mirror of
https://github.com/ZDoom/gzdoom.git
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3902 lines
103 KiB
C++
3902 lines
103 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//
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// DESCRIPTION:
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// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
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// plus functions to determine game mode (shareware, registered),
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// parse command line parameters, configure game parameters (turbo),
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// and call the startup functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#ifdef _WIN32
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#include <direct.h>
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#endif
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#ifdef HAVE_FPU_CONTROL
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#include <fpu_control.h>
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#endif
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#if defined(__unix__) || defined(__APPLE__)
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#include <unistd.h>
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#endif
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#include <math.h>
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#include <assert.h>
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#include "engineerrors.h"
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#include "i_time.h"
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#include "d_gui.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "filesystem.h"
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#include "s_sound.h"
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#include "v_video.h"
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#include "intermission/intermission.h"
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#include "wipe.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "menu.h"
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#include "doommenu.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_sound.h"
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#include "i_video.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "wi_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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#include "p_setup.h"
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#include "r_utility.h"
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#include "r_sky.h"
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#include "d_main.h"
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#include "d_dehacked.h"
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#include "cmdlib.h"
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#include "v_text.h"
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#include "gi.h"
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#include "a_dynlight.h"
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#include "gameconfigfile.h"
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#include "sbar.h"
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#include "decallib.h"
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#include "version.h"
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#include "st_start.h"
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#include "teaminfo.h"
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#include "hardware.h"
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#include "sbarinfo.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "d_netinf.h"
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#include "m_cheat.h"
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#include "m_joy.h"
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#include "v_draw.h"
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#include "po_man.h"
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#include "p_local.h"
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#include "autosegs.h"
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#include "fragglescript/t_fs.h"
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#include "g_levellocals.h"
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#include "events.h"
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#include "vm.h"
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#include "types.h"
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#include "i_system.h"
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#include "g_cvars.h"
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#include "r_data/r_vanillatrans.h"
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#include "s_music.h"
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#include "swrenderer/r_swcolormaps.h"
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#include "findfile.h"
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#include "md5.h"
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#include "c_buttons.h"
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#include "d_buttons.h"
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#include "i_interface.h"
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#include "animations.h"
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#include "texturemanager.h"
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#include "formats/multipatchtexture.h"
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#include "scriptutil.h"
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#include "v_palette.h"
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#include "texturemanager.h"
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#include "hw_clock.h"
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#include "hwrenderer/scene/hw_drawinfo.h"
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#include "doomfont.h"
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#include "screenjob.h"
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#include "startscreen.h"
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#include "shiftstate.h"
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#ifdef __unix__
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#include "i_system.h" // for SHARE_DIR
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#endif // __unix__
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EXTERN_CVAR(Bool, hud_althud)
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EXTERN_CVAR(Int, vr_mode)
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EXTERN_CVAR(Bool, cl_customizeinvulmap)
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EXTERN_CVAR(Bool, log_vgafont)
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EXTERN_CVAR(Bool, dlg_vgafont)
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CVAR(Int, vid_renderer, 1, 0) // for some stupid mods which threw caution out of the window...
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void DrawHUD();
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void D_DoAnonStats();
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void I_DetectOS();
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void UpdateGenericUI(bool cvar);
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void Local_Job_Init();
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void I_SetWindowTitle(const char* caption);
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extern void ReadStatistics();
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extern void M_SetDefaultMode ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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void DeinitMenus();
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void CloseNetwork();
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void P_Shutdown();
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void M_SaveDefaultsFinal();
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void R_Shutdown();
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void I_ShutdownInput();
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void SetConsoleNotifyBuffer();
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void I_UpdateDiscordPresence(bool SendPresence, const char* curstatus, const char* appid, const char* steamappid);
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bool M_SetSpecialMenu(FName& menu, int param); // game specific checks
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const FIWADInfo *D_FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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bool D_CheckNetGame ();
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void D_ProcessEvents ();
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void G_BuildTiccmd (ticcmd_t* cmd);
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void D_DoAdvanceDemo ();
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void D_LoadWadSettings ();
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void ParseGLDefs();
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void DrawFullscreenSubtitle(FFont* font, const char *text);
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void D_Cleanup();
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void FreeSBarInfoScript();
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void I_UpdateWindowTitle();
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void S_ParseMusInfo();
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void D_GrabCVarDefaults();
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void LoadHexFont(const char* filename);
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void InitBuildTiles();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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void D_DoomLoop ();
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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EXTERN_CVAR (Float, turbo)
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EXTERN_CVAR (Bool, freelook)
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EXTERN_CVAR (Float, m_pitch)
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EXTERN_CVAR (Float, m_yaw)
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EXTERN_CVAR (Bool, invertmouse)
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EXTERN_CVAR (Bool, invertmousex)
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EXTERN_CVAR (Bool, lookstrafe)
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EXTERN_CVAR (Int, screenblocks)
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EXTERN_CVAR (Bool, sv_cheats)
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EXTERN_CVAR (Bool, sv_unlimited_pickup)
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR (Bool, show_messages)
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EXTERN_CVAR(Bool, ticker)
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EXTERN_CVAR(Bool, vid_fps)
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extern bool setmodeneeded;
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extern bool demorecording;
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bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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extern bool insave;
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extern TDeletingArray<FLightDefaults *> LightDefaults;
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extern FName MessageBoxClass;
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static const char* iwad_folders[] = { "flats/", "textures/", "hires/", "sprites/", "voxels/", "colormaps/", "acs/", "maps/", "voices/", "patches/", "graphics/", "sounds/", "music/",
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"materials/", "models/", "fonts/", "brightmaps/"};
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static const char* iwad_reserved[] = { "mapinfo", "zmapinfo", "umapinfo", "gameinfo", "sndinfo", "sndseq", "sbarinfo", "menudef", "gldefs", "animdefs", "decorate", "zscript", "iwadinfo", "maps/" };
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CUSTOM_CVAR(Float, i_timescale, 1.0f, CVAR_NOINITCALL | CVAR_VIRTUAL)
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{
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if (netgame)
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{
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Printf("Time scale cannot be changed in net games.\n");
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self = 1.0f;
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}
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else if (self >= 0.05f)
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{
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I_FreezeTime(true);
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TimeScale = self;
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I_FreezeTime(false);
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}
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else
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{
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Printf("Time scale must be at least 0.05!\n");
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}
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}
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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CUSTOM_CVAR(Int, vid_rendermode, 4, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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{
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if (self < 0 || self > 4)
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{
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self = 4;
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}
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else if (self == 2 || self == 3)
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{
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self = self - 2; // softpoly to software
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}
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if (usergame)
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{
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// [SP] Update pitch limits to the netgame/gamesim.
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players[consoleplayer].SendPitchLimits();
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}
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screen->SetTextureFilterMode();
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// No further checks needed. All this changes now is which scene drawer the render backend calls.
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}
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CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
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{
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// Check for the fraglimit being hit because the fraglimit is being
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// lowered below somebody's current frag count.
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if (deathmatch && self > 0)
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{
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && self <= D_GetFragCount(&players[i]))
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{
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Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
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primaryLevel->ExitLevel (0, false);
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break;
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}
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}
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}
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}
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CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO);
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CVAR (Int, wipetype, 1, CVAR_ARCHIVE);
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CVAR (Int, snd_drawoutput, 0, 0);
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CUSTOM_CVAR (String, vid_cursor, "None", CVAR_ARCHIVE | CVAR_NOINITCALL)
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{
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bool res = false;
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if (!stricmp(self, "None" ) && gameinfo.CursorPic.IsNotEmpty())
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{
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res = I_SetCursor(TexMan.GetGameTextureByName(gameinfo.CursorPic));
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}
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else
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{
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res = I_SetCursor(TexMan.GetGameTextureByName(self));
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}
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if (!res)
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{
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I_SetCursor(TexMan.GetGameTextureByName("cursor"));
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}
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}
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// Controlled by startup dialog
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CVAR(Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadbrightmaps, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadlights, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadwidescreen, true, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR(Bool, r_debug_disable_vis_filter, false, 0)
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CVAR(Int, vid_showpalette, 0, 0)
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CUSTOM_CVAR (Bool, i_discordrpc, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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I_UpdateWindowTitle();
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}
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CUSTOM_CVAR(Int, I_FriendlyWindowTitle, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
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{
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I_UpdateWindowTitle();
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}
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CVAR(Bool, cl_nointros, false, CVAR_ARCHIVE)
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bool hud_toggled = false;
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bool wantToRestart;
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bool DrawFSHUD; // [RH] Draw fullscreen HUD?
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bool devparm; // started game with -devparm
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const char *D_DrawIcon; // [RH] Patch name of icon to draw on next refresh
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int NoWipe; // [RH] Allow wipe? (Needs to be set each time)
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bool singletics = false; // debug flag to cancel adaptiveness
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FString startmap;
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bool autostart;
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bool advancedemo;
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FILE *debugfile;
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gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
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bool PageBlank;
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FTextureID Advisory;
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FTextureID Page;
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const char *Subtitle;
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bool nospriterename;
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FString lastIWAD;
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int restart = 0;
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extern bool AppActive;
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bool playedtitlemusic;
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FStartScreen* StartScreen;
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cycle_t FrameCycles;
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// [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing
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uint32_t r_renderercaps = 0;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static int demosequence;
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static int pagetic;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// D_ToggleHud
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//
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// Turns off 2D drawing temporarily.
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//
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//==========================================================================
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void D_ToggleHud()
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{
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static int saved_screenblocks;
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static bool saved_drawplayersprite, saved_showmessages;
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if ((hud_toggled = !hud_toggled))
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{
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saved_screenblocks = screenblocks;
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saved_drawplayersprite = r_drawplayersprites;
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saved_showmessages = show_messages;
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screenblocks = 12;
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r_drawplayersprites = false;
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show_messages = false;
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C_HideConsole();
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M_ClearMenus();
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}
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else
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{
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screenblocks = saved_screenblocks;
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r_drawplayersprites = saved_drawplayersprite;
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show_messages = saved_showmessages;
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}
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}
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CCMD(togglehud)
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{
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D_ToggleHud();
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}
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE) // Mouse speeds
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CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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//==========================================================================
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//
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// Render wrapper.
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// This function contains all the needed setup and cleanup for starting a render job.
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//
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//==========================================================================
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void D_Render(std::function<void()> action, bool interpolate)
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{
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for (auto Level : AllLevels())
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{
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// Check for the presence of dynamic lights at the start of the frame once.
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if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4) || Level->LightProbes.Size() > 0)
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{
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Level->HasDynamicLights = Level->lights || Level->LightProbes.Size() > 0;
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}
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else Level->HasDynamicLights = false; // lights are off so effectively we have none.
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if (interpolate) Level->interpolator.DoInterpolations(I_GetTimeFrac());
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P_FindParticleSubsectors(Level);
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PO_LinkToSubsectors(Level);
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}
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action();
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if (interpolate) for (auto Level : AllLevels())
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{
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Level->interpolator.RestoreInterpolations();
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}
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}
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//==========================================================================
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//
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// CVAR dmflags
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//
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//==========================================================================
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CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO | CVAR_NOINITCALL)
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{
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// In case DF_NO_FREELOOK was changed, reinitialize the sky
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// map. (If no freelook, then no need to stretch the sky.)
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R_InitSkyMap ();
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if (self & DF_NO_FREELOOK)
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{
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Net_WriteByte (DEM_CENTERVIEW);
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}
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// If nofov is set, force everybody to the arbitrator's FOV.
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if ((self & DF_NO_FOV) && consoleplayer == Net_Arbitrator)
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{
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float fov;
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Net_WriteByte (DEM_FOV);
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// If the game is started with DF_NO_FOV set, the arbitrator's
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// DesiredFOV will not be set when this callback is run, so
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// be sure not to transmit a 0 FOV.
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fov = players[consoleplayer].DesiredFOV;
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if (fov == 0)
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{
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fov = 90;
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}
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Net_WriteFloat (fov);
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}
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}
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CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH);
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CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS);
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CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY);
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CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX);
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CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD);
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CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL);
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CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST);
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CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN);
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CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR);
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CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT);
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CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO);
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CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS);
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CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
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CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
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CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
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CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
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CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
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CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
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CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK);
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CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
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CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
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CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
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CVAR (Flag, sv_cooploseinventory, dmflags, DF_COOP_LOSE_INVENTORY);
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CVAR (Flag, sv_cooplosekeys, dmflags, DF_COOP_LOSE_KEYS);
|
|
CVAR (Flag, sv_cooploseweapons, dmflags, DF_COOP_LOSE_WEAPONS);
|
|
CVAR (Flag, sv_cooplosearmor, dmflags, DF_COOP_LOSE_ARMOR);
|
|
CVAR (Flag, sv_cooplosepowerups, dmflags, DF_COOP_LOSE_POWERUPS);
|
|
CVAR (Flag, sv_cooploseammo, dmflags, DF_COOP_LOSE_AMMO);
|
|
CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
|
|
CVAR (Flag, sv_instantreaction, dmflags, DF_INSTANT_REACTION);
|
|
|
|
// Some (hopefully cleaner) interface to these settings.
|
|
CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
|
|
CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP);
|
|
CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD);
|
|
CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK);
|
|
|
|
//==========================================================================
|
|
//
|
|
// CVAR dmflags2
|
|
//
|
|
// [RH] From Skull Tag. Some of these were already done as separate cvars
|
|
// (such as bfgaiming), but I collected them here like Skull Tag does.
|
|
//
|
|
//==========================================================================
|
|
|
|
CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO | CVAR_NOINITCALL)
|
|
{
|
|
// Stop the automap if we aren't allowed to use it.
|
|
if ((self & DF2_NO_AUTOMAP) && automapactive)
|
|
AM_Stop ();
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
player_t *p = &players[i];
|
|
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
// Revert our view to our own eyes if spying someone else.
|
|
if (self & DF2_DISALLOW_SPYING)
|
|
{
|
|
// The player isn't looking through its own eyes, so make it.
|
|
if (p->camera != p->mo)
|
|
{
|
|
p->camera = p->mo;
|
|
|
|
S_UpdateSounds (p->camera);
|
|
StatusBar->AttachToPlayer (p);
|
|
|
|
if (demoplayback || multiplayer)
|
|
StatusBar->ShowPlayerName ();
|
|
}
|
|
}
|
|
|
|
// Come out of chasecam mode if we're not allowed to use chasecam.
|
|
if (!(dmflags2 & DF2_CHASECAM) && CheckCheatmode(false))
|
|
{
|
|
// Take us out of chasecam mode only.
|
|
if (p->cheats & CF_CHASECAM)
|
|
cht_DoCheat (p, CHT_CHASECAM);
|
|
}
|
|
}
|
|
}
|
|
|
|
CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
|
|
CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
|
|
CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
|
|
CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
|
|
CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
|
|
CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
|
|
CVAR (Flag, sv_keepfrags, dmflags2, DF2_YES_KEEPFRAGS);
|
|
CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN);
|
|
CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
|
|
CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
|
|
CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
|
|
CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY);
|
|
CVAR (Flag, sv_killallmonsters, dmflags2, DF2_KILL_MONSTERS);
|
|
CVAR (Flag, sv_noautomap, dmflags2, DF2_NO_AUTOMAP);
|
|
CVAR (Flag, sv_noautomapallies, dmflags2, DF2_NO_AUTOMAP_ALLIES);
|
|
CVAR (Flag, sv_disallowspying, dmflags2, DF2_DISALLOW_SPYING);
|
|
CVAR (Flag, sv_chasecam, dmflags2, DF2_CHASECAM);
|
|
CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE);
|
|
CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
|
|
CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
|
|
CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
|
|
CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
|
|
CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER);
|
|
CVAR (Flag, sv_nothingspawn, dmflags2, DF2_NO_COOP_THING_SPAWN);
|
|
CVAR (Flag, sv_alwaysspawnmulti, dmflags2, DF2_ALWAYS_SPAWN_MULTI);
|
|
CVAR (Flag, sv_novertspread, dmflags2, DF2_NOVERTSPREAD);
|
|
CVAR (Flag, sv_noextraammo, dmflags2, DF2_NO_EXTRA_AMMO);
|
|
|
|
//==========================================================================
|
|
//
|
|
// CVAR compatflags
|
|
//
|
|
//==========================================================================
|
|
|
|
EXTERN_CVAR(Int, compatmode)
|
|
|
|
CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO | CVAR_NOINITCALL)
|
|
{
|
|
for (auto Level : AllLevels())
|
|
{
|
|
Level->ApplyCompatibility();
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR (Int, compatflags2, 0, CVAR_ARCHIVE|CVAR_SERVERINFO | CVAR_NOINITCALL)
|
|
{
|
|
for (auto Level : AllLevels())
|
|
{
|
|
Level->ApplyCompatibility2();
|
|
Level->SetCompatLineOnSide(true);
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR(Int, compatmode, 0, CVAR_ARCHIVE|CVAR_NOINITCALL)
|
|
{
|
|
int v, w = 0;
|
|
|
|
switch (self)
|
|
{
|
|
default:
|
|
case 0:
|
|
v = 0;
|
|
break;
|
|
|
|
case 1: // Doom2.exe compatible with a few relaxed settings
|
|
v = COMPATF_SHORTTEX | COMPATF_STAIRINDEX | COMPATF_USEBLOCKING | COMPATF_NODOORLIGHT | COMPATF_SPRITESORT |
|
|
COMPATF_TRACE | COMPATF_MISSILECLIP | COMPATF_SOUNDTARGET | COMPATF_DEHHEALTH | COMPATF_CROSSDROPOFF |
|
|
COMPATF_LIGHT | COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_FLOORMOVE | COMPATF2_EXPLODE1 | COMPATF2_NOMBF21;
|
|
break;
|
|
|
|
case 2: // same as 1 but stricter (NO_PASSMOBJ and INVISIBILITY are also set)
|
|
v = COMPATF_SHORTTEX | COMPATF_STAIRINDEX | COMPATF_USEBLOCKING | COMPATF_NODOORLIGHT | COMPATF_SPRITESORT |
|
|
COMPATF_TRACE | COMPATF_MISSILECLIP | COMPATF_SOUNDTARGET | COMPATF_NO_PASSMOBJ | COMPATF_LIMITPAIN |
|
|
COMPATF_DEHHEALTH | COMPATF_INVISIBILITY | COMPATF_CROSSDROPOFF | COMPATF_VILEGHOSTS | COMPATF_HITSCAN |
|
|
COMPATF_WALLRUN | COMPATF_NOTOSSDROPS | COMPATF_LIGHT | COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_BADANGLES | COMPATF2_FLOORMOVE | COMPATF2_POINTONLINE | COMPATF2_EXPLODE2 | COMPATF2_NOMBF21;
|
|
break;
|
|
|
|
case 3: // Boom compat mode
|
|
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_EXPLODE1 | COMPATF2_NOMBF21;
|
|
break;
|
|
|
|
case 4: // Old ZDoom compat mode
|
|
v = COMPATF_SOUNDTARGET | COMPATF_LIGHT;
|
|
w = COMPATF2_MULTIEXIT | COMPATF2_TELEPORT | COMPATF2_PUSHWINDOW | COMPATF2_CHECKSWITCHRANGE | COMPATF2_NOMBF21;
|
|
break;
|
|
|
|
case 5: // MBF compat mode
|
|
v = COMPATF_TRACE | COMPATF_SOUNDTARGET | COMPATF_BOOMSCROLL | COMPATF_MISSILECLIP | COMPATF_MUSHROOM |
|
|
COMPATF_MBFMONSTERMOVE | COMPATF_NOBLOCKFRIENDS | COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_EXPLODE1 | COMPATF2_AVOID_HAZARDS | COMPATF2_STAYONLIFT | COMPATF2_NOMBF21;
|
|
break;
|
|
|
|
case 6: // Boom with some added settings to reenable some 'broken' behavior
|
|
v = COMPATF_TRACE | COMPATF_SOUNDTARGET | COMPATF_BOOMSCROLL | COMPATF_MISSILECLIP | COMPATF_NO_PASSMOBJ |
|
|
COMPATF_INVISIBILITY | COMPATF_HITSCAN | COMPATF_WALLRUN | COMPATF_NOTOSSDROPS | COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_POINTONLINE | COMPATF2_EXPLODE2 | COMPATF2_NOMBF21;
|
|
break;
|
|
|
|
case 7: // Stricter MBF compatibility
|
|
v = COMPATF_NOBLOCKFRIENDS | COMPATF_MBFMONSTERMOVE | COMPATF_INVISIBILITY |
|
|
COMPATF_NOTOSSDROPS | COMPATF_MUSHROOM | COMPATF_NO_PASSMOBJ | COMPATF_BOOMSCROLL | COMPATF_WALLRUN |
|
|
COMPATF_TRACE | COMPATF_HITSCAN | COMPATF_MISSILECLIP | COMPATF_MASKEDMIDTEX | COMPATF_SOUNDTARGET;
|
|
w = COMPATF2_POINTONLINE | COMPATF2_EXPLODE1 | COMPATF2_EXPLODE2 | COMPATF2_AVOID_HAZARDS | COMPATF2_STAYONLIFT | COMPATF2_NOMBF21;
|
|
break;
|
|
}
|
|
compatflags = v;
|
|
compatflags2 = w;
|
|
}
|
|
|
|
CVAR (Flag, compat_shortTex, compatflags, COMPATF_SHORTTEX);
|
|
CVAR (Flag, compat_stairs, compatflags, COMPATF_STAIRINDEX);
|
|
CVAR (Flag, compat_limitpain, compatflags, COMPATF_LIMITPAIN);
|
|
CVAR (Flag, compat_silentpickup, compatflags, COMPATF_SILENTPICKUP);
|
|
CVAR (Flag, compat_nopassover, compatflags, COMPATF_NO_PASSMOBJ);
|
|
CVAR (Flag, compat_soundslots, compatflags, COMPATF_MAGICSILENCE);
|
|
CVAR (Flag, compat_wallrun, compatflags, COMPATF_WALLRUN);
|
|
CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS);
|
|
CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING);
|
|
CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT);
|
|
CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL);
|
|
CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET);
|
|
CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
|
|
CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE);
|
|
CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF);
|
|
CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
|
|
CVAR (Flag, compat_invisibility, compatflags, COMPATF_INVISIBILITY);
|
|
CVAR (Flag, compat_silentinstantfloors, compatflags, COMPATF_SILENT_INSTANT_FLOORS);
|
|
CVAR (Flag, compat_sectorsounds, compatflags, COMPATF_SECTORSOUNDS);
|
|
CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP);
|
|
CVAR (Flag, compat_crossdropoff, compatflags, COMPATF_CROSSDROPOFF);
|
|
CVAR (Flag, compat_anybossdeath, compatflags, COMPATF_ANYBOSSDEATH);
|
|
CVAR (Flag, compat_minotaur, compatflags, COMPATF_MINOTAUR);
|
|
CVAR (Flag, compat_mushroom, compatflags, COMPATF_MUSHROOM);
|
|
CVAR (Flag, compat_mbfmonstermove, compatflags, COMPATF_MBFMONSTERMOVE);
|
|
CVAR (Flag, compat_vileghosts, compatflags, COMPATF_VILEGHOSTS);
|
|
CVAR (Flag, compat_noblockfriends, compatflags, COMPATF_NOBLOCKFRIENDS);
|
|
CVAR (Flag, compat_spritesort, compatflags, COMPATF_SPRITESORT);
|
|
CVAR (Flag, compat_hitscan, compatflags, COMPATF_HITSCAN);
|
|
CVAR (Flag, compat_light, compatflags, COMPATF_LIGHT);
|
|
CVAR (Flag, compat_polyobj, compatflags, COMPATF_POLYOBJ);
|
|
CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX);
|
|
CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES);
|
|
CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE);
|
|
CVAR (Flag, compat_soundcutoff, compatflags2, COMPATF2_SOUNDCUTOFF);
|
|
CVAR (Flag, compat_pointonline, compatflags2, COMPATF2_POINTONLINE);
|
|
CVAR (Flag, compat_multiexit, compatflags2, COMPATF2_MULTIEXIT);
|
|
CVAR (Flag, compat_teleport, compatflags2, COMPATF2_TELEPORT);
|
|
CVAR (Flag, compat_pushwindow, compatflags2, COMPATF2_PUSHWINDOW);
|
|
CVAR (Flag, compat_checkswitchrange, compatflags2, COMPATF2_CHECKSWITCHRANGE);
|
|
CVAR (Flag, compat_explode1, compatflags2, COMPATF2_EXPLODE1);
|
|
CVAR (Flag, compat_explode2, compatflags2, COMPATF2_EXPLODE2);
|
|
CVAR (Flag, compat_railing, compatflags2, COMPATF2_RAILING);
|
|
CVAR (Flag, compat_avoidhazard, compatflags2, COMPATF2_AVOID_HAZARDS);
|
|
CVAR (Flag, compat_stayonlift, compatflags2, COMPATF2_STAYONLIFT);
|
|
CVAR (Flag, compat_nombf21, compatflags2, COMPATF2_NOMBF21);
|
|
|
|
CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
EXTERN_CVAR(Bool, r_drawvoxels)
|
|
EXTERN_CVAR(Int, gl_tonemap)
|
|
static uint32_t GetCaps()
|
|
{
|
|
ActorRenderFeatureFlags FlagSet;
|
|
if (!V_IsHardwareRenderer())
|
|
{
|
|
FlagSet = RFF_UNCLIPPEDTEX;
|
|
|
|
if (V_IsTrueColor())
|
|
FlagSet |= RFF_TRUECOLOR;
|
|
else
|
|
FlagSet |= RFF_COLORMAP;
|
|
|
|
}
|
|
else
|
|
{
|
|
// describe our basic feature set
|
|
FlagSet = RFF_FLATSPRITES | RFF_MODELS | RFF_SLOPE3DFLOORS |
|
|
RFF_TILTPITCH | RFF_ROLLSPRITES | RFF_POLYGONAL | RFF_MATSHADER | RFF_POSTSHADER | RFF_BRIGHTMAP;
|
|
|
|
if (gl_tonemap != 5) // not running palette tonemap shader
|
|
FlagSet |= RFF_TRUECOLOR;
|
|
}
|
|
|
|
if (r_drawvoxels)
|
|
FlagSet |= RFF_VOXELS;
|
|
return (uint32_t)FlagSet;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void DrawPaletteTester(int paletteno)
|
|
{
|
|
int blocksize = screen->GetHeight() / 50;
|
|
|
|
int t = paletteno;
|
|
int k = 0;
|
|
for (int i = 0; i < 16; ++i)
|
|
{
|
|
for (int j = 0; j < 16; ++j)
|
|
{
|
|
PalEntry pe;
|
|
if (t > 1)
|
|
{
|
|
auto palette = GPalette.GetTranslation(TRANSLATION_Standard, t - 2)->Palette;
|
|
pe = palette[k];
|
|
}
|
|
else GPalette.BaseColors[k];
|
|
k++;
|
|
Dim(twod, pe, 1.f, j * blocksize, i * blocksize, blocksize, blocksize);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DFrameBuffer :: DrawRateStuff
|
|
//
|
|
// Draws the fps counter, dot ticker, and palette debug.
|
|
//
|
|
//==========================================================================
|
|
uint64_t LastFPS, LastMSCount;
|
|
|
|
void CalcFps()
|
|
{
|
|
static uint64_t LastMS = 0, LastSec = 0, FrameCount = 0, LastTic = 0;
|
|
|
|
uint64_t ms = screen->FrameTime;
|
|
uint64_t howlong = ms - LastMS;
|
|
if ((signed)howlong > 0) // do this only once per frame.
|
|
{
|
|
uint32_t thisSec = (uint32_t)(ms / 1000);
|
|
if (LastSec < thisSec)
|
|
{
|
|
LastFPS = FrameCount / (thisSec - LastSec);
|
|
LastSec = thisSec;
|
|
FrameCount = 0;
|
|
}
|
|
FrameCount++;
|
|
LastMS = ms;
|
|
LastMSCount = howlong;
|
|
}
|
|
}
|
|
|
|
ADD_STAT(fps)
|
|
{
|
|
CalcFps();
|
|
return FStringf("%2llu ms (%3llu fps)", (unsigned long long)LastMSCount , (unsigned long long)LastFPS);
|
|
}
|
|
|
|
static void DrawRateStuff()
|
|
{
|
|
static uint64_t LastMS = 0, LastSec = 0, FrameCount = 0, LastTic = 0;
|
|
|
|
// Draws frame time and cumulative fps
|
|
if (vid_fps)
|
|
{
|
|
CalcFps();
|
|
char fpsbuff[40];
|
|
int chars;
|
|
int rate_x;
|
|
int textScale = active_con_scale(twod);
|
|
|
|
chars = mysnprintf(fpsbuff, countof(fpsbuff), "%2llu ms (%3llu fps)", (unsigned long long)LastMSCount, (unsigned long long)LastFPS);
|
|
rate_x = screen->GetWidth() / textScale - NewConsoleFont->StringWidth(&fpsbuff[0]);
|
|
ClearRect(twod, rate_x * textScale, 0, screen->GetWidth(), NewConsoleFont->GetHeight() * textScale, GPalette.BlackIndex, 0);
|
|
DrawText(twod, NewConsoleFont, CR_WHITE, rate_x, 0, (char*)&fpsbuff[0],
|
|
DTA_VirtualWidth, screen->GetWidth() / textScale,
|
|
DTA_VirtualHeight, screen->GetHeight() / textScale,
|
|
DTA_KeepRatio, true, TAG_DONE);
|
|
}
|
|
|
|
int Height = screen->GetHeight();
|
|
|
|
// draws little dots on the bottom of the screen
|
|
if (ticker)
|
|
{
|
|
int64_t t = I_GetTime();
|
|
int64_t tics = t - LastTic;
|
|
|
|
LastTic = t;
|
|
if (tics > 20) tics = 20;
|
|
|
|
int i;
|
|
for (i = 0; i < tics * 2; i += 2) ClearRect(twod, i, Height - 1, i + 1, Height, 255, 0);
|
|
for (; i < 20 * 2; i += 2) ClearRect(twod, i, Height - 1, i + 1, Height, 0, 0);
|
|
}
|
|
|
|
// draws the palette for debugging
|
|
if (vid_showpalette)
|
|
{
|
|
DrawPaletteTester(vid_showpalette);
|
|
}
|
|
}
|
|
|
|
static void DrawOverlays()
|
|
{
|
|
NetUpdate ();
|
|
C_DrawConsole ();
|
|
M_Drawer ();
|
|
DrawRateStuff();
|
|
if (!hud_toggled)
|
|
FStat::PrintStat (twod);
|
|
}
|
|
|
|
static void End2DAndUpdate()
|
|
{
|
|
twod->End();
|
|
CheckBench();
|
|
screen->Update();
|
|
twod->OnFrameDone();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_Display
|
|
//
|
|
// Draw current display, possibly wiping it from the previous
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_Display ()
|
|
{
|
|
FTexture *wipestart = nullptr;
|
|
int wipe_type;
|
|
sector_t *viewsec;
|
|
|
|
if (nodrawers || screen == NULL)
|
|
return; // for comparative timing / profiling
|
|
|
|
if (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground))
|
|
{
|
|
return;
|
|
}
|
|
|
|
cycle_t cycles;
|
|
|
|
cycles.Reset();
|
|
cycles.Clock();
|
|
|
|
r_UseVanillaTransparency = UseVanillaTransparency(); // [SP] Cache UseVanillaTransparency() call
|
|
r_renderercaps = GetCaps(); // [SP] Get the current capabilities of the renderer
|
|
|
|
if (players[consoleplayer].camera == NULL)
|
|
{
|
|
players[consoleplayer].camera = players[consoleplayer].mo;
|
|
}
|
|
|
|
auto &vp = r_viewpoint;
|
|
if (viewactive)
|
|
{
|
|
DAngle fov = DAngle::fromDeg(90.);
|
|
AActor *cam = players[consoleplayer].camera;
|
|
if (cam)
|
|
{
|
|
if (cam->player)
|
|
fov = DAngle::fromDeg(cam->player->FOV);
|
|
else fov = DAngle::fromDeg(cam->CameraFOV);
|
|
}
|
|
R_SetFOV(vp, fov);
|
|
}
|
|
|
|
// fullscreen toggle has been requested
|
|
if (setmodeneeded)
|
|
{
|
|
setmodeneeded = false;
|
|
screen->ToggleFullscreen(vid_fullscreen);
|
|
V_OutputResized(screen->GetWidth(), screen->GetHeight());
|
|
}
|
|
|
|
// change the view size if needed
|
|
if (setsizeneeded)
|
|
{
|
|
if (StatusBar == nullptr)
|
|
{
|
|
viewwidth = SCREENWIDTH;
|
|
viewheight = SCREENHEIGHT;
|
|
setsizeneeded = false;
|
|
}
|
|
else
|
|
{
|
|
R_ExecuteSetViewSize (vp, r_viewwindow);
|
|
}
|
|
}
|
|
|
|
// [RH] Allow temporarily disabling wipes
|
|
if (NoWipe)
|
|
{
|
|
NoWipe--;
|
|
wipestart = nullptr;
|
|
wipegamestate = gamestate;
|
|
}
|
|
// No wipes when in a stereo3D VR mode
|
|
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
|
|
{
|
|
if (vr_mode == 0 || vid_rendermode != 4)
|
|
{
|
|
// save the current screen if about to wipe
|
|
wipestart = screen->WipeStartScreen();
|
|
|
|
switch (wipegamestate)
|
|
{
|
|
default:
|
|
wipe_type = wipetype;
|
|
break;
|
|
|
|
case GS_FORCEWIPEFADE:
|
|
wipe_type = wipe_Fade;
|
|
break;
|
|
|
|
case GS_FORCEWIPEBURN:
|
|
wipe_type = wipe_Burn;
|
|
break;
|
|
|
|
case GS_FORCEWIPEMELT:
|
|
wipe_type = wipe_Melt;
|
|
break;
|
|
}
|
|
}
|
|
|
|
wipegamestate = gamestate;
|
|
}
|
|
else
|
|
{
|
|
wipestart = nullptr;
|
|
}
|
|
|
|
screen->FrameTime = I_msTimeFS();
|
|
TexAnim.UpdateAnimations(screen->FrameTime);
|
|
R_UpdateSky(screen->FrameTime);
|
|
screen->BeginFrame();
|
|
twod->ClearClipRect();
|
|
if ((gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL) && gametic != 0)
|
|
{
|
|
// [ZZ] execute event hook that we just started the frame
|
|
//E_RenderFrame();
|
|
//
|
|
|
|
D_Render([&]()
|
|
{
|
|
viewsec = RenderView(&players[consoleplayer]);
|
|
}, true);
|
|
|
|
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
|
if (!hud_toggled)
|
|
{
|
|
V_DrawBlend(viewsec);
|
|
if (automapactive)
|
|
{
|
|
primaryLevel->automap->Drawer ((hud_althud && viewheight == SCREENHEIGHT) ? viewheight : StatusBar->GetTopOfStatusbar());
|
|
}
|
|
|
|
// for timing the statusbar code.
|
|
//cycle_t stb;
|
|
//stb.Reset();
|
|
//stb.Clock();
|
|
if (!automapactive || viewactive)
|
|
{
|
|
StatusBar->RefreshViewBorder ();
|
|
}
|
|
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
|
|
{
|
|
StatusBar->DrawBottomStuff (HUD_AltHud);
|
|
if (DrawFSHUD || automapactive) StatusBar->DrawAltHUD();
|
|
if (players[consoleplayer].camera && players[consoleplayer].camera->player && !automapactive)
|
|
{
|
|
StatusBar->DrawCrosshair();
|
|
}
|
|
StatusBar->CallDraw (HUD_AltHud, vp.TicFrac);
|
|
StatusBar->DrawTopStuff (HUD_AltHud);
|
|
}
|
|
else if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
|
|
{
|
|
EHudState state = DrawFSHUD ? HUD_Fullscreen : HUD_None;
|
|
StatusBar->DrawBottomStuff (state);
|
|
StatusBar->CallDraw (state, vp.TicFrac);
|
|
StatusBar->DrawTopStuff (state);
|
|
}
|
|
else
|
|
{
|
|
StatusBar->DrawBottomStuff (HUD_StatusBar);
|
|
StatusBar->CallDraw (HUD_StatusBar, vp.TicFrac);
|
|
StatusBar->DrawTopStuff (HUD_StatusBar);
|
|
}
|
|
//stb.Unclock();
|
|
//Printf("Stbar = %f\n", stb.TimeMS());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
|
switch (gamestate)
|
|
{
|
|
case GS_FULLCONSOLE:
|
|
D_PageDrawer();
|
|
C_DrawConsole ();
|
|
M_Drawer ();
|
|
End2DAndUpdate ();
|
|
return;
|
|
|
|
case GS_DEMOSCREEN:
|
|
D_PageDrawer ();
|
|
break;
|
|
|
|
case GS_CUTSCENE:
|
|
case GS_INTRO:
|
|
ScreenJobDraw();
|
|
break;
|
|
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
if (!hud_toggled)
|
|
{
|
|
CT_Drawer ();
|
|
|
|
// draw pause pic
|
|
if ((paused || pauseext) && menuactive == MENU_Off && StatusBar != nullptr)
|
|
{
|
|
// [MK] optionally let the status bar handle this
|
|
bool skip = false;
|
|
IFVIRTUALPTR(StatusBar, DBaseStatusBar, DrawPaused)
|
|
{
|
|
VMValue params[] { (DObject*)StatusBar, paused-1 };
|
|
int rv;
|
|
VMReturn ret(&rv);
|
|
VMCall(func, params, countof(params), &ret, 1);
|
|
skip = !!rv;
|
|
}
|
|
if ( !skip )
|
|
{
|
|
auto tex = TexMan.GetGameTextureByName(gameinfo.PauseSign, true);
|
|
double x = (SCREENWIDTH - tex->GetDisplayWidth() * CleanXfac)/2 +
|
|
tex->GetDisplayLeftOffset() * CleanXfac;
|
|
DrawTexture(twod, tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
|
|
if (paused && multiplayer)
|
|
{
|
|
FFont *font = generic_ui? NewSmallFont : SmallFont;
|
|
FString pstring = GStrings("TXT_BY");
|
|
pstring.Substitute("%s", players[paused - 1].userinfo.GetName());
|
|
DrawText(twod, font, CR_RED,
|
|
(twod->GetWidth() - font->StringWidth(pstring)*CleanXfac) / 2,
|
|
(tex->GetDisplayHeight() * CleanYfac) + 4, pstring, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Draw icon, if any
|
|
if (D_DrawIcon)
|
|
{
|
|
FTextureID picnum = TexMan.CheckForTexture (D_DrawIcon, ETextureType::MiscPatch);
|
|
|
|
D_DrawIcon = NULL;
|
|
if (picnum.isValid())
|
|
{
|
|
auto tex = TexMan.GetGameTexture(picnum);
|
|
DrawTexture(twod, tex, 160 - tex->GetDisplayWidth()/2, 100 - tex->GetDisplayHeight()/2,
|
|
DTA_320x200, true, TAG_DONE);
|
|
}
|
|
NoWipe = 10;
|
|
}
|
|
|
|
if (snd_drawoutput)
|
|
{
|
|
GSnd->DrawWaveDebug(snd_drawoutput);
|
|
}
|
|
}
|
|
|
|
if (!wipestart || NoWipe < 0 || wipe_type == wipe_None || hud_toggled)
|
|
{
|
|
if (wipestart != nullptr) wipestart->DecRef();
|
|
wipestart = nullptr;
|
|
DrawOverlays();
|
|
End2DAndUpdate ();
|
|
}
|
|
else
|
|
{
|
|
NetUpdate(); // send out any new accumulation
|
|
PerformWipe(wipestart, screen->WipeEndScreen(), wipe_type, false, DrawOverlays);
|
|
}
|
|
cycles.Unclock();
|
|
FrameCycles = cycles;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_ErrorCleanup ()
|
|
//
|
|
// Cleanup after a recoverable error or a restart
|
|
//==========================================================================
|
|
|
|
void D_ErrorCleanup ()
|
|
{
|
|
savegamerestore = false;
|
|
primaryLevel->BotInfo.RemoveAllBots (primaryLevel, true);
|
|
D_QuitNetGame ();
|
|
if (demorecording || demoplayback)
|
|
G_CheckDemoStatus ();
|
|
Net_ClearBuffers ();
|
|
G_NewInit ();
|
|
M_ClearMenus ();
|
|
singletics = false;
|
|
playeringame[0] = 1;
|
|
players[0].playerstate = PST_LIVE;
|
|
gameaction = ga_fullconsole;
|
|
if (gamestate == GS_DEMOSCREEN)
|
|
{
|
|
menuactive = MENU_Off;
|
|
}
|
|
insave = false;
|
|
ClearGlobalVMStack();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoomLoop
|
|
//
|
|
// Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer,
|
|
// calls I_GetTime, I_StartFrame, and I_StartTic
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoomLoop ()
|
|
{
|
|
int lasttic = 0;
|
|
|
|
// Clamp the timer to TICRATE until the playloop has been entered.
|
|
r_NoInterpolate = true;
|
|
Page.SetInvalid();
|
|
Subtitle = nullptr;
|
|
Advisory.SetInvalid();
|
|
|
|
vid_cursor.Callback();
|
|
|
|
for (;;)
|
|
{
|
|
try
|
|
{
|
|
// frame syncronous IO operations
|
|
if (gametic > lasttic)
|
|
{
|
|
lasttic = gametic;
|
|
I_StartFrame ();
|
|
}
|
|
I_SetFrameTime();
|
|
|
|
// process one or more tics
|
|
if (singletics)
|
|
{
|
|
I_StartTic ();
|
|
D_ProcessEvents ();
|
|
G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
|
|
if (advancedemo)
|
|
D_DoAdvanceDemo ();
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
G_Ticker ();
|
|
// [RH] Use the consoleplayer's camera to update sounds
|
|
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
|
|
gametic++;
|
|
maketic++;
|
|
GC::CheckGC ();
|
|
Net_NewMakeTic ();
|
|
}
|
|
else
|
|
{
|
|
TryRunTics (); // will run at least one tic
|
|
}
|
|
// Update display, next frame, with current state.
|
|
I_StartTic ();
|
|
D_Display ();
|
|
S_UpdateMusic();
|
|
if (wantToRestart)
|
|
{
|
|
wantToRestart = false;
|
|
return;
|
|
}
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
D_ErrorCleanup ();
|
|
}
|
|
catch (CVMAbortException &error)
|
|
{
|
|
error.MaybePrintMessage();
|
|
Printf("%s", error.stacktrace.GetChars());
|
|
D_ErrorCleanup();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageTicker
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageTicker (void)
|
|
{
|
|
if (--pagetic < 0)
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageDrawer
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageDrawer (void)
|
|
{
|
|
ClearRect(twod, 0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
|
if (Page.Exists())
|
|
{
|
|
DrawTexture(twod, Page, true, 0, 0,
|
|
DTA_Fullscreen, true,
|
|
DTA_Masked, false,
|
|
DTA_BilinearFilter, true,
|
|
TAG_DONE);
|
|
}
|
|
if (Subtitle != nullptr)
|
|
{
|
|
FFont* font = generic_ui ? NewSmallFont : SmallFont;
|
|
DrawFullscreenSubtitle(font, GStrings[Subtitle]);
|
|
}
|
|
if (Advisory.isValid())
|
|
{
|
|
DrawTexture(twod, Advisory, true, 4, 160, DTA_320x200, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AdvanceDemo
|
|
//
|
|
// Called after each demo or intro demosequence finishes
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AdvanceDemo (void)
|
|
{
|
|
advancedemo = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoStrifeAdvanceDemo
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoStrifeAdvanceDemo ()
|
|
{
|
|
static const char *const fullVoices[6] =
|
|
{
|
|
"svox/pro1", "svox/pro2", "svox/pro3", "svox/pro4", "svox/pro5", "svox/pro6"
|
|
};
|
|
static const char *const teaserVoices[6] =
|
|
{
|
|
"svox/voc91", "svox/voc92", "svox/voc93", "svox/voc94", "svox/voc95", "svox/voc96"
|
|
};
|
|
const char *const *voices = gameinfo.flags & GI_SHAREWARE ? teaserVoices : fullVoices;
|
|
const char *pagename = nullptr;
|
|
const char *subtitle = nullptr;
|
|
|
|
gamestate = GS_DEMOSCREEN;
|
|
PageBlank = false;
|
|
|
|
switch (demosequence)
|
|
{
|
|
default:
|
|
case 0:
|
|
pagetic = 6 * TICRATE;
|
|
pagename = "TITLEPIC";
|
|
if (fileSystem.CheckNumForName ("d_logo", ns_music) < 0)
|
|
{ // strife0.wad does not have d_logo
|
|
S_StartMusic ("");
|
|
}
|
|
else
|
|
{
|
|
S_StartMusic ("d_logo");
|
|
}
|
|
C_HideConsole ();
|
|
break;
|
|
|
|
case 1:
|
|
// [RH] Strife fades to black and then to the Rogue logo, but
|
|
// I think it looks better if it doesn't fade.
|
|
pagetic = 10 * TICRATE/35;
|
|
pagename = ""; // PANEL0, but strife0.wad doesn't have it, so don't use it.
|
|
PageBlank = true;
|
|
S_Sound (CHAN_VOICE, CHANF_UI, "bishop/active", 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 2:
|
|
pagetic = 4 * TICRATE;
|
|
pagename = "RGELOGO";
|
|
break;
|
|
|
|
case 3:
|
|
pagetic = 7 * TICRATE;
|
|
pagename = "PANEL1";
|
|
subtitle = "$TXT_SUB_INTRO1";
|
|
S_Sound (CHAN_VOICE, CHANF_UI, voices[0], 1, ATTN_NORM);
|
|
// The new Strife teaser has D_FMINTR.
|
|
// The full retail Strife has D_INTRO.
|
|
// And the old Strife teaser has both. (I do not know which one it actually uses, nor do I care.)
|
|
S_StartMusic (gameinfo.flags & GI_TEASER2 ? "d_fmintr" : "d_intro");
|
|
break;
|
|
|
|
case 4:
|
|
pagetic = 9 * TICRATE;
|
|
pagename = "PANEL2";
|
|
subtitle = "$TXT_SUB_INTRO2";
|
|
S_Sound (CHAN_VOICE, CHANF_UI, voices[1], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 5:
|
|
pagetic = 12 * TICRATE;
|
|
pagename = "PANEL3";
|
|
subtitle = "$TXT_SUB_INTRO3";
|
|
S_Sound (CHAN_VOICE, CHANF_UI, voices[2], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 6:
|
|
pagetic = 11 * TICRATE;
|
|
pagename = "PANEL4";
|
|
subtitle = "$TXT_SUB_INTRO4";
|
|
S_Sound (CHAN_VOICE, CHANF_UI, voices[3], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 7:
|
|
pagetic = 10 * TICRATE;
|
|
pagename = "PANEL5";
|
|
subtitle = "$TXT_SUB_INTRO5";
|
|
S_Sound (CHAN_VOICE, CHANF_UI, voices[4], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 8:
|
|
pagetic = 16 * TICRATE;
|
|
pagename = "PANEL6";
|
|
subtitle = "$TXT_SUB_INTRO6";
|
|
S_Sound (CHAN_VOICE, CHANF_UI, voices[5], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 9:
|
|
pagetic = 6 * TICRATE;
|
|
pagename = "vellogo";
|
|
wipegamestate = GS_FORCEWIPEFADE;
|
|
break;
|
|
|
|
case 10:
|
|
pagetic = 12 * TICRATE;
|
|
pagename = "CREDIT";
|
|
wipegamestate = GS_FORCEWIPEFADE;
|
|
break;
|
|
}
|
|
if (demosequence++ > 10)
|
|
demosequence = 0;
|
|
if (demosequence == 9 && !(gameinfo.flags & GI_SHAREWARE))
|
|
demosequence = 10;
|
|
|
|
if (pagename != nullptr)
|
|
{
|
|
Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch);
|
|
Subtitle = subtitle;
|
|
}
|
|
else
|
|
{
|
|
Subtitle = nullptr;
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoAdvanceDemo
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoAdvanceDemo (void)
|
|
{
|
|
static char demoname[8] = "DEMO1";
|
|
static int democount = 0;
|
|
static int pagecount;
|
|
FString pagename;
|
|
|
|
advancedemo = false;
|
|
|
|
if (gameaction != ga_nothing)
|
|
{
|
|
return;
|
|
}
|
|
|
|
players[consoleplayer].playerstate = PST_LIVE; // not reborn
|
|
usergame = false; // no save / end game here
|
|
paused = 0;
|
|
|
|
// [RH] If you want something more dynamic for your title, create a map
|
|
// and name it TITLEMAP. That map will be loaded and used as the title.
|
|
|
|
if (P_CheckMapData("TITLEMAP"))
|
|
{
|
|
G_InitNew ("TITLEMAP", true);
|
|
return;
|
|
}
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
D_DoStrifeAdvanceDemo ();
|
|
return;
|
|
}
|
|
|
|
switch (demosequence)
|
|
{
|
|
case 3:
|
|
if (gameinfo.advisoryTime)
|
|
{
|
|
Advisory = TexMan.GetTextureID("ADVISOR", ETextureType::MiscPatch);
|
|
demosequence = 1;
|
|
pagetic = (int)(gameinfo.advisoryTime * TICRATE);
|
|
break;
|
|
}
|
|
// fall through to case 1 if no advisory notice
|
|
[[fallthrough]];
|
|
|
|
case 1:
|
|
Advisory.SetInvalid();
|
|
if (!M_DemoNoPlay)
|
|
{
|
|
democount++;
|
|
mysnprintf (demoname + 4, countof(demoname) - 4, "%d", democount);
|
|
if (fileSystem.CheckNumForName (demoname) < 0)
|
|
{
|
|
demosequence = 0;
|
|
democount = 0;
|
|
// falls through to case 0 below
|
|
}
|
|
else
|
|
{
|
|
singledemo = false;
|
|
G_DeferedPlayDemo (demoname);
|
|
demosequence = 2;
|
|
break;
|
|
}
|
|
}
|
|
[[fallthrough]];
|
|
|
|
default:
|
|
case 0:
|
|
gamestate = GS_DEMOSCREEN;
|
|
pagename = gameinfo.TitlePage;
|
|
pagetic = (int)(gameinfo.titleTime * TICRATE);
|
|
if (!playedtitlemusic) S_ChangeMusic (gameinfo.titleMusic, gameinfo.titleOrder, false);
|
|
playedtitlemusic = true;
|
|
demosequence = 3;
|
|
pagecount = 0;
|
|
C_HideConsole ();
|
|
break;
|
|
|
|
case 2:
|
|
pagetic = (int)(gameinfo.pageTime * TICRATE);
|
|
gamestate = GS_DEMOSCREEN;
|
|
if (gameinfo.creditPages.Size() > 0)
|
|
{
|
|
pagename = gameinfo.creditPages[pagecount].GetChars();
|
|
pagecount = (pagecount+1) % gameinfo.creditPages.Size();
|
|
}
|
|
demosequence = 1;
|
|
break;
|
|
}
|
|
|
|
|
|
if (pagename.IsNotEmpty())
|
|
{
|
|
Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_StartTitle
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_StartTitle (void)
|
|
{
|
|
playedtitlemusic = false;
|
|
gameaction = ga_nothing;
|
|
demosequence = -1;
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Cmd_Endgame
|
|
//
|
|
// [RH] Quit the current game and go to fullscreen console
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (endgame)
|
|
{
|
|
if (!netgame)
|
|
{
|
|
gameaction = ga_fullconsole;
|
|
demosequence = -1;
|
|
G_CheckDemoStatus();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ParseCVarInfo
|
|
//
|
|
//==========================================================================
|
|
|
|
void ParseCVarInfo()
|
|
{
|
|
int lump, lastlump = 0;
|
|
bool addedcvars = false;
|
|
|
|
while ((lump = fileSystem.FindLump("CVARINFO", &lastlump)) != -1)
|
|
{
|
|
FScanner sc(lump);
|
|
sc.SetCMode(true);
|
|
|
|
while (sc.GetToken())
|
|
{
|
|
FString cvarname;
|
|
char *cvardefault = NULL;
|
|
ECVarType cvartype = CVAR_Dummy;
|
|
int cvarflags = CVAR_MOD|CVAR_ARCHIVE;
|
|
FBaseCVar *cvar;
|
|
|
|
// Check for flag tokens.
|
|
while (sc.TokenType == TK_Identifier)
|
|
{
|
|
if (stricmp(sc.String, "server") == 0)
|
|
{
|
|
cvarflags |= CVAR_SERVERINFO;
|
|
}
|
|
else if (stricmp(sc.String, "user") == 0)
|
|
{
|
|
cvarflags |= CVAR_USERINFO;
|
|
}
|
|
else if (stricmp(sc.String, "noarchive") == 0)
|
|
{
|
|
cvarflags &= ~CVAR_ARCHIVE;
|
|
}
|
|
else if (stricmp(sc.String, "cheat") == 0)
|
|
{
|
|
cvarflags |= CVAR_CHEAT;
|
|
}
|
|
else if (stricmp(sc.String, "latch") == 0)
|
|
{
|
|
cvarflags |= CVAR_LATCH;
|
|
}
|
|
else if (stricmp(sc.String, "nosave") == 0)
|
|
{
|
|
cvarflags |= CVAR_CONFIG_ONLY;
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Unknown cvar attribute '%s'", sc.String);
|
|
}
|
|
sc.MustGetAnyToken();
|
|
}
|
|
|
|
// Possibility of defining a cvar as 'server nosave' or 'user nosave' is kept for
|
|
// compatibility reasons.
|
|
if (cvarflags & CVAR_CONFIG_ONLY)
|
|
{
|
|
cvarflags &= ~CVAR_SERVERINFO;
|
|
cvarflags &= ~CVAR_USERINFO;
|
|
}
|
|
|
|
// Do some sanity checks.
|
|
// No need to check server-nosave and user-nosave combinations because they
|
|
// are made impossible right above.
|
|
if ((cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO|CVAR_CONFIG_ONLY)) == 0 ||
|
|
(cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == (CVAR_SERVERINFO|CVAR_USERINFO))
|
|
{
|
|
sc.ScriptError("One of 'server', 'user', or 'nosave' must be specified");
|
|
}
|
|
// The next token must be the cvar type.
|
|
if (sc.TokenType == TK_Bool)
|
|
{
|
|
cvartype = CVAR_Bool;
|
|
}
|
|
else if (sc.TokenType == TK_Int)
|
|
{
|
|
cvartype = CVAR_Int;
|
|
}
|
|
else if (sc.TokenType == TK_Float)
|
|
{
|
|
cvartype = CVAR_Float;
|
|
}
|
|
else if (sc.TokenType == TK_Color)
|
|
{
|
|
cvartype = CVAR_Color;
|
|
}
|
|
else if (sc.TokenType == TK_String)
|
|
{
|
|
cvartype = CVAR_String;
|
|
}
|
|
else
|
|
{
|
|
sc.ScriptError("Bad cvar type '%s'", sc.String);
|
|
}
|
|
// The next token must be the cvar name.
|
|
sc.MustGetToken(TK_Identifier);
|
|
if (FindCVar(sc.String, NULL) != NULL)
|
|
{
|
|
sc.ScriptError("cvar '%s' already exists", sc.String);
|
|
}
|
|
cvarname = sc.String;
|
|
// A default value is optional and signalled by a '=' token.
|
|
if (sc.CheckToken('='))
|
|
{
|
|
switch (cvartype)
|
|
{
|
|
case CVAR_Bool:
|
|
if (!sc.CheckToken(TK_True) && !sc.CheckToken(TK_False))
|
|
{
|
|
sc.ScriptError("Expected true or false");
|
|
}
|
|
cvardefault = sc.String;
|
|
break;
|
|
case CVAR_Int:
|
|
sc.MustGetNumber();
|
|
cvardefault = sc.String;
|
|
break;
|
|
case CVAR_Float:
|
|
sc.MustGetFloat();
|
|
cvardefault = sc.String;
|
|
break;
|
|
default:
|
|
sc.MustGetString();
|
|
cvardefault = sc.String;
|
|
break;
|
|
}
|
|
}
|
|
// Now create the cvar.
|
|
cvar = C_CreateCVar(cvarname, cvartype, cvarflags);
|
|
if (cvardefault != NULL)
|
|
{
|
|
UCVarValue val;
|
|
val.String = cvardefault;
|
|
cvar->SetGenericRepDefault(val, CVAR_String);
|
|
}
|
|
// To be like C and ACS, require a semicolon after everything.
|
|
sc.MustGetToken(';');
|
|
addedcvars = true;
|
|
}
|
|
}
|
|
// Only load mod cvars from the config if we defined some, so we don't
|
|
// clutter up the cvar space when not playing mods with custom cvars.
|
|
if (addedcvars)
|
|
{
|
|
GameConfig->DoModSetup (gameinfo.ConfigName);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ConsiderPatches
|
|
//
|
|
// Tries to add any deh/bex patches from the command line.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool ConsiderPatches (const char *arg)
|
|
{
|
|
int i, argc;
|
|
FString *args;
|
|
const char *f;
|
|
|
|
argc = Args->CheckParmList(arg, &args);
|
|
for (i = 0; i < argc; ++i)
|
|
{
|
|
if ( (f = BaseFileSearch(args[i], ".deh", false, GameConfig)) ||
|
|
(f = BaseFileSearch(args[i], ".bex", false, GameConfig)) )
|
|
{
|
|
D_LoadDehFile(f);
|
|
}
|
|
}
|
|
return argc > 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_MultiExec
|
|
//
|
|
//==========================================================================
|
|
|
|
FExecList *D_MultiExec (FArgs *list, FExecList *exec)
|
|
{
|
|
for (int i = 0; i < list->NumArgs(); ++i)
|
|
{
|
|
exec = C_ParseExecFile(list->GetArg(i), exec);
|
|
}
|
|
return exec;
|
|
}
|
|
|
|
static void GetCmdLineFiles(TArray<FString> &wadfiles)
|
|
{
|
|
FString *args;
|
|
int i, argc;
|
|
|
|
argc = Args->CheckParmList("-file", &args);
|
|
for (i = 0; i < argc; ++i)
|
|
{
|
|
D_AddWildFile(wadfiles, args[i], ".wad", GameConfig);
|
|
}
|
|
}
|
|
|
|
|
|
static FString ParseGameInfo(TArray<FString> &pwads, const char *fn, const char *data, int size)
|
|
{
|
|
FScanner sc;
|
|
FString iwad;
|
|
int pos = 0;
|
|
|
|
const char *lastSlash = strrchr (fn, '/');
|
|
|
|
sc.OpenMem("GAMEINFO", data, size);
|
|
while(sc.GetToken())
|
|
{
|
|
sc.TokenMustBe(TK_Identifier);
|
|
FString nextKey = sc.String;
|
|
sc.MustGetToken('=');
|
|
if (!nextKey.CompareNoCase("IWAD"))
|
|
{
|
|
sc.MustGetString();
|
|
iwad = sc.String;
|
|
}
|
|
else if (!nextKey.CompareNoCase("LOAD"))
|
|
{
|
|
do
|
|
{
|
|
sc.MustGetString();
|
|
|
|
// Try looking for the wad in the same directory as the .wad
|
|
// before looking for it in the current directory.
|
|
|
|
FString checkpath;
|
|
if (lastSlash != NULL)
|
|
{
|
|
checkpath = FString(fn, (lastSlash - fn) + 1);
|
|
checkpath += sc.String;
|
|
}
|
|
else
|
|
{
|
|
checkpath = sc.String;
|
|
}
|
|
if (!FileExists(checkpath))
|
|
{
|
|
pos += D_AddFile(pwads, sc.String, true, pos, GameConfig);
|
|
}
|
|
else
|
|
{
|
|
pos += D_AddFile(pwads, checkpath, true, pos, GameConfig);
|
|
}
|
|
}
|
|
while (sc.CheckToken(','));
|
|
}
|
|
else if (!nextKey.CompareNoCase("NOSPRITERENAME"))
|
|
{
|
|
sc.MustGetString();
|
|
nospriterename = sc.Compare("true");
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPTITLE"))
|
|
{
|
|
sc.MustGetString();
|
|
GameStartupInfo.Name = sc.String;
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPCOLORS"))
|
|
{
|
|
sc.MustGetString();
|
|
GameStartupInfo.FgColor = V_GetColor(sc);
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetString();
|
|
GameStartupInfo.BkColor = V_GetColor(sc);
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPTYPE"))
|
|
{
|
|
sc.MustGetString();
|
|
FString sttype = sc.String;
|
|
if (!sttype.CompareNoCase("DOOM"))
|
|
GameStartupInfo.Type = FStartupInfo::DoomStartup;
|
|
else if (!sttype.CompareNoCase("HERETIC"))
|
|
GameStartupInfo.Type = FStartupInfo::HereticStartup;
|
|
else if (!sttype.CompareNoCase("HEXEN"))
|
|
GameStartupInfo.Type = FStartupInfo::HexenStartup;
|
|
else if (!sttype.CompareNoCase("STRIFE"))
|
|
GameStartupInfo.Type = FStartupInfo::StrifeStartup;
|
|
else GameStartupInfo.Type = FStartupInfo::DefaultStartup;
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPSONG"))
|
|
{
|
|
sc.MustGetString();
|
|
GameStartupInfo.Song = sc.String;
|
|
}
|
|
else if (!nextKey.CompareNoCase("LOADLIGHTS"))
|
|
{
|
|
sc.MustGetNumber();
|
|
GameStartupInfo.LoadLights = !!sc.Number;
|
|
}
|
|
else if (!nextKey.CompareNoCase("LOADBRIGHTMAPS"))
|
|
{
|
|
sc.MustGetNumber();
|
|
GameStartupInfo.LoadBrightmaps = !!sc.Number;
|
|
}
|
|
else if (!nextKey.CompareNoCase("LOADWIDESCREEN"))
|
|
{
|
|
sc.MustGetNumber();
|
|
GameStartupInfo.LoadWidescreen = !!sc.Number;
|
|
}
|
|
else if (!nextKey.CompareNoCase("DISCORDAPPID"))
|
|
{
|
|
sc.MustGetString();
|
|
GameStartupInfo.DiscordAppId = sc.String;
|
|
}
|
|
else if (!nextKey.CompareNoCase("STEAMAPPID"))
|
|
{
|
|
sc.MustGetString();
|
|
GameStartupInfo.SteamAppId = sc.String;
|
|
}
|
|
else
|
|
{
|
|
// Silently ignore unknown properties
|
|
do
|
|
{
|
|
sc.MustGetAnyToken();
|
|
}
|
|
while(sc.CheckToken(','));
|
|
}
|
|
}
|
|
return iwad;
|
|
}
|
|
|
|
void GetReserved(LumpFilterInfo& lfi)
|
|
{
|
|
for (auto p : iwad_folders) lfi.reservedFolders.Push(p);
|
|
for (auto p : iwad_reserved) lfi.requiredPrefixes.Push(p);
|
|
}
|
|
|
|
static FString CheckGameInfo(TArray<FString> & pwads)
|
|
{
|
|
FileSystem check;
|
|
|
|
LumpFilterInfo lfi;
|
|
GetReserved(lfi);
|
|
|
|
// Open the entire list as a temporary file system and look for a GAMEINFO lump. The last one will automatically win.
|
|
check.InitMultipleFiles(pwads, true, &lfi);
|
|
if (check.GetNumEntries() > 0)
|
|
{
|
|
int num = check.CheckNumForName("GAMEINFO");
|
|
if (num >= 0)
|
|
{
|
|
// Found one!
|
|
auto data = check.GetFileData(num);
|
|
auto wadname = check.GetResourceFileName(check.GetFileContainer(num));
|
|
return ParseGameInfo(pwads, wadname, (const char*)data.Data(), data.Size());
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks the IWAD for MAP01 and if found sets GI_MAPxx
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SetMapxxFlag()
|
|
{
|
|
int lump_name = fileSystem.CheckNumForName("MAP01", ns_global, fileSystem.GetIwadNum());
|
|
int lump_wad = fileSystem.CheckNumForFullName("maps/map01.wad", fileSystem.GetIwadNum());
|
|
int lump_map = fileSystem.CheckNumForFullName("maps/map01.map", fileSystem.GetIwadNum());
|
|
|
|
if (lump_name >= 0 || lump_wad >= 0 || lump_map >= 0) gameinfo.flags |= GI_MAPxx;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Initialize
|
|
//
|
|
//==========================================================================
|
|
|
|
static void D_DoomInit()
|
|
{
|
|
// Check response files before coalescing file parameters.
|
|
M_FindResponseFile ();
|
|
|
|
// Combine different file parameters with their pre-switch bits.
|
|
Args->CollectFiles("-deh", ".deh");
|
|
Args->CollectFiles("-bex", ".bex");
|
|
Args->CollectFiles("-exec", ".cfg");
|
|
Args->CollectFiles("-playdemo", ".lmp");
|
|
Args->CollectFiles("-file", NULL); // anything left goes after -file
|
|
|
|
gamestate = GS_STARTUP;
|
|
|
|
if (!batchrun) Printf ("M_LoadDefaults: Load system defaults.\n");
|
|
M_LoadDefaults (); // load before initing other systems
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AddAutoloadFiles
|
|
//
|
|
//==========================================================================
|
|
|
|
static void AddAutoloadFiles(const char *autoname, TArray<FString>& allwads)
|
|
{
|
|
LumpFilterIWAD.Format("%s.", autoname); // The '.' is appened to simplify parsing the string
|
|
|
|
// [SP] Dialog reaction - load lights.pk3 and brightmaps.pk3 based on user choices
|
|
if (!(gameinfo.flags & GI_SHAREWARE))
|
|
{
|
|
if (GameStartupInfo.LoadLights == 1 || (GameStartupInfo.LoadLights != 0 && autoloadlights))
|
|
{
|
|
const char *lightswad = BaseFileSearch ("lights.pk3", NULL, true, GameConfig);
|
|
if (lightswad)
|
|
D_AddFile (allwads, lightswad, true, -1, GameConfig);
|
|
}
|
|
if (GameStartupInfo.LoadBrightmaps == 1 || (GameStartupInfo.LoadBrightmaps != 0 && autoloadbrightmaps))
|
|
{
|
|
const char *bmwad = BaseFileSearch ("brightmaps.pk3", NULL, true, GameConfig);
|
|
if (bmwad)
|
|
D_AddFile (allwads, bmwad, true, -1, GameConfig);
|
|
}
|
|
if (GameStartupInfo.LoadWidescreen == 1 || (GameStartupInfo.LoadWidescreen != 0 && autoloadwidescreen))
|
|
{
|
|
const char *wswad = BaseFileSearch ("game_widescreen_gfx.pk3", NULL, true, GameConfig);
|
|
if (wswad)
|
|
D_AddFile (allwads, wswad, true, -1, GameConfig);
|
|
}
|
|
}
|
|
|
|
if (!(gameinfo.flags & GI_SHAREWARE) && !Args->CheckParm("-noautoload") && !disableautoload)
|
|
{
|
|
FString file;
|
|
|
|
// [RH] zvox.wad - A wad I had intended to be automatically generated
|
|
// from Q2's pak0.pak so the female and cyborg player could have
|
|
// voices. I never got around to writing the utility to do it, though.
|
|
// And I probably never will now. But I know at least one person uses
|
|
// it for something else, so this gets to stay here.
|
|
const char *wad = BaseFileSearch ("zvox.wad", NULL, false, GameConfig);
|
|
if (wad)
|
|
D_AddFile (allwads, wad, true, -1, GameConfig);
|
|
|
|
// [RH] Add any .wad files in the skins directory
|
|
#ifdef __unix__
|
|
file = SHARE_DIR;
|
|
#else
|
|
file = progdir;
|
|
#endif
|
|
file += "skins";
|
|
D_AddDirectory (allwads, file, "*.wad", GameConfig);
|
|
|
|
#ifdef __unix__
|
|
file = NicePath("$HOME/" GAME_DIR "/skins");
|
|
D_AddDirectory (allwads, file, "*.wad", GameConfig);
|
|
#endif
|
|
|
|
// Add common (global) wads
|
|
D_AddConfigFiles(allwads, "Global.Autoload", "*.wad", GameConfig);
|
|
|
|
ptrdiff_t len;
|
|
ptrdiff_t lastpos = -1;
|
|
|
|
while ((len = LumpFilterIWAD.IndexOf('.', lastpos+1)) > 0)
|
|
{
|
|
file = LumpFilterIWAD.Left(len) + ".Autoload";
|
|
D_AddConfigFiles(allwads, file, "*.wad", GameConfig);
|
|
lastpos = len;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckCmdLine
|
|
//
|
|
//==========================================================================
|
|
|
|
static void CheckCmdLine()
|
|
{
|
|
int flags = dmflags;
|
|
int p;
|
|
const char *v;
|
|
|
|
if (!batchrun) Printf ("Checking cmd-line parameters...\n");
|
|
if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS;
|
|
if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN;
|
|
if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS;
|
|
|
|
devparm = !!Args->CheckParm ("-devparm");
|
|
|
|
if (Args->CheckParm ("-altdeath"))
|
|
{
|
|
deathmatch = 1;
|
|
flags |= DF_ITEMS_RESPAWN;
|
|
}
|
|
else if (Args->CheckParm ("-deathmatch"))
|
|
{
|
|
deathmatch = 1;
|
|
flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN;
|
|
}
|
|
|
|
dmflags = flags;
|
|
|
|
// get skill / episode / map from parms
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
startmap = (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1";
|
|
}
|
|
else
|
|
{
|
|
startmap = "&wt@01";
|
|
}
|
|
autostart = StoredWarp.IsNotEmpty();
|
|
|
|
const char *val = Args->CheckValue ("-skill");
|
|
if (val)
|
|
{
|
|
gameskill = val[0] - '1';
|
|
autostart = true;
|
|
}
|
|
|
|
p = Args->CheckParm ("-warp");
|
|
if (p && p < Args->NumArgs() - 1)
|
|
{
|
|
int ep, map;
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
ep = 1;
|
|
map = atoi (Args->GetArg(p+1));
|
|
}
|
|
else
|
|
{
|
|
ep = atoi (Args->GetArg(p+1));
|
|
map = p < Args->NumArgs() - 2 ? atoi (Args->GetArg(p+2)) : 10;
|
|
if (map < 1 || map > 9)
|
|
{
|
|
map = ep;
|
|
ep = 1;
|
|
}
|
|
}
|
|
|
|
startmap = CalcMapName (ep, map);
|
|
autostart = true;
|
|
}
|
|
|
|
// [RH] Hack to handle +map. The standard console command line handler
|
|
// won't be able to handle it, so we take it out of the command line and set
|
|
// it up like -warp.
|
|
FString mapvalue = Args->TakeValue("+map");
|
|
if (mapvalue.IsNotEmpty())
|
|
{
|
|
if (!P_CheckMapData(mapvalue))
|
|
{
|
|
Printf ("Can't find map %s\n", mapvalue.GetChars());
|
|
}
|
|
else
|
|
{
|
|
startmap = mapvalue;
|
|
autostart = true;
|
|
}
|
|
}
|
|
|
|
if (devparm)
|
|
{
|
|
Printf ("%s", GStrings("D_DEVSTR"));
|
|
}
|
|
|
|
// turbo option // [RH] (now a cvar)
|
|
v = Args->CheckValue("-turbo");
|
|
if (v != NULL)
|
|
{
|
|
double amt = atof(v);
|
|
Printf ("turbo scale: %.0f%%\n", amt);
|
|
turbo = (float)amt;
|
|
}
|
|
|
|
v = Args->CheckValue ("-timer");
|
|
if (v)
|
|
{
|
|
double time = strtod (v, NULL);
|
|
Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : "");
|
|
timelimit = (float)time;
|
|
}
|
|
|
|
v = Args->CheckValue ("-avg");
|
|
if (v)
|
|
{
|
|
Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n");
|
|
timelimit = 20.f;
|
|
}
|
|
|
|
if (!StartScreen) return;
|
|
//
|
|
// Build status bar line!
|
|
//
|
|
if (deathmatch)
|
|
StartScreen->AppendStatusLine("DeathMatch...");
|
|
if (dmflags & DF_NO_MONSTERS)
|
|
StartScreen->AppendStatusLine("No Monsters...");
|
|
if (dmflags & DF_MONSTERS_RESPAWN)
|
|
StartScreen->AppendStatusLine("Respawning...");
|
|
if (autostart)
|
|
{
|
|
FString temp;
|
|
temp.Format ("Warp to map %s, Skill %d ", startmap.GetChars(), gameskill + 1);
|
|
StartScreen->AppendStatusLine(temp);
|
|
}
|
|
}
|
|
|
|
static void NewFailure ()
|
|
{
|
|
I_FatalError ("Failed to allocate memory from system heap");
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// RenameSprites
|
|
//
|
|
// Renames sprites in IWADs so that unique actors can have unique sprites,
|
|
// making it possible to import any actor from any game into any other
|
|
// game without jumping through hoops to resolve duplicate sprite names.
|
|
// You just need to know what the sprite's new name is.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void RenameSprites(FileSystem &fileSystem, const TArray<FString>& deletelumps)
|
|
{
|
|
bool renameAll;
|
|
bool MNTRZfound = false;
|
|
const char* altbigfont = gameinfo.gametype == GAME_Strife ? "SBIGFONT" : (gameinfo.gametype & GAME_Raven) ? "HBIGFONT" : "DBIGFONT";
|
|
|
|
static const uint32_t HereticRenames[] =
|
|
{ MAKE_ID('H','E','A','D'), MAKE_ID('L','I','C','H'), // Ironlich
|
|
};
|
|
|
|
static const uint32_t HexenRenames[] =
|
|
{ MAKE_ID('B','A','R','L'), MAKE_ID('Z','B','A','R'), // ZBarrel
|
|
MAKE_ID('A','R','M','1'), MAKE_ID('A','R','_','1'), // MeshArmor
|
|
MAKE_ID('A','R','M','2'), MAKE_ID('A','R','_','2'), // FalconShield
|
|
MAKE_ID('A','R','M','3'), MAKE_ID('A','R','_','3'), // PlatinumHelm
|
|
MAKE_ID('A','R','M','4'), MAKE_ID('A','R','_','4'), // AmuletOfWarding
|
|
MAKE_ID('S','U','I','T'), MAKE_ID('Z','S','U','I'), // ZSuitOfArmor and ZArmorChunk
|
|
MAKE_ID('T','R','E','1'), MAKE_ID('Z','T','R','E'), // ZTree and ZTreeDead
|
|
MAKE_ID('T','R','E','2'), MAKE_ID('T','R','E','S'), // ZTreeSwamp150
|
|
MAKE_ID('C','A','N','D'), MAKE_ID('B','C','A','N'), // ZBlueCandle
|
|
MAKE_ID('R','O','C','K'), MAKE_ID('R','O','K','K'), // rocks and dirt in a_debris.cpp
|
|
MAKE_ID('W','A','T','R'), MAKE_ID('H','W','A','T'), // Strife also has WATR
|
|
MAKE_ID('G','I','B','S'), MAKE_ID('P','O','L','5'), // RealGibs
|
|
MAKE_ID('E','G','G','M'), MAKE_ID('P','R','K','M'), // PorkFX
|
|
MAKE_ID('I','N','V','U'), MAKE_ID('D','E','F','N'), // Icon of the Defender
|
|
};
|
|
|
|
static const uint32_t StrifeRenames[] =
|
|
{ MAKE_ID('M','I','S','L'), MAKE_ID('S','M','I','S'), // lots of places
|
|
MAKE_ID('A','R','M','1'), MAKE_ID('A','R','M','3'), // MetalArmor
|
|
MAKE_ID('A','R','M','2'), MAKE_ID('A','R','M','4'), // LeatherArmor
|
|
MAKE_ID('P','M','A','P'), MAKE_ID('S','M','A','P'), // StrifeMap
|
|
MAKE_ID('T','L','M','P'), MAKE_ID('T','E','C','H'), // TechLampSilver and TechLampBrass
|
|
MAKE_ID('T','R','E','1'), MAKE_ID('T','R','E','T'), // TreeStub
|
|
MAKE_ID('B','A','R','1'), MAKE_ID('B','A','R','C'), // BarricadeColumn
|
|
MAKE_ID('S','H','T','2'), MAKE_ID('M','P','U','F'), // MaulerPuff
|
|
MAKE_ID('B','A','R','L'), MAKE_ID('B','B','A','R'), // StrifeBurningBarrel
|
|
MAKE_ID('T','R','C','H'), MAKE_ID('T','R','H','L'), // SmallTorchLit
|
|
MAKE_ID('S','H','R','D'), MAKE_ID('S','H','A','R'), // glass shards
|
|
MAKE_ID('B','L','S','T'), MAKE_ID('M','A','U','L'), // Mauler
|
|
MAKE_ID('L','O','G','G'), MAKE_ID('L','O','G','W'), // StickInWater
|
|
MAKE_ID('V','A','S','E'), MAKE_ID('V','A','Z','E'), // Pot and Pitcher
|
|
MAKE_ID('C','N','D','L'), MAKE_ID('K','N','D','L'), // Candle
|
|
MAKE_ID('P','O','T','1'), MAKE_ID('M','P','O','T'), // MetalPot
|
|
MAKE_ID('S','P','I','D'), MAKE_ID('S','T','L','K'), // Stalker
|
|
};
|
|
|
|
const uint32_t* renames;
|
|
int numrenames;
|
|
|
|
switch (gameinfo.gametype)
|
|
{
|
|
case GAME_Doom:
|
|
default:
|
|
// Doom's sprites don't get renamed.
|
|
renames = nullptr;
|
|
numrenames = 0;
|
|
break;
|
|
|
|
case GAME_Heretic:
|
|
renames = HereticRenames;
|
|
numrenames = sizeof(HereticRenames) / 8;
|
|
break;
|
|
|
|
case GAME_Hexen:
|
|
renames = HexenRenames;
|
|
numrenames = sizeof(HexenRenames) / 8;
|
|
break;
|
|
|
|
case GAME_Strife:
|
|
renames = StrifeRenames;
|
|
numrenames = sizeof(StrifeRenames) / 8;
|
|
break;
|
|
}
|
|
|
|
unsigned NumFiles = fileSystem.GetNumEntries();
|
|
|
|
for (uint32_t i = 0; i < NumFiles; i++)
|
|
{
|
|
// check for full Minotaur animations. If this is not found
|
|
// some frames need to be renamed.
|
|
if (fileSystem.GetFileNamespace(i) == ns_sprites)
|
|
{
|
|
auto& shortName = fileSystem.GetShortName(i);
|
|
if (shortName.dword == MAKE_ID('M', 'N', 'T', 'R') && shortName.String[4] == 'Z')
|
|
{
|
|
MNTRZfound = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
renameAll = !!Args->CheckParm("-oldsprites") || nospriterename;
|
|
|
|
for (uint32_t i = 0; i < NumFiles; i++)
|
|
{
|
|
auto& shortName = fileSystem.GetShortName(i);
|
|
if (fileSystem.GetFileNamespace(i) == ns_sprites)
|
|
{
|
|
// Only sprites in the IWAD normally get renamed
|
|
if (renameAll || fileSystem.GetFileContainer(i) == fileSystem.GetIwadNum())
|
|
{
|
|
for (int j = 0; j < numrenames; ++j)
|
|
{
|
|
if (shortName.dword == renames[j * 2])
|
|
{
|
|
shortName.dword = renames[j * 2 + 1];
|
|
}
|
|
}
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
if (fileSystem.CheckFileName(i, "ARTIINVU"))
|
|
{
|
|
shortName.String[4] = 'D'; shortName.String[5] = 'E';
|
|
shortName.String[6] = 'F'; shortName.String[7] = 'N';
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!MNTRZfound)
|
|
{
|
|
if (shortName.dword == MAKE_ID('M', 'N', 'T', 'R'))
|
|
{
|
|
for (size_t fi : {4, 6})
|
|
{
|
|
if (shortName.String[fi] >= 'F' && shortName.String[fi] <= 'K')
|
|
{
|
|
shortName.String[fi] += 'U' - 'F';
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// When not playing Doom rename all BLOD sprites to BLUD so that
|
|
// the same blood states can be used everywhere
|
|
if (!(gameinfo.gametype & GAME_DoomChex))
|
|
{
|
|
if (shortName.dword == MAKE_ID('B', 'L', 'O', 'D'))
|
|
{
|
|
shortName.dword = MAKE_ID('B', 'L', 'U', 'D');
|
|
}
|
|
}
|
|
}
|
|
else if (fileSystem.GetFileNamespace(i) == ns_global)
|
|
{
|
|
int fn = fileSystem.GetFileContainer(i);
|
|
if (fn >= fileSystem.GetIwadNum() && fn <= fileSystem.GetMaxIwadNum() && deletelumps.Find(shortName.String) < deletelumps.Size())
|
|
{
|
|
shortName.String[0] = 0; // Lump must be deleted from directory.
|
|
}
|
|
// Rename the game specific big font lumps so that the font manager does not have to do problematic special checks for them.
|
|
else if (!strcmp(shortName.String, altbigfont))
|
|
{
|
|
strcpy(shortName.String, "BIGFONT");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// RenameNerve
|
|
//
|
|
// Renames map headers and map name pictures in nerve.wad so as to load it
|
|
// alongside Doom II and offer both episodes without causing conflicts.
|
|
// MD5 checksum for NERVE.WAD: 967d5ae23daf45196212ae1b605da3b0 (3,819,855)
|
|
// MD5 checksum for Unity version of NERVE.WAD: 4214c47651b63ee2257b1c2490a518c9 (3,821,966)
|
|
//
|
|
//==========================================================================
|
|
void RenameNerve(FileSystem& fileSystem)
|
|
{
|
|
if (gameinfo.gametype != GAME_Doom)
|
|
return;
|
|
|
|
const int numnerveversions = 4;
|
|
|
|
bool found = false;
|
|
uint8_t cksum[16];
|
|
static const uint8_t nerve[numnerveversions][16] = {
|
|
{ 0x96, 0x7d, 0x5a, 0xe2, 0x3d, 0xaf, 0x45, 0x19,
|
|
0x62, 0x12, 0xae, 0x1b, 0x60, 0x5d, 0xa3, 0xb0 },
|
|
{ 0x42, 0x14, 0xc4, 0x76, 0x51, 0xb6, 0x3e, 0xe2,
|
|
0x25, 0x7b, 0x1c, 0x24, 0x90, 0xa5, 0x18, 0xc9 },
|
|
{ 0x35, 0x44, 0xe1, 0x90, 0x30, 0x91, 0xc5, 0x0b,
|
|
0xa5, 0x00, 0x49, 0xdb, 0x74, 0xcd, 0x7d, 0x25 },
|
|
{ 0x91, 0x43, 0xb3, 0x92, 0x39, 0x2a, 0x7a, 0xc8,
|
|
0x70, 0xc2, 0xca, 0x36, 0xac, 0x65, 0xaf, 0x45 }
|
|
};
|
|
size_t nervesize[numnerveversions] = { 3819855, 3821966, 3821885, 4003409 }; // NERVE.WAD's file size
|
|
int w = fileSystem.GetIwadNum();
|
|
while (++w < fileSystem.GetNumWads())
|
|
{
|
|
auto fr = fileSystem.GetFileReader(w);
|
|
int isizecheck = -1;
|
|
if (fr == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
for (int icheck = 0; icheck < numnerveversions; icheck++)
|
|
if (fr->GetLength() == (long)nervesize[icheck])
|
|
isizecheck = icheck;
|
|
if (isizecheck == -1)
|
|
{
|
|
// Skip MD5 computation when there is a
|
|
// cheaper way to know this is not the file
|
|
continue;
|
|
}
|
|
fr->Seek(0, FileReader::SeekSet);
|
|
MD5Context md5;
|
|
md5Update(*fr, md5, (unsigned)fr->GetLength());
|
|
md5.Final(cksum);
|
|
if (memcmp(nerve[isizecheck], cksum, 16) == 0)
|
|
{
|
|
found = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
return;
|
|
|
|
for (int i = fileSystem.GetFirstEntry(w); i <= fileSystem.GetLastEntry(w); i++)
|
|
{
|
|
auto& shortName = fileSystem.GetShortName(i);
|
|
// Only rename the maps from NERVE.WAD
|
|
if (shortName.dword == MAKE_ID('C', 'W', 'I', 'L'))
|
|
{
|
|
shortName.String[0] = 'N';
|
|
}
|
|
else if (shortName.dword == MAKE_ID('M', 'A', 'P', '0'))
|
|
{
|
|
shortName.String[6] = shortName.String[4];
|
|
shortName.String[5] = '0';
|
|
shortName.String[4] = 'L';
|
|
shortName.dword = MAKE_ID('L', 'E', 'V', 'E');
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FixMacHexen
|
|
//
|
|
// Discard all extra lumps in Mac version of Hexen IWAD (demo or full)
|
|
// to avoid any issues caused by names of these lumps, including:
|
|
// * Wrong height of small font
|
|
// * Broken life bar of mage class
|
|
//
|
|
//==========================================================================
|
|
|
|
void FixMacHexen(FileSystem& fileSystem)
|
|
{
|
|
if (GAME_Hexen != gameinfo.gametype)
|
|
{
|
|
return;
|
|
}
|
|
|
|
FileReader* reader = fileSystem.GetFileReader(fileSystem.GetIwadNum());
|
|
auto iwadSize = reader->GetLength();
|
|
|
|
static const long DEMO_SIZE = 13596228;
|
|
static const long BETA_SIZE = 13749984;
|
|
static const long FULL_SIZE = 21078584;
|
|
|
|
if (DEMO_SIZE != iwadSize
|
|
&& BETA_SIZE != iwadSize
|
|
&& FULL_SIZE != iwadSize)
|
|
{
|
|
return;
|
|
}
|
|
|
|
reader->Seek(0, FileReader::SeekSet);
|
|
|
|
uint8_t checksum[16];
|
|
MD5Context md5;
|
|
|
|
md5Update(*reader, md5, (unsigned)iwadSize);
|
|
md5.Final(checksum);
|
|
|
|
static const uint8_t HEXEN_DEMO_MD5[16] =
|
|
{
|
|
0x92, 0x5f, 0x9f, 0x50, 0x00, 0xe1, 0x7d, 0xc8,
|
|
0x4b, 0x0a, 0x6a, 0x3b, 0xed, 0x3a, 0x6f, 0x31
|
|
};
|
|
|
|
static const uint8_t HEXEN_BETA_MD5[16] =
|
|
{
|
|
0x2a, 0xf1, 0xb2, 0x7c, 0xd1, 0x1f, 0xb1, 0x59,
|
|
0xe6, 0x08, 0x47, 0x2a, 0x1b, 0x53, 0xe4, 0x0e
|
|
};
|
|
|
|
static const uint8_t HEXEN_FULL_MD5[16] =
|
|
{
|
|
0xb6, 0x81, 0x40, 0xa7, 0x96, 0xf6, 0xfd, 0x7f,
|
|
0x3a, 0x5d, 0x32, 0x26, 0xa3, 0x2b, 0x93, 0xbe
|
|
};
|
|
|
|
const bool isBeta = 0 == memcmp(HEXEN_BETA_MD5, checksum, sizeof checksum);
|
|
|
|
if (!isBeta
|
|
&& 0 != memcmp(HEXEN_DEMO_MD5, checksum, sizeof checksum)
|
|
&& 0 != memcmp(HEXEN_FULL_MD5, checksum, sizeof checksum))
|
|
{
|
|
return;
|
|
}
|
|
|
|
static const int EXTRA_LUMPS = 299;
|
|
|
|
// Hexen Beta is very similar to Demo but it has MAP41: Maze at the end of the WAD
|
|
// So keep this map if it's present but discard all extra lumps
|
|
|
|
const int lastLump = fileSystem.GetLastEntry(fileSystem.GetIwadNum()) - (isBeta ? 12 : 0);
|
|
assert(fileSystem.GetFirstEntry(fileSystem.GetIwadNum()) + 299 < lastLump);
|
|
|
|
for (int i = lastLump - EXTRA_LUMPS + 1; i <= lastLump; ++i)
|
|
{
|
|
auto& shortName = fileSystem.GetShortName(i);
|
|
shortName.String[0] = '\0';
|
|
}
|
|
}
|
|
|
|
static void FindStrifeTeaserVoices(FileSystem& fileSystem)
|
|
{
|
|
if (gameinfo.gametype == GAME_Strife && gameinfo.flags & GI_SHAREWARE)
|
|
{
|
|
unsigned NumFiles = fileSystem.GetNumEntries();
|
|
for (uint32_t i = 0; i < NumFiles; i++)
|
|
{
|
|
auto& shortName = fileSystem.GetShortName(i);
|
|
if (fileSystem.GetFileNamespace(i) == ns_global)
|
|
{
|
|
// Only sprites in the IWAD normally get renamed
|
|
if (fileSystem.GetFileContainer(i) == fileSystem.GetIwadNum())
|
|
{
|
|
if (shortName.String[0] == 'V' &&
|
|
shortName.String[1] == 'O' &&
|
|
shortName.String[2] == 'C')
|
|
{
|
|
int j;
|
|
|
|
for (j = 3; j < 8; ++j)
|
|
{
|
|
if (shortName.String[j] != 0 && !isdigit(shortName.String[j]))
|
|
break;
|
|
}
|
|
if (j == 8)
|
|
{
|
|
fileSystem.SetFileNamespace(i, ns_strifevoices);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static const char *DoomButtons[] =
|
|
{
|
|
"am_panleft",
|
|
"user2" ,
|
|
"jump" ,
|
|
"right" ,
|
|
"zoom" ,
|
|
"back" ,
|
|
"am_zoomin",
|
|
"reload" ,
|
|
"lookdown" ,
|
|
"am_zoomout",
|
|
"user4" ,
|
|
"attack" ,
|
|
"user1" ,
|
|
"klook" ,
|
|
"forward" ,
|
|
"movedown" ,
|
|
"altattack" ,
|
|
"moveleft" ,
|
|
"moveright" ,
|
|
"am_panright",
|
|
"am_panup" ,
|
|
"mlook" ,
|
|
"crouch" ,
|
|
"left" ,
|
|
"lookup" ,
|
|
"user3" ,
|
|
"strafe" ,
|
|
"am_pandown",
|
|
"showscores" ,
|
|
"speed" ,
|
|
"use" ,
|
|
"moveup" };
|
|
|
|
CVAR(Bool, lookspring, true, CVAR_ARCHIVE); // Generate centerview when -mlook encountered?
|
|
EXTERN_CVAR(String, language)
|
|
|
|
CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0)
|
|
{
|
|
self = 0;
|
|
}
|
|
else if (self > 2)
|
|
{
|
|
self = 2;
|
|
}
|
|
}
|
|
|
|
|
|
void Mlook_ReleaseHandler()
|
|
{
|
|
if (lookspring)
|
|
{
|
|
Net_WriteByte(DEM_CENTERVIEW);
|
|
}
|
|
}
|
|
|
|
int StrTable_GetGender()
|
|
{
|
|
return players[consoleplayer].userinfo.GetGender();
|
|
}
|
|
|
|
bool StrTable_ValidFilter(const char* str)
|
|
{
|
|
if (gameinfo.gametype == GAME_Strife && (gameinfo.flags & GI_SHAREWARE) && !stricmp(str, "strifeteaser")) return true;
|
|
return stricmp(str, GameNames[gameinfo.gametype]) == 0;
|
|
}
|
|
|
|
bool System_WantGuiCapture()
|
|
{
|
|
bool wantCapt;
|
|
|
|
if (menuactive == MENU_Off)
|
|
{
|
|
wantCapt = ConsoleState == c_down || ConsoleState == c_falling || chatmodeon;
|
|
}
|
|
else
|
|
{
|
|
wantCapt = (menuactive == MENU_On || menuactive == MENU_OnNoPause);
|
|
}
|
|
|
|
// [ZZ] check active event handlers that want the UI processing
|
|
if (!wantCapt && primaryLevel->localEventManager->CheckUiProcessors())
|
|
wantCapt = true;
|
|
|
|
return wantCapt;
|
|
}
|
|
|
|
bool System_WantLeftButton()
|
|
{
|
|
return (gamestate == GS_DEMOSCREEN || gamestate == GS_TITLELEVEL);
|
|
}
|
|
|
|
static bool System_DispatchEvent(event_t* ev)
|
|
{
|
|
shiftState.AddEvent(ev);
|
|
|
|
if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !primaryLevel->localEventManager->Responder(ev) && !paused)
|
|
{
|
|
if (buttonMap.ButtonDown(Button_Mlook) || freelook)
|
|
{
|
|
int look = int(ev->y * m_pitch * 16.0);
|
|
if (invertmouse) look = -look;
|
|
G_AddViewPitch(look, true);
|
|
ev->y = 0;
|
|
}
|
|
if (!buttonMap.ButtonDown(Button_Strafe) && !lookstrafe)
|
|
{
|
|
int turn = int(ev->x * m_yaw * 8.0);
|
|
if (invertmousex)
|
|
turn = -turn;
|
|
G_AddViewAngle(turn, true);
|
|
ev->x = 0;
|
|
}
|
|
if (ev->x == 0 && ev->y == 0)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool System_NetGame()
|
|
{
|
|
return netgame;
|
|
}
|
|
|
|
bool System_WantNativeMouse()
|
|
{
|
|
return primaryLevel->localEventManager->CheckRequireMouse();
|
|
}
|
|
|
|
static bool System_CaptureModeInGame()
|
|
{
|
|
if (demoplayback || paused) return false;
|
|
switch (mouse_capturemode)
|
|
{
|
|
default:
|
|
case 0:
|
|
return gamestate == GS_LEVEL;
|
|
case 1:
|
|
return gamestate == GS_LEVEL || gamestate == GS_CUTSCENE;
|
|
case 2:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
static void System_PlayStartupSound(const char* sndname)
|
|
{
|
|
S_Sound(CHAN_BODY, 0, sndname, 1, ATTN_NONE);
|
|
}
|
|
|
|
static bool System_IsSpecialUI()
|
|
{
|
|
return (generic_ui || !!log_vgafont || !!dlg_vgafont || ConsoleState != c_up || multiplayer ||
|
|
(menuactive == MENU_On && CurrentMenu && !CurrentMenu->IsKindOf("ConversationMenu")));
|
|
|
|
}
|
|
|
|
static bool System_DisableTextureFilter()
|
|
{
|
|
return !V_IsHardwareRenderer();
|
|
}
|
|
|
|
static void System_OnScreenSizeChanged()
|
|
{
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->CallScreenSizeChanged();
|
|
}
|
|
// Reload crosshair if transitioned to a different size
|
|
ST_LoadCrosshair(true);
|
|
if (primaryLevel && primaryLevel->automap)
|
|
primaryLevel->automap->NewResolution();
|
|
}
|
|
|
|
IntRect System_GetSceneRect()
|
|
{
|
|
IntRect mSceneViewport;
|
|
// Special handling so the view with a visible status bar displays properly
|
|
int height, width;
|
|
if (screenblocks >= 10)
|
|
{
|
|
height = screen->GetHeight();
|
|
width = screen->GetWidth();
|
|
}
|
|
else
|
|
{
|
|
height = (screenblocks * screen->GetHeight() / 10) & ~7;
|
|
width = (screenblocks * screen->GetWidth() / 10);
|
|
}
|
|
|
|
mSceneViewport.left = viewwindowx;
|
|
mSceneViewport.top = screen->GetHeight() - (height + viewwindowy - ((height - viewheight) / 2));
|
|
mSceneViewport.width = viewwidth;
|
|
mSceneViewport.height = height;
|
|
return mSceneViewport;
|
|
}
|
|
|
|
FString System_GetLocationDescription()
|
|
{
|
|
auto& vp = r_viewpoint;
|
|
auto Level = vp.ViewLevel;
|
|
return Level == nullptr ? FString() : FStringf("Map %s: \"%s\",\nx = %1.4f, y = %1.4f, z = %1.4f, angle = %1.4f, pitch = %1.4f\n%llu fps\n\n",
|
|
Level->MapName.GetChars(), Level->LevelName.GetChars(), vp.Pos.X, vp.Pos.Y, vp.Pos.Z, vp.Angles.Yaw.Degrees(), vp.Angles.Pitch.Degrees(), (unsigned long long)LastFPS);
|
|
|
|
}
|
|
|
|
FString System_GetPlayerName(int node)
|
|
{
|
|
return players[node].userinfo.GetName();
|
|
}
|
|
|
|
void System_ConsoleToggled(int state)
|
|
{
|
|
if (state == c_falling && hud_toggled)
|
|
D_ToggleHud();
|
|
}
|
|
|
|
void System_LanguageChanged(const char* lang)
|
|
{
|
|
for (auto Level : AllLevels())
|
|
{
|
|
// does this even make sense on secondary levels...?
|
|
if (Level->info != nullptr) Level->LevelName = Level->info->LookupLevelName();
|
|
}
|
|
I_UpdateWindowTitle();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DoomSpecificInfo
|
|
//
|
|
// Called by the crash logger to get application-specific information.
|
|
//
|
|
//==========================================================================
|
|
|
|
void System_CrashInfo(char* buffer, size_t bufflen, const char *lfstr)
|
|
{
|
|
const char* arg;
|
|
char* const buffend = buffer + bufflen - 2; // -2 for CRLF at end
|
|
int i;
|
|
|
|
buffer += mysnprintf(buffer, buffend - buffer, GAMENAME " version %s (%s)", GetVersionString(), GetGitHash());
|
|
|
|
buffer += snprintf(buffer, buffend - buffer, "%sCommand line:", lfstr);
|
|
for (i = 0; i < Args->NumArgs(); ++i)
|
|
{
|
|
buffer += snprintf(buffer, buffend - buffer, " %s", Args->GetArg(i));
|
|
}
|
|
|
|
for (i = 0; (arg = fileSystem.GetResourceFileName(i)) != NULL; ++i)
|
|
{
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%sWad %d: %s", lfstr, i, arg);
|
|
}
|
|
|
|
if (gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL)
|
|
{
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%s%sNot in a level.", lfstr, lfstr);
|
|
}
|
|
else
|
|
{
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%s%sCurrent map: %s", lfstr, lfstr, primaryLevel->MapName.GetChars());
|
|
|
|
if (!viewactive)
|
|
{
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%s%sView not active.", lfstr, lfstr);
|
|
}
|
|
else
|
|
{
|
|
auto& vp = r_viewpoint;
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%s%sviewx = %f", lfstr, lfstr, vp.Pos.X);
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%sviewy = %f", lfstr, vp.Pos.Y);
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%sviewz = %f", lfstr, vp.Pos.Z);
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%sviewangle = %f", lfstr, vp.Angles.Yaw.Degrees());
|
|
}
|
|
}
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%s", lfstr);
|
|
*buffer = 0;
|
|
}
|
|
|
|
void System_M_Dim();
|
|
|
|
|
|
static void PatchTextures()
|
|
{
|
|
// The Hexen scripts use BLANK as a blank texture, even though it's really not.
|
|
// I guess the Doom renderer must have clipped away the line at the bottom of
|
|
// the texture so it wasn't visible. Change its use type to a blank null texture to really make it blank.
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
{
|
|
FTextureID tex = TexMan.CheckForTexture("BLANK", ETextureType::Wall, false);
|
|
if (tex.Exists())
|
|
{
|
|
auto texture = TexMan.GetGameTexture(tex, false);
|
|
texture->SetUseType(ETextureType::Null);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// this gets called during texture creation to fix known problems
|
|
//
|
|
//==========================================================================
|
|
|
|
static void CheckForHacks(BuildInfo& buildinfo)
|
|
{
|
|
if (buildinfo.Parts.Size() == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Heretic sky textures are marked as only 128 pixels tall,
|
|
// even though they are really 200 pixels tall.
|
|
if (gameinfo.gametype == GAME_Heretic &&
|
|
buildinfo.Name.Len() == 4 &&
|
|
buildinfo.Name[0] == 'S' &&
|
|
buildinfo.Name[1] == 'K' &&
|
|
buildinfo.Name[2] == 'Y' &&
|
|
buildinfo.Name[3] >= '1' &&
|
|
buildinfo.Name[3] <= '3' &&
|
|
buildinfo.Height == 128 &&
|
|
buildinfo.Parts.Size() == 1)
|
|
{
|
|
// This must alter the size of both the texture image and the game texture.
|
|
buildinfo.Height = buildinfo.Parts[0].TexImage->GetImage()->GetHeight();
|
|
buildinfo.texture->SetSize(buildinfo.Width, buildinfo.Height);
|
|
return;
|
|
}
|
|
|
|
// The Doom E1 sky has its patch's y offset at -8 instead of 0.
|
|
if (gameinfo.gametype == GAME_Doom &&
|
|
!(gameinfo.flags & GI_MAPxx) &&
|
|
buildinfo.Name.Len() == 4 &&
|
|
buildinfo.Parts.Size() == 1 &&
|
|
buildinfo.Height == 128 &&
|
|
buildinfo.Parts[0].OriginY == -8 &&
|
|
buildinfo.Name[0] == 'S' &&
|
|
buildinfo.Name[1] == 'K' &&
|
|
buildinfo.Name[2] == 'Y' &&
|
|
buildinfo.Name[3] == '1')
|
|
{
|
|
buildinfo.Parts[0].OriginY = 0;
|
|
return;
|
|
}
|
|
|
|
// BIGDOOR7 in Doom also has patches at y offset -4 instead of 0.
|
|
if (gameinfo.gametype == GAME_Doom &&
|
|
!(gameinfo.flags & GI_MAPxx) &&
|
|
buildinfo.Name.CompareNoCase("BIGDOOR7") == 0 &&
|
|
buildinfo.Parts.Size() == 2 &&
|
|
buildinfo.Height == 128 &&
|
|
buildinfo.Parts[0].OriginY == -4 &&
|
|
buildinfo.Parts[1].OriginY == -4)
|
|
{
|
|
buildinfo.Parts[0].OriginY = 0;
|
|
buildinfo.Parts[1].OriginY = 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
static void FixWideStatusBar()
|
|
{
|
|
FGameTexture* sbartex = TexMan.FindGameTexture("stbar", ETextureType::MiscPatch);
|
|
|
|
// only adjust offsets if none already exist and if the texture is not scaled. For scaled textures a proper offset is needed.
|
|
if (sbartex && sbartex->GetTexelWidth() > 320 && sbartex->GetScaleX() == 1 &&
|
|
!sbartex->GetTexelLeftOffset(0) && !sbartex->GetTexelTopOffset(0))
|
|
{
|
|
sbartex->SetOffsets(0, (sbartex->GetTexelWidth() - 320) / 2, 0);
|
|
sbartex->SetOffsets(1, (sbartex->GetTexelWidth() - 320) / 2, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static void Doom_CastSpriteIDToString(FString* a, unsigned int b)
|
|
{
|
|
*a = (b >= sprites.Size()) ? "TNT1" : sprites[b].name;
|
|
}
|
|
|
|
|
|
extern DThinker* NextToThink;
|
|
|
|
static void GC_MarkGameRoots()
|
|
{
|
|
GC::Mark(staticEventManager.FirstEventHandler);
|
|
GC::Mark(staticEventManager.LastEventHandler);
|
|
for (auto Level : AllLevels())
|
|
Level->Mark();
|
|
|
|
// Mark players.
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
players[i].PropagateMark();
|
|
}
|
|
|
|
// NextToThink must not be freed while thinkers are ticking.
|
|
GC::Mark(NextToThink);
|
|
}
|
|
|
|
static void System_ToggleFullConsole()
|
|
{
|
|
gameaction = ga_fullconsole;
|
|
}
|
|
|
|
static void System_StartCutscene(bool blockui)
|
|
{
|
|
gameaction = blockui ? ga_intro : ga_intermission;
|
|
}
|
|
|
|
static void System_SetTransition(int type)
|
|
{
|
|
if (type != wipe_None) wipegamestate = type == wipe_Burn? GS_FORCEWIPEBURN : type == wipe_Fade? GS_FORCEWIPEFADE : GS_FORCEWIPEMELT;
|
|
}
|
|
|
|
static void System_HudScaleChanged()
|
|
{
|
|
if (StatusBar)
|
|
{
|
|
StatusBar->SetScale();
|
|
setsizeneeded = true;
|
|
}
|
|
}
|
|
|
|
bool CheckSkipGameOptionBlock(const char* str);
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static FILE* D_GetHashFile()
|
|
{
|
|
FILE *hashfile = nullptr;
|
|
|
|
if (Args->CheckParm("-hashfiles"))
|
|
{
|
|
const char *filename = "fileinfo.txt";
|
|
Printf("Hashing loaded content to: %s\n", filename);
|
|
hashfile = fopen(filename, "w");
|
|
if (hashfile)
|
|
{
|
|
Printf("Notice: File hashing is incredibly verbose. Expect loading files to take much longer than usual.\n");
|
|
fprintf(hashfile, "%s version %s (%s)\n", GAMENAME, GetVersionString(), GetGitHash());
|
|
#ifdef __VERSION__
|
|
fprintf(hashfile, "Compiler version: %s\n", __VERSION__);
|
|
#endif
|
|
fprintf(hashfile, "Command line:");
|
|
for (int i = 0; i < Args->NumArgs(); ++i)
|
|
{
|
|
fprintf(hashfile, " %s", Args->GetArg(i));
|
|
}
|
|
fprintf(hashfile, "\n");
|
|
}
|
|
}
|
|
return hashfile;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_InitGame
|
|
//
|
|
//==========================================================================
|
|
|
|
static int D_InitGame(const FIWADInfo* iwad_info, TArray<FString>& allwads, TArray<FString>& pwads)
|
|
{
|
|
gameinfo.gametype = iwad_info->gametype;
|
|
gameinfo.flags = iwad_info->flags;
|
|
gameinfo.nokeyboardcheats = iwad_info->nokeyboardcheats;
|
|
gameinfo.ConfigName = iwad_info->Configname;
|
|
|
|
const char *v = Args->CheckValue("-rngseed");
|
|
if (v)
|
|
{
|
|
rngseed = staticrngseed = atoi(v);
|
|
use_staticrng = true;
|
|
if (!batchrun) Printf("D_DoomInit: Static RNGseed %d set.\n", rngseed);
|
|
}
|
|
else
|
|
{
|
|
rngseed = I_MakeRNGSeed();
|
|
use_staticrng = false;
|
|
}
|
|
srand(rngseed);
|
|
|
|
FRandom::StaticClearRandom ();
|
|
|
|
FBaseCVar::DisableCallbacks();
|
|
GameConfig->DoGameSetup (gameinfo.ConfigName);
|
|
|
|
AddAutoloadFiles(iwad_info->Autoname, allwads);
|
|
|
|
// Process automatically executed files
|
|
FExecList *exec;
|
|
FArgs *execFiles = new FArgs;
|
|
if (!(Args->CheckParm("-noautoexec")))
|
|
GameConfig->AddAutoexec(execFiles, gameinfo.ConfigName);
|
|
exec = D_MultiExec(execFiles, NULL);
|
|
delete execFiles;
|
|
|
|
// Process .cfg files at the start of the command line.
|
|
execFiles = Args->GatherFiles ("-exec");
|
|
exec = D_MultiExec(execFiles, exec);
|
|
delete execFiles;
|
|
|
|
// [RH] process all + commands on the command line
|
|
exec = C_ParseCmdLineParams(exec);
|
|
|
|
if (exec != NULL)
|
|
{
|
|
exec->AddPullins(allwads, GameConfig);
|
|
}
|
|
|
|
if (!batchrun) Printf ("W_Init: Init WADfiles.\n");
|
|
|
|
LumpFilterInfo lfi;
|
|
lfi.dotFilter = LumpFilterIWAD;
|
|
|
|
static const struct { int match; const char* name; } blanket[] =
|
|
{
|
|
{ GAME_Raven, "game-Raven" },
|
|
{ GAME_DoomStrifeChex, "game-DoomStrifeChex" },
|
|
{ GAME_DoomChex, "game-DoomChex" },
|
|
{ GAME_Any, NULL }
|
|
};
|
|
|
|
for (auto& inf : blanket)
|
|
{
|
|
if (gameinfo.gametype & inf.match) lfi.gameTypeFilter.Push(inf.name);
|
|
}
|
|
lfi.gameTypeFilter.Push(FStringf("game-%s", GameTypeName()));
|
|
|
|
GetReserved(lfi);
|
|
|
|
lfi.postprocessFunc = [&]()
|
|
{
|
|
RenameNerve(fileSystem);
|
|
RenameSprites(fileSystem, iwad_info->DeleteLumps);
|
|
FixMacHexen(fileSystem);
|
|
FindStrifeTeaserVoices(fileSystem);
|
|
};
|
|
allwads.Append(std::move(pwads));
|
|
|
|
bool allowduplicates = Args->CheckParm("-allowduplicates");
|
|
auto hashfile = D_GetHashFile();
|
|
fileSystem.InitMultipleFiles (allwads, false, &lfi, allowduplicates, hashfile);
|
|
allwads.Clear();
|
|
allwads.ShrinkToFit();
|
|
SetMapxxFlag();
|
|
|
|
D_GrabCVarDefaults(); //parse DEFCVARS
|
|
InitPalette();
|
|
|
|
if (!batchrun) Printf("S_Init: Setting up sound.\n");
|
|
S_Init();
|
|
|
|
int max_progress = TexMan.GuesstimateNumTextures();
|
|
int per_shader_progress = 0;//screen->GetShaderCount()? (max_progress / 10 / screen->GetShaderCount()) : 0;
|
|
bool nostartscreen = batchrun || restart || Args->CheckParm("-join") || Args->CheckParm("-host") || Args->CheckParm("-norun");
|
|
|
|
if (GameStartupInfo.Type == FStartupInfo::DefaultStartup)
|
|
{
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
GameStartupInfo.Type = FStartupInfo::HexenStartup;
|
|
else if (gameinfo.gametype == GAME_Heretic)
|
|
GameStartupInfo.Type = FStartupInfo::HereticStartup;
|
|
else if (gameinfo.gametype == GAME_Strife)
|
|
GameStartupInfo.Type = FStartupInfo::StrifeStartup;
|
|
}
|
|
|
|
StartScreen = nostartscreen? nullptr : GetGameStartScreen(per_shader_progress > 0 ? max_progress * 10 / 9 : max_progress + 3);
|
|
|
|
GameConfig->DoKeySetup(gameinfo.ConfigName);
|
|
|
|
// Now that wads are loaded, define mod-specific cvars.
|
|
ParseCVarInfo();
|
|
|
|
// Actually exec command line commands and exec files.
|
|
if (exec != NULL)
|
|
{
|
|
exec->ExecCommands();
|
|
delete exec;
|
|
exec = NULL;
|
|
}
|
|
|
|
// [RH] Initialize localizable strings.
|
|
GStrings.LoadStrings (language);
|
|
|
|
V_InitFontColors ();
|
|
|
|
// [RH] Moved these up here so that we can do most of our
|
|
// startup output in a fullscreen console.
|
|
|
|
CT_Init ();
|
|
|
|
if (!restart)
|
|
{
|
|
if (!batchrun) Printf ("I_Init: Setting up machine state.\n");
|
|
CheckCPUID(&CPU);
|
|
CalculateCPUSpeed();
|
|
auto ci = DumpCPUInfo(&CPU);
|
|
Printf("%s", ci.GetChars());
|
|
}
|
|
|
|
TexMan.Init();
|
|
|
|
if (!batchrun) Printf ("V_Init: allocate screen.\n");
|
|
if (!restart)
|
|
{
|
|
V_InitScreenSize();
|
|
// This allocates a dummy framebuffer as a stand-in until V_Init2 is called.
|
|
V_InitScreen ();
|
|
|
|
if (StartScreen != nullptr)
|
|
{
|
|
V_Init2();
|
|
StartScreen->Render();
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
// Update screen palette when restarting
|
|
screen->UpdatePalette();
|
|
}
|
|
|
|
// Base systems have been inited; enable cvar callbacks
|
|
FBaseCVar::EnableCallbacks ();
|
|
|
|
// +compatmode cannot be used on the command line, so use this as a substitute
|
|
auto compatmodeval = Args->CheckValue("-compatmode");
|
|
if (compatmodeval)
|
|
{
|
|
compatmode = (int)strtoll(compatmodeval, nullptr, 10);
|
|
}
|
|
|
|
if (!batchrun) Printf ("ST_Init: Init startup screen.\n");
|
|
if (!restart)
|
|
{
|
|
StartWindow = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5, StartScreen == nullptr);
|
|
}
|
|
else
|
|
{
|
|
StartWindow = new FStartupScreen(0);
|
|
}
|
|
|
|
CheckCmdLine();
|
|
|
|
// [RH] Load sound environments
|
|
S_ParseReverbDef ();
|
|
|
|
// [RH] Parse any SNDINFO lumps
|
|
if (!batchrun) Printf ("S_InitData: Load sound definitions.\n");
|
|
S_InitData ();
|
|
|
|
// [RH] Parse through all loaded mapinfo lumps
|
|
if (!batchrun) Printf ("G_ParseMapInfo: Load map definitions.\n");
|
|
G_ParseMapInfo (iwad_info->MapInfo);
|
|
MessageBoxClass = gameinfo.MessageBoxClass;
|
|
endoomName = gameinfo.Endoom;
|
|
menuBlurAmount = gameinfo.bluramount;
|
|
ReadStatistics();
|
|
|
|
// MUSINFO must be parsed after MAPINFO
|
|
S_ParseMusInfo();
|
|
|
|
if (!batchrun) Printf ("Texman.Init: Init texture manager.\n");
|
|
UpdateUpscaleMask();
|
|
SpriteFrames.Clear();
|
|
TexMan.AddTextures([]()
|
|
{
|
|
StartWindow->Progress();
|
|
if (StartScreen) StartScreen->Progress(1);
|
|
}, CheckForHacks, InitBuildTiles);
|
|
PatchTextures();
|
|
TexAnim.Init();
|
|
C_InitConback(TexMan.CheckForTexture(gameinfo.BorderFlat, ETextureType::Flat), true, 0.25);
|
|
|
|
FixWideStatusBar();
|
|
|
|
StartWindow->Progress();
|
|
if (StartScreen) StartScreen->Progress(1);
|
|
V_InitFonts();
|
|
InitDoomFonts();
|
|
V_LoadTranslations();
|
|
UpdateGenericUI(false);
|
|
|
|
// [CW] Parse any TEAMINFO lumps.
|
|
if (!batchrun) Printf ("ParseTeamInfo: Load team definitions.\n");
|
|
TeamLibrary.ParseTeamInfo ();
|
|
|
|
R_ParseTrnslate();
|
|
PClassActor::StaticInit ();
|
|
Job_Init();
|
|
|
|
// [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");
|
|
}
|
|
|
|
StartWindow->Progress();
|
|
if (StartScreen) StartScreen->Progress (1);
|
|
|
|
ParseGLDefs();
|
|
|
|
if (!batchrun) Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars());
|
|
if (StartScreen) StartScreen->LoadingStatus ("Loading graphics", 0x3f);
|
|
if (StartScreen) StartScreen->Progress(1);
|
|
StartWindow->Progress();
|
|
R_Init ();
|
|
|
|
if (!batchrun) Printf ("DecalLibrary: Load decals.\n");
|
|
DecalLibrary.ReadAllDecals ();
|
|
|
|
// Load embedded Dehacked patches
|
|
D_LoadDehLumps(FromIWAD);
|
|
|
|
// [RH] Add any .deh and .bex files on the command line.
|
|
// If there are none, try adding any in the config file.
|
|
// Note that the command line overrides defaults from the config.
|
|
|
|
if ((ConsiderPatches("-deh") | ConsiderPatches("-bex")) == 0 &&
|
|
gameinfo.gametype == GAME_Doom && GameConfig->SetSection ("Doom.DefaultDehacked"))
|
|
{
|
|
const char *key;
|
|
const char *value;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
{
|
|
if (stricmp (key, "Path") == 0 && FileExists (value))
|
|
{
|
|
if (!batchrun) Printf ("Applying patch %s\n", value);
|
|
D_LoadDehFile(value);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load embedded Dehacked patches
|
|
D_LoadDehLumps(FromPWADs);
|
|
|
|
// Create replacements for dehacked pickups
|
|
FinishDehPatch();
|
|
|
|
if (!batchrun) Printf("M_Init: Init menus.\n");
|
|
SetDefaultMenuColors();
|
|
M_Init();
|
|
M_CreateGameMenus();
|
|
|
|
|
|
// clean up the compiler symbols which are not needed any longer.
|
|
RemoveUnusedSymbols();
|
|
|
|
InitActorNumsFromMapinfo();
|
|
InitSpawnablesFromMapinfo();
|
|
PClassActor::StaticSetActorNums();
|
|
|
|
//Added by MC:
|
|
primaryLevel->BotInfo.getspawned.Clear();
|
|
|
|
FString *args;
|
|
int argcount = Args->CheckParmList("-bots", &args);
|
|
for (int p = 0; p < argcount; ++p)
|
|
{
|
|
primaryLevel->BotInfo.getspawned.Push(args[p]);
|
|
}
|
|
primaryLevel->BotInfo.spawn_tries = 0;
|
|
primaryLevel->BotInfo.wanted_botnum = primaryLevel->BotInfo.getspawned.Size();
|
|
|
|
if (!batchrun) Printf ("P_Init: Init Playloop state.\n");
|
|
if (StartScreen) StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
|
AM_StaticInit();
|
|
P_Init ();
|
|
|
|
P_SetupWeapons_ntohton();
|
|
|
|
//SBarInfo support. Note that the first SBARINFO lump contains the mugshot definition so it even needs to be read when a regular status bar is being used.
|
|
SBarInfo::Load();
|
|
|
|
if (!batchrun)
|
|
{
|
|
// [RH] User-configurable startup strings. Because BOOM does.
|
|
static const char *startupString[5] = {
|
|
"STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5"
|
|
};
|
|
for (int p = 0; p < 5; ++p)
|
|
{
|
|
// At this point we cannot use the player's gender info yet so force 'male' here.
|
|
const char *str = GStrings.GetString(startupString[p], nullptr, 0);
|
|
if (str != NULL && str[0] != '\0')
|
|
{
|
|
Printf("%s\n", str);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!restart)
|
|
{
|
|
if (!batchrun) Printf ("D_CheckNetGame: Checking network game status.\n");
|
|
if (StartScreen) StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
|
|
if (!D_CheckNetGame ())
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// [SP] Force vanilla transparency auto-detection to re-detect our game lumps now
|
|
UpdateVanillaTransparency();
|
|
|
|
// [RH] Lock any cvars that should be locked now that we're
|
|
// about to begin the game.
|
|
FBaseCVar::EnableNoSet ();
|
|
|
|
// [RH] Run any saved commands from the command line or autoexec.cfg now.
|
|
gamestate = GS_FULLCONSOLE;
|
|
Net_NewMakeTic ();
|
|
C_RunDelayedCommands();
|
|
gamestate = GS_STARTUP;
|
|
|
|
// enable custom invulnerability map here
|
|
if (cl_customizeinvulmap)
|
|
R_UpdateInvulnerabilityColormap();
|
|
|
|
if (!restart)
|
|
{
|
|
// start the apropriate game based on parms
|
|
auto v = Args->CheckValue ("-record");
|
|
|
|
if (v)
|
|
{
|
|
G_RecordDemo (v);
|
|
autostart = true;
|
|
}
|
|
|
|
S_Sound (CHAN_BODY, 0, "misc/startupdone", 1, ATTN_NONE);
|
|
|
|
if (Args->CheckParm("-norun") || batchrun)
|
|
{
|
|
return 1337; // special exit
|
|
}
|
|
|
|
if (StartScreen == nullptr) V_Init2();
|
|
if (StartScreen)
|
|
{
|
|
StartScreen->Progress(max_progress); // advance progress bar to the end.
|
|
StartScreen->Render(true);
|
|
StartScreen->Progress(max_progress); // do this again because Progress advances the counter after redrawing.
|
|
StartScreen->Render(true);
|
|
delete StartScreen;
|
|
StartScreen = NULL;
|
|
}
|
|
|
|
while(!screen->CompileNextShader())
|
|
{
|
|
// here we can do some visual updates later
|
|
}
|
|
twod->fullscreenautoaspect = gameinfo.fullscreenautoaspect;
|
|
// Initialize the size of the 2D drawer so that an attempt to access it outside the draw code won't crash.
|
|
twod->Begin(screen->GetWidth(), screen->GetHeight());
|
|
twod->End();
|
|
UpdateJoystickMenu(NULL);
|
|
UpdateVRModes();
|
|
Local_Job_Init();
|
|
|
|
v = Args->CheckValue ("-loadgame");
|
|
if (v)
|
|
{
|
|
FString file(v);
|
|
FixPathSeperator (file);
|
|
DefaultExtension (file, "." SAVEGAME_EXT);
|
|
G_LoadGame (file);
|
|
}
|
|
|
|
v = Args->CheckValue("-playdemo");
|
|
if (v != NULL)
|
|
{
|
|
singledemo = true; // quit after one demo
|
|
G_DeferedPlayDemo (v);
|
|
}
|
|
else
|
|
{
|
|
v = Args->CheckValue("-timedemo");
|
|
if (v)
|
|
{
|
|
G_TimeDemo(v);
|
|
}
|
|
else
|
|
{
|
|
if (gameaction != ga_loadgame && gameaction != ga_loadgamehidecon)
|
|
{
|
|
if (autostart || netgame)
|
|
{
|
|
// Do not do any screenwipes when autostarting a game.
|
|
if (!Args->CheckParm("-warpwipe"))
|
|
{
|
|
NoWipe = TICRATE;
|
|
}
|
|
CheckWarpTransMap(startmap, true);
|
|
if (demorecording)
|
|
G_BeginRecording(startmap);
|
|
G_InitNew(startmap, false);
|
|
if (StoredWarp.IsNotEmpty())
|
|
{
|
|
AddCommandString(StoredWarp);
|
|
StoredWarp = "";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (multiplayer || cl_nointros || Args->CheckParm("-nointro"))
|
|
{
|
|
D_StartTitle();
|
|
}
|
|
else
|
|
{
|
|
I_SetFrameTime();
|
|
if (!StartCutscene(gameinfo.IntroScene, SJ_BLOCKUI, [=](bool) {
|
|
gameaction = ga_titleloop;
|
|
})) D_StartTitle();
|
|
}
|
|
}
|
|
}
|
|
else if (demorecording)
|
|
{
|
|
G_BeginRecording(NULL);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// These calls from inside V_Init2 are still necessary
|
|
C_NewModeAdjust();
|
|
D_StartTitle (); // start up intro loop
|
|
setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
|
|
}
|
|
return 0;
|
|
}
|
|
//==========================================================================
|
|
//
|
|
// D_DoomMain
|
|
//
|
|
//==========================================================================
|
|
|
|
static int D_DoomMain_Internal (void)
|
|
{
|
|
const char *v;
|
|
const char *wad;
|
|
FIWadManager *iwad_man;
|
|
|
|
GC::AddMarkerFunc(GC_MarkGameRoots);
|
|
VM_CastSpriteIDToString = Doom_CastSpriteIDToString;
|
|
|
|
// Set up the button list. Mlook and Klook need a bit of extra treatment.
|
|
buttonMap.SetButtons(DoomButtons, countof(DoomButtons));
|
|
buttonMap.GetButton(Button_Mlook)->ReleaseHandler = Mlook_ReleaseHandler;
|
|
buttonMap.GetButton(Button_Mlook)->bReleaseLock = true;
|
|
buttonMap.GetButton(Button_Klook)->bReleaseLock = true;
|
|
|
|
sysCallbacks = {
|
|
System_WantGuiCapture,
|
|
System_WantLeftButton,
|
|
System_NetGame,
|
|
System_WantNativeMouse,
|
|
System_CaptureModeInGame,
|
|
System_CrashInfo,
|
|
System_PlayStartupSound,
|
|
System_IsSpecialUI,
|
|
System_DisableTextureFilter,
|
|
System_OnScreenSizeChanged,
|
|
System_GetSceneRect,
|
|
System_GetLocationDescription,
|
|
System_M_Dim,
|
|
System_GetPlayerName,
|
|
System_DispatchEvent,
|
|
StrTable_ValidFilter,
|
|
StrTable_GetGender,
|
|
nullptr,
|
|
CheckSkipGameOptionBlock,
|
|
System_ConsoleToggled,
|
|
nullptr,
|
|
nullptr,
|
|
System_ToggleFullConsole,
|
|
System_StartCutscene,
|
|
System_SetTransition,
|
|
CheckCheatmode,
|
|
System_HudScaleChanged,
|
|
M_SetSpecialMenu,
|
|
OnMenuOpen,
|
|
System_LanguageChanged,
|
|
};
|
|
|
|
|
|
std::set_new_handler(NewFailure);
|
|
const char *batchout = Args->CheckValue("-errorlog");
|
|
|
|
D_DoomInit();
|
|
|
|
// [RH] Make sure zdoom.pk3 is always loaded,
|
|
// as it contains magic stuff we need.
|
|
wad = BaseFileSearch(BASEWAD, NULL, true, GameConfig);
|
|
if (wad == NULL)
|
|
{
|
|
I_FatalError("Cannot find " BASEWAD);
|
|
}
|
|
LoadHexFont(wad); // load hex font early so we have it during startup.
|
|
|
|
C_InitConsole(80*8, 25*8, false);
|
|
I_DetectOS();
|
|
|
|
// +logfile gets checked too late to catch the full startup log in the logfile so do some extra check for it here.
|
|
FString logfile = Args->TakeValue("+logfile");
|
|
if (logfile.IsNotEmpty())
|
|
{
|
|
execLogfile(logfile);
|
|
}
|
|
else if (batchout != NULL && *batchout != 0)
|
|
{
|
|
batchrun = true;
|
|
nosound = true;
|
|
execLogfile(batchout, true);
|
|
Printf("Command line: ");
|
|
for (int i = 0; i < Args->NumArgs(); i++)
|
|
{
|
|
Printf("%s ", Args->GetArg(i));
|
|
}
|
|
Printf("\n");
|
|
}
|
|
|
|
Printf("%s version %s\n", GAMENAME, GetVersionString());
|
|
|
|
extern void D_ConfirmSendStats();
|
|
D_ConfirmSendStats();
|
|
|
|
FString basewad = wad;
|
|
|
|
FString optionalwad = BaseFileSearch(OPTIONALWAD, NULL, true, GameConfig);
|
|
|
|
iwad_man = new FIWadManager(basewad, optionalwad);
|
|
|
|
// Now that we have the IWADINFO, initialize the autoload ini sections.
|
|
GameConfig->DoAutoloadSetup(iwad_man);
|
|
|
|
// Prevent the game from starting if the savegame passed to -loadgame is invalid
|
|
v = Args->CheckValue("-loadgame");
|
|
if (v)
|
|
{
|
|
FString file(v);
|
|
FixPathSeperator(file);
|
|
DefaultExtension(file, "." SAVEGAME_EXT);
|
|
if (!FileExists(file))
|
|
{
|
|
I_FatalError("Cannot find savegame %s", file.GetChars());
|
|
}
|
|
}
|
|
|
|
// reinit from here
|
|
|
|
do
|
|
{
|
|
PClass::StaticInit();
|
|
PType::StaticInit();
|
|
|
|
if (restart)
|
|
{
|
|
C_InitConsole(SCREENWIDTH, SCREENHEIGHT, false);
|
|
}
|
|
nospriterename = false;
|
|
|
|
if (iwad_man == NULL)
|
|
{
|
|
iwad_man = new FIWadManager(basewad, optionalwad);
|
|
}
|
|
|
|
// Load zdoom.pk3 alone so that we can get access to the internal gameinfos before
|
|
// the IWAD is known.
|
|
|
|
TArray<FString> pwads;
|
|
GetCmdLineFiles(pwads);
|
|
FString iwad = CheckGameInfo(pwads);
|
|
|
|
// The IWAD selection dialogue does not show in fullscreen so if the
|
|
// restart is initiated without a defined IWAD assume for now that it's not going to change.
|
|
if (iwad.IsEmpty()) iwad = lastIWAD;
|
|
|
|
TArray<FString> allwads;
|
|
|
|
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad, optionalwad);
|
|
if (!iwad_info) return 0; // user exited the selection popup via cancel button.
|
|
if ((iwad_info->flags & GI_SHAREWARE) && pwads.Size() > 0)
|
|
{
|
|
I_FatalError ("You cannot -file with the shareware version. Register!");
|
|
}
|
|
lastIWAD = iwad;
|
|
|
|
int ret = D_InitGame(iwad_info, allwads, pwads);
|
|
allwads.Reset();
|
|
delete iwad_man; // now we won't need this anymore
|
|
iwad_man = NULL;
|
|
if (ret != 0) return ret;
|
|
|
|
D_DoAnonStats();
|
|
I_UpdateWindowTitle();
|
|
D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
|
|
//
|
|
// Clean up after a restart
|
|
//
|
|
|
|
D_Cleanup();
|
|
|
|
gamestate = GS_STARTUP;
|
|
}
|
|
while (1);
|
|
}
|
|
|
|
int GameMain()
|
|
{
|
|
int ret = 0;
|
|
GameTicRate = TICRATE;
|
|
|
|
ConsoleCallbacks cb = {
|
|
D_UserInfoChanged,
|
|
D_SendServerInfoChange,
|
|
D_SendServerFlagChange,
|
|
G_GetUserCVar,
|
|
[]() { return gamestate != GS_FULLCONSOLE && gamestate != GS_STARTUP; }
|
|
};
|
|
|
|
C_InstallHandlers(&cb);
|
|
SetConsoleNotifyBuffer();
|
|
|
|
try
|
|
{
|
|
ret = D_DoomMain_Internal();
|
|
}
|
|
catch (const CExitEvent &exit) // This is a regular exit initiated from deeply nested code.
|
|
{
|
|
ret = exit.Reason();
|
|
}
|
|
catch (const std::exception &error)
|
|
{
|
|
I_ShowFatalError(error.what());
|
|
ret = -1;
|
|
}
|
|
// Unless something really bad happened, the game should only exit through this single point in the code.
|
|
// No more 'exit', please.
|
|
D_Cleanup();
|
|
CloseNetwork();
|
|
GC::FinalGC = true;
|
|
GC::FullGC();
|
|
GC::DelSoftRootHead(); // the soft root head will not be collected by a GC so we have to do it explicitly
|
|
C_DeinitConsole();
|
|
R_DeinitColormaps();
|
|
R_Shutdown();
|
|
I_ShutdownGraphics();
|
|
I_ShutdownInput();
|
|
M_SaveDefaultsFinal();
|
|
DeleteStartupScreen();
|
|
delete Args;
|
|
Args = nullptr;
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// clean up the resources
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_Cleanup()
|
|
{
|
|
if (demorecording)
|
|
{
|
|
G_CheckDemoStatus();
|
|
}
|
|
|
|
// Music and sound should be stopped first
|
|
S_StopMusic(true);
|
|
S_ClearSoundData();
|
|
S_UnloadReverbDef();
|
|
G_ClearMapinfo();
|
|
|
|
M_ClearMenus(); // close menu if open
|
|
AM_ClearColorsets();
|
|
DeinitSWColorMaps();
|
|
FreeSBarInfoScript();
|
|
DeleteScreenJob();
|
|
|
|
// clean up game state
|
|
D_ErrorCleanup ();
|
|
P_Shutdown();
|
|
|
|
M_SaveDefaults(NULL); // save config before the restart
|
|
|
|
// delete all data that cannot be left until reinitialization
|
|
CleanSWDrawer();
|
|
V_ClearFonts(); // must clear global font pointers
|
|
ColorSets.Clear();
|
|
PainFlashes.Clear();
|
|
gameinfo.~gameinfo_t();
|
|
new (&gameinfo) gameinfo_t; // Reset gameinfo
|
|
S_Shutdown(); // free all channels and delete playlist
|
|
C_ClearAliases(); // CCMDs won't be reinitialized so these need to be deleted here
|
|
DestroyCVarsFlagged(CVAR_MOD); // Delete any cvar left by mods
|
|
DeinitMenus();
|
|
savegameManager.ClearSaveGames();
|
|
LightDefaults.DeleteAndClear(); // this can leak heap memory if it isn't cleared.
|
|
TexAnim.DeleteAll();
|
|
TexMan.DeleteAll();
|
|
|
|
// delete GameStartupInfo data
|
|
GameStartupInfo.Name = "";
|
|
GameStartupInfo.BkColor = GameStartupInfo.FgColor = GameStartupInfo.Type = 0;
|
|
GameStartupInfo.LoadWidescreen = GameStartupInfo.LoadLights = GameStartupInfo.LoadBrightmaps = -1;
|
|
GameStartupInfo.DiscordAppId = "";
|
|
GameStartupInfo.SteamAppId = "";
|
|
|
|
GC::FullGC(); // clean up before taking down the object list.
|
|
|
|
// Delete the reference to the VM functions here which were deleted and will be recreated after the restart.
|
|
AutoSegs::ActionFunctons.ForEach([](AFuncDesc *afunc)
|
|
{
|
|
*(afunc->VMPointer) = NULL;
|
|
});
|
|
|
|
GC::DelSoftRootHead();
|
|
|
|
for (auto& p : players)
|
|
{
|
|
p.PendingWeapon = nullptr;
|
|
}
|
|
PClassActor::AllActorClasses.Clear();
|
|
ScriptUtil::Clear();
|
|
PClass::StaticShutdown();
|
|
|
|
GC::FullGC(); // perform one final garbage collection after shutdown
|
|
|
|
assert(GC::Root == nullptr);
|
|
|
|
restart++;
|
|
PClass::bShutdown = false;
|
|
PClass::bVMOperational = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// restart the game
|
|
//
|
|
//==========================================================================
|
|
|
|
UNSAFE_CCMD(restart)
|
|
{
|
|
// remove command line args that would get in the way during restart
|
|
Args->RemoveArgs("-iwad");
|
|
Args->RemoveArgs("-deh");
|
|
Args->RemoveArgs("-bex");
|
|
Args->RemoveArgs("-playdemo");
|
|
Args->RemoveArgs("-file");
|
|
Args->RemoveArgs("-altdeath");
|
|
Args->RemoveArgs("-deathmatch");
|
|
Args->RemoveArgs("-skill");
|
|
Args->RemoveArgs("-savedir");
|
|
Args->RemoveArgs("-xlat");
|
|
Args->RemoveArgs("-oldsprites");
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
for (int i = 1; i<argv.argc(); i++)
|
|
{
|
|
Args->AppendArg(argv[i]);
|
|
}
|
|
}
|
|
|
|
wantToRestart = true;
|
|
}
|
|
|
|
DEFINE_FIELD_X(InputEventData, event_t, type)
|
|
DEFINE_FIELD_X(InputEventData, event_t, subtype)
|
|
DEFINE_FIELD_X(InputEventData, event_t, data1)
|
|
DEFINE_FIELD_X(InputEventData, event_t, data2)
|
|
DEFINE_FIELD_X(InputEventData, event_t, data3)
|
|
DEFINE_FIELD_X(InputEventData, event_t, x)
|
|
DEFINE_FIELD_X(InputEventData, event_t, y)
|
|
|
|
void I_UpdateWindowTitle()
|
|
{
|
|
FString titlestr;
|
|
switch (I_FriendlyWindowTitle)
|
|
{
|
|
case 1:
|
|
if (level.LevelName.IsNotEmpty())
|
|
{
|
|
titlestr.Format("%s - %s", level.LevelName.GetChars(), GameStartupInfo.Name.GetChars());
|
|
break;
|
|
}
|
|
[[fallthrough]];
|
|
case 2:
|
|
titlestr = GameStartupInfo.Name;
|
|
break;
|
|
default:
|
|
I_UpdateDiscordPresence(false, NULL, GameStartupInfo.DiscordAppId.GetChars(), GameStartupInfo.SteamAppId.GetChars());
|
|
I_SetWindowTitle(NULL);
|
|
return;
|
|
}
|
|
|
|
// Strip out any color escape sequences before setting a window title
|
|
TArray<char> copy(titlestr.Len() + 1);
|
|
const char* srcp = titlestr;
|
|
char* dstp = copy.Data();
|
|
|
|
while (*srcp != 0)
|
|
{
|
|
|
|
if (*srcp != TEXTCOLOR_ESCAPE)
|
|
{
|
|
*dstp++ = *srcp++;
|
|
}
|
|
else if (srcp[1] == '[')
|
|
{
|
|
srcp += 2;
|
|
while (*srcp != ']' && *srcp != 0) srcp++;
|
|
if (*srcp == ']') srcp++;
|
|
}
|
|
else
|
|
{
|
|
if (srcp[1] != 0) srcp += 2;
|
|
else break;
|
|
}
|
|
}
|
|
*dstp = 0;
|
|
if (i_discordrpc)
|
|
I_UpdateDiscordPresence(true, copy.Data(), GameStartupInfo.DiscordAppId.GetChars(), GameStartupInfo.SteamAppId.GetChars());
|
|
else
|
|
I_UpdateDiscordPresence(false, nullptr, nullptr, nullptr);
|
|
I_SetWindowTitle(copy.Data());
|
|
}
|