
|
|
MB_OK | MB_ICONINFORMATION);
|
|
}
|
|
|
|
queryiwad = query;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// IWADBoxCallback
|
|
//
|
|
// Dialog proc for the IWAD selector.
|
|
//
|
|
//==========================================================================
|
|
|
|
BOOL CALLBACK IWADBoxCallback(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
HWND ctrl;
|
|
int i;
|
|
|
|
switch (message)
|
|
{
|
|
case WM_INITDIALOG:
|
|
// Add our program name to the window title
|
|
{
|
|
TCHAR label[256];
|
|
FString newlabel;
|
|
|
|
GetWindowText(hDlg, label, countof(label));
|
|
newlabel.Format(GAMESIG " " DOTVERSIONSTR_NOREV ": %s", label);
|
|
SetWindowText(hDlg, newlabel.GetChars());
|
|
}
|
|
// Populate the list with all the IWADs found
|
|
ctrl = GetDlgItem(hDlg, IDC_IWADLIST);
|
|
for (i = 0; i < NumWads; i++)
|
|
{
|
|
FString work;
|
|
const char *filepart = strrchr(WadList[i].Path, '/');
|
|
if (filepart == NULL)
|
|
filepart = WadList[i].Path;
|
|
else
|
|
filepart++;
|
|
work.Format("%s (%s)", IWADInfos[WadList[i].Type].Name, filepart);
|
|
SendMessage(ctrl, LB_ADDSTRING, 0, (LPARAM)work.GetChars());
|
|
SendMessage(ctrl, LB_SETITEMDATA, i, (LPARAM)i);
|
|
}
|
|
SendMessage(ctrl, LB_SETCURSEL, DefaultWad, 0);
|
|
SetFocus(ctrl);
|
|
// Set the state of the "Don't ask me again" checkbox
|
|
ctrl = GetDlgItem(hDlg, IDC_DONTASKIWAD);
|
|
SendMessage(ctrl, BM_SETCHECK, queryiwad ? BST_UNCHECKED : BST_CHECKED, 0);
|
|
// Make sure the dialog is in front. If SHIFT was pressed to force it visible,
|
|
// then the other window will normally be on top.
|
|
SetForegroundWindow(hDlg);
|
|
break;
|
|
|
|
case WM_COMMAND:
|
|
if (LOWORD(wParam) == IDCANCEL)
|
|
{
|
|
EndDialog (hDlg, -1);
|
|
}
|
|
else if (LOWORD(wParam) == IDOK ||
|
|
(LOWORD(wParam) == IDC_IWADLIST && HIWORD(wParam) == LBN_DBLCLK))
|
|
{
|
|
SetQueryIWad(hDlg);
|
|
ctrl = GetDlgItem (hDlg, IDC_IWADLIST);
|
|
EndDialog(hDlg, SendMessage (ctrl, LB_GETCURSEL, 0, 0));
|
|
}
|
|
break;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_PickIWad
|
|
//
|
|
// Open a dialog to pick the IWAD, if there is more than one found.
|
|
//
|
|
//==========================================================================
|
|
|
|
int I_PickIWad(WadStuff *wads, int numwads, bool showwin, int defaultiwad)
|
|
{
|
|
int vkey;
|
|
|
|
if (stricmp(queryiwad_key, "shift") == 0)
|
|
{
|
|
vkey = VK_SHIFT;
|
|
}
|
|
else if (stricmp(queryiwad_key, "control") == 0 || stricmp (queryiwad_key, "ctrl") == 0)
|
|
{
|
|
vkey = VK_CONTROL;
|
|
}
|
|
else
|
|
{
|
|
vkey = 0;
|
|
}
|
|
if (showwin || (vkey != 0 && GetAsyncKeyState(vkey)))
|
|
{
|
|
WadList = wads;
|
|
NumWads = numwads;
|
|
DefaultWad = defaultiwad;
|
|
|
|
return (int)DialogBox(g_hInst, MAKEINTRESOURCE(IDD_IWADDIALOG),
|
|
(HWND)Window, (DLGPROC)IWADBoxCallback);
|
|
}
|
|
return defaultiwad;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_WriteIniFailed
|
|
//
|
|
// Display a message when the config failed to save.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool I_WriteIniFailed()
|
|
{
|
|
char *lpMsgBuf;
|
|
FString errortext;
|
|
|
|
FormatMessageA (FORMAT_MESSAGE_ALLOCATE_BUFFER |
|
|
FORMAT_MESSAGE_FROM_SYSTEM |
|
|
FORMAT_MESSAGE_IGNORE_INSERTS,
|
|
NULL,
|
|
GetLastError(),
|
|
MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), // Default language
|
|
(LPSTR)&lpMsgBuf,
|
|
0,
|
|
NULL
|
|
);
|
|
errortext.Format ("The config file %s could not be written:\n%s", GameConfig->GetPathName(), lpMsgBuf);
|
|
LocalFree (lpMsgBuf);
|
|
return MessageBox(Window, errortext.GetChars(), GAMENAME " configuration not saved", MB_ICONEXCLAMATION | MB_RETRYCANCEL) == IDRETRY;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindFirst
|
|
//
|
|
// Start a pattern matching sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
void *I_FindFirst(const char *filespec, findstate_t *fileinfo)
|
|
{
|
|
return FindFirstFileA(filespec, (LPWIN32_FIND_DATAA)fileinfo);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindNext
|
|
//
|
|
// Return the next file in a pattern matching sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
int I_FindNext(void *handle, findstate_t *fileinfo)
|
|
{
|
|
return !FindNextFileA((HANDLE)handle, (LPWIN32_FIND_DATAA)fileinfo);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_FindClose
|
|
//
|
|
// Finish a pattern matching sequence.
|
|
//
|
|
//==========================================================================
|
|
|
|
int I_FindClose(void *handle)
|
|
{
|
|
return FindClose((HANDLE)handle);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// QueryPathKey
|
|
//
|
|
// Returns the value of a registry key into the output variable value.
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool QueryPathKey(HKEY key, const char *keypath, const char *valname, FString &value)
|
|
{
|
|
HKEY steamkey;
|
|
DWORD pathtype;
|
|
DWORD pathlen;
|
|
LONG res;
|
|
|
|
if(ERROR_SUCCESS == RegOpenKeyEx(key, keypath, 0, KEY_QUERY_VALUE, &steamkey))
|
|
{
|
|
if (ERROR_SUCCESS == RegQueryValueEx(steamkey, valname, 0, &pathtype, NULL, &pathlen) &&
|
|
pathtype == REG_SZ && pathlen != 0)
|
|
{
|
|
// Don't include terminating null in count
|
|
char *chars = value.LockNewBuffer(pathlen - 1);
|
|
res = RegQueryValueEx(steamkey, valname, 0, NULL, (LPBYTE)chars, &pathlen);
|
|
value.UnlockBuffer();
|
|
if (res != ERROR_SUCCESS)
|
|
{
|
|
value = "";
|
|
}
|
|
}
|
|
RegCloseKey(steamkey);
|
|
}
|
|
return value.IsNotEmpty();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_GetSteamPath
|
|
//
|
|
// Check the registry for the path to Steam, so that we can search for
|
|
// IWADs that were bought with Steam.
|
|
//
|
|
//==========================================================================
|
|
|
|
FString I_GetSteamPath()
|
|
{
|
|
FString path;
|
|
|
|
if (QueryPathKey(HKEY_CURRENT_USER, "Software\\Valve\\Steam", "SteamPath", path))
|
|
{
|
|
return path;
|
|
}
|
|
if (QueryPathKey(HKEY_LOCAL_MACHINE, "Software\\Valve\\Steam", "InstallPath", path))
|
|
{
|
|
return path;
|
|
}
|
|
path = "";
|
|
return path;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_MakeRNGSeed
|
|
//
|
|
// Returns a 32-bit random seed, preferably one with lots of entropy.
|
|
//
|
|
//==========================================================================
|
|
|
|
unsigned int I_MakeRNGSeed()
|
|
{
|
|
unsigned int seed;
|
|
|
|
// If RtlGenRandom is available, use that to avoid increasing the
|
|
// working set by pulling in all of the crytographic API.
|
|
HMODULE advapi = GetModuleHandle("advapi32.dll");
|
|
if (advapi != NULL)
|
|
{
|
|
BOOLEAN (APIENTRY *RtlGenRandom)(void *, ULONG) =
|
|
(BOOLEAN (APIENTRY *)(void *, ULONG))GetProcAddress(advapi, "SystemFunction036");
|
|
if (RtlGenRandom != NULL)
|
|
{
|
|
if (RtlGenRandom(&seed, sizeof(seed)))
|
|
{
|
|
return seed;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Use the full crytographic API to produce a seed. If that fails,
|
|
// time() is used as a fallback.
|
|
HCRYPTPROV prov;
|
|
|
|
if (!CryptAcquireContext(&prov, NULL, MS_DEF_PROV, PROV_RSA_FULL, CRYPT_VERIFYCONTEXT))
|
|
{
|
|
return (unsigned int)time(NULL);
|
|
}
|
|
if (!CryptGenRandom(prov, sizeof(seed), (BYTE *)&seed))
|
|
{
|
|
seed = (unsigned int)time(NULL);
|
|
}
|
|
CryptReleaseContext(prov, 0);
|
|
return seed;
|
|
}
|