mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-12-14 06:01:09 +00:00
4017a6d864
- Fixed: Using +set cvarname and +cvarname on the command line would not work if cvarname was defined in CVARINFO. This should be the proper way to fix it. Rather than move all command line execution after loading CVARINFO, keep command line execution before wads are loaded. If an attempt is made to set an unknown cvar or to run an unknown command (which could potentially be shorthand for setting an unknown cvar), save it and try running it again after all CVARINFOs have been handled.
2681 lines
69 KiB
C++
2681 lines
69 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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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#define mkdir(a,b) _mkdir (a)
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#else
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#include <sys/stat.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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#include <float.h>
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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 <time.h>
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#include <math.h>
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#include <assert.h>
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#include <sys/stat.h>
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#include "doomerrors.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 "w_wad.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 "f_wipe.h"
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#include "m_argv.h"
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#include "m_misc.h"
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#include "menu/menu.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_system.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 "s_sound.h"
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#include "m_swap.h"
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#include "v_text.h"
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#include "gi.h"
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#include "b_bot.h" //Added by MC:
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#include "stats.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 "v_text.h"
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#include "st_start.h"
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#include "templates.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 "g_level.h"
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#include "d_event.h"
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#include "d_netinf.h"
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#include "v_palette.h"
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#include "m_cheat.h"
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#include "compatibility.h"
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#include "m_joy.h"
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#include "sc_man.h"
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#include "po_man.h"
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#include "resourcefiles/resourcefile.h"
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#include "r_renderer.h"
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#include "p_local.h"
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EXTERN_CVAR(Bool, hud_althud)
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void DrawHUD();
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void ReadStatistics();
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extern void M_RestoreMode ();
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extern void M_SetDefaultMode ();
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extern void R_ExecuteSetViewSize ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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extern void HUD_InitHud();
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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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void 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_AddWildFile (TArray<FString> &wadfiles, const char *pattern);
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void D_LoadWadSettings ();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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void D_DoomLoop ();
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static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false);
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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, 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 int testingmode;
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extern bool setmodeneeded;
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extern int NewWidth, NewHeight, NewBits, DisplayBits;
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EXTERN_CVAR (Bool, st_scale)
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extern bool gameisdead;
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extern bool demorecording;
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extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
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extern bool insave;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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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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G_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[gameinfo.CursorPic]);
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}
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else
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{
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res = I_SetCursor(TexMan[self]);
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}
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if (!res)
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{
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I_SetCursor(TexMan["cursor"]);
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}
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}
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bool DrawFSHUD; // [RH] Draw fullscreen HUD?
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TArray<FString> allwads;
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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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FString StoredWarp;
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bool advancedemo;
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FILE *debugfile;
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event_t events[MAXEVENTS];
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int eventhead;
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int eventtail;
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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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FTexture *Page;
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FTexture *Advisory;
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bool nospriterename;
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FStartupInfo DoomStartupInfo;
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FString lastIWAD;
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int restart = 0;
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cycle_t FrameCycles;
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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_ProcessEvents
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//
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// Send all the events of the given timestamp down the responder chain.
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// Events are asynchronous inputs generally generated by the game user.
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// Events can be discarded if no responder claims them
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//
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//==========================================================================
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void D_ProcessEvents (void)
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{
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event_t *ev;
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// [RH] If testing mode, do not accept input until test is over
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if (testingmode)
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{
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if (testingmode == 1)
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{
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M_SetDefaultMode ();
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}
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else if (testingmode <= I_GetTime(false))
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{
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M_RestoreMode ();
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}
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return;
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}
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for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
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{
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ev = &events[eventtail];
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if (ev->type == EV_None)
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continue;
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if (ev->type == EV_DeviceChange)
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UpdateJoystickMenu(I_UpdateDeviceList());
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if (C_Responder (ev))
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continue; // console ate the event
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if (M_Responder (ev))
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continue; // menu ate the event
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G_Responder (ev);
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}
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}
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//==========================================================================
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//
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// D_PostEvent
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//
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// Called by the I/O functions when input is detected.
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//
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//==========================================================================
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void D_PostEvent (const event_t *ev)
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{
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// Do not post duplicate consecutive EV_DeviceChange events.
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if (ev->type == EV_DeviceChange && events[eventhead].type == EV_DeviceChange)
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{
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return;
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}
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events[eventhead] = *ev;
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if (ev->type == EV_Mouse && !paused && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling
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)
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{
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if (Button_Mlook.bDown || freelook)
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{
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int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
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if (invertmouse)
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look = -look;
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G_AddViewPitch (look);
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events[eventhead].y = 0;
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}
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if (!Button_Strafe.bDown && !lookstrafe)
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{
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G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0));
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events[eventhead].x = 0;
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}
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if ((events[eventhead].x | events[eventhead].y) == 0)
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{
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return;
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}
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}
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eventhead = (eventhead+1)&(MAXEVENTS-1);
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}
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//==========================================================================
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//
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// D_RemoveNextCharEvent
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//
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// Removes the next EV_GUI_Char event in the input queue. Used by the menu,
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// since it (generally) consumes EV_GUI_KeyDown events and not EV_GUI_Char
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// events, and it needs to ensure that there is no left over input when it's
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// done. If there are multiple EV_GUI_KeyDowns before the EV_GUI_Char, then
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// there are dead chars involved, so those should be removed, too. We do
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// this by changing the message type to EV_None rather than by actually
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// removing the event from the queue.
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//
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//==========================================================================
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void D_RemoveNextCharEvent()
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{
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assert(events[eventtail].type == EV_GUI_Event && events[eventtail].subtype == EV_GUI_KeyDown);
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for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (MAXEVENTS-1))
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{
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event_t *ev = &events[evnum];
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if (ev->type != EV_GUI_Event)
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break;
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if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_Char)
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{
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ev->type = EV_None;
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if (ev->subtype == EV_GUI_Char)
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break;
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}
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else
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{
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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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//
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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)
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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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if (sky1texture.isValid())
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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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BYTE 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 = (BYTE)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_WriteByte (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);
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CVAR (Flag, sv_cooploseweapons, dmflags, DF_COOP_LOSE_WEAPONS);
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CVAR (Flag, sv_cooplosearmor, dmflags, DF_COOP_LOSE_ARMOR);
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CVAR (Flag, sv_cooplosepowerups, dmflags, DF_COOP_LOSE_POWERUPS);
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CVAR (Flag, sv_cooploseammo, dmflags, DF_COOP_LOSE_AMMO);
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CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
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// Some (hopefully cleaner) interface to these settings.
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CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
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CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP);
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CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD);
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CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK);
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//==========================================================================
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//
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// CVAR dmflags2
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//
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// [RH] From Skull Tag. Some of these were already done as separate cvars
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// (such as bfgaiming), but I collected them here like Skull Tag does.
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//
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//==========================================================================
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CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO)
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{
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// Stop the automap if we aren't allowed to use it.
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if ((self & DF2_NO_AUTOMAP) && automapactive)
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AM_Stop ();
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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player_t *p = &players[i];
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if (!playeringame[i])
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continue;
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// Revert our view to our own eyes if spying someone else.
|
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if (self & DF2_DISALLOW_SPYING)
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{
|
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// The player isn't looking through its own eyes, so make it.
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if (p->camera != p->mo)
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{
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p->camera = p->mo;
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S_UpdateSounds (p->camera);
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StatusBar->AttachToPlayer (p);
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if (demoplayback || multiplayer)
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StatusBar->ShowPlayerName ();
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}
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}
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// Come out of chasecam mode if we're not allowed to use chasecam.
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if (!(dmflags2 & DF2_CHASECAM) && CheckCheatmode(false))
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{
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// Take us out of chasecam mode only.
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if (p->cheats & CF_CHASECAM)
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cht_DoCheat (p, CHT_CHASECAM);
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}
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}
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}
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CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
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CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
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CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
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CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
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CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
|
|
CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
|
|
CVAR (Flag, sv_keepfrags, dmflags2, DF2_YES_KEEPFRAGS);
|
|
CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN);
|
|
CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
|
|
CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
|
|
CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
|
|
CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY);
|
|
CVAR (Flag, sv_killallmonsters, dmflags2, DF2_KILL_MONSTERS);
|
|
CVAR (Flag, sv_noautomap, dmflags2, DF2_NO_AUTOMAP);
|
|
CVAR (Flag, sv_noautomapallies, dmflags2, DF2_NO_AUTOMAP_ALLIES);
|
|
CVAR (Flag, sv_disallowspying, dmflags2, DF2_DISALLOW_SPYING);
|
|
CVAR (Flag, sv_chasecam, dmflags2, DF2_CHASECAM);
|
|
CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE);
|
|
CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
|
|
CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
|
|
CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
|
|
CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
|
|
CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER);
|
|
|
|
//==========================================================================
|
|
//
|
|
// CVAR compatflags
|
|
//
|
|
//==========================================================================
|
|
|
|
int i_compatflags, i_compatflags2; // internal compatflags composed from the compatflags CVAR and MAPINFO settings
|
|
int ii_compatflags, ii_compatflags2, ib_compatflags;
|
|
|
|
EXTERN_CVAR(Int, compatmode)
|
|
|
|
static int GetCompatibility(int mask)
|
|
{
|
|
if (level.info == NULL) return mask;
|
|
else return (mask & ~level.info->compatmask) | (level.info->compatflags & level.info->compatmask);
|
|
}
|
|
|
|
static int GetCompatibility2(int mask)
|
|
{
|
|
return (level.info == NULL) ? mask
|
|
: (mask & ~level.info->compatmask2) | (level.info->compatflags2 & level.info->compatmask2);
|
|
}
|
|
|
|
CUSTOM_CVAR (Int, compatflags, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|
{
|
|
int old = i_compatflags;
|
|
i_compatflags = GetCompatibility(self) | ii_compatflags;
|
|
if ((old ^ i_compatflags) & COMPATF_POLYOBJ)
|
|
{
|
|
FPolyObj::ClearAllSubsectorLinks();
|
|
}
|
|
}
|
|
|
|
CUSTOM_CVAR (Int, compatflags2, 0, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|
{
|
|
i_compatflags2 = GetCompatibility2(self) | ii_compatflags2;
|
|
}
|
|
|
|
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;
|
|
w= COMPATF2_FLOORMOVE;
|
|
break;
|
|
|
|
case 2: // same as 1 but stricter (NO_PASSMOBJ and INVISIBILITY are also set)
|
|
v = COMPATF_SHORTTEX|COMPATF_STAIRINDEX|COMPATF_USEBLOCKING|COMPATF_NODOORLIGHT|COMPATF_SPRITESORT|
|
|
COMPATF_TRACE|COMPATF_MISSILECLIP|COMPATF_SOUNDTARGET|COMPATF_NO_PASSMOBJ|COMPATF_LIMITPAIN|
|
|
COMPATF_DEHHEALTH|COMPATF_INVISIBILITY|COMPATF_CROSSDROPOFF|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|
|
|
COMPATF_WALLRUN|COMPATF_NOTOSSDROPS|COMPATF_LIGHT|COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_BADANGLES|COMPATF2_FLOORMOVE;
|
|
break;
|
|
|
|
case 3: // Boom compat mode
|
|
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP;
|
|
break;
|
|
|
|
case 4: // Old ZDoom compat mode
|
|
v = COMPATF_SOUNDTARGET|COMPATF_LIGHT;
|
|
break;
|
|
|
|
case 5: // MBF compat mode
|
|
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MUSHROOM|
|
|
COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS;
|
|
break;
|
|
|
|
case 6: // Boom with some added settings to reenable some 'broken' behavior
|
|
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_NO_PASSMOBJ|
|
|
COMPATF_INVISIBILITY|COMPATF_CORPSEGIBS|COMPATF_HITSCAN|COMPATF_WALLRUN|COMPATF_NOTOSSDROPS;
|
|
break;
|
|
|
|
}
|
|
compatflags = v;
|
|
compatflags2 = w;
|
|
}
|
|
|
|
CVAR (Flag, compat_shortTex, compatflags, COMPATF_SHORTTEX);
|
|
CVAR (Flag, compat_stairs, compatflags, COMPATF_STAIRINDEX);
|
|
CVAR (Flag, compat_limitpain, compatflags, COMPATF_LIMITPAIN);
|
|
CVAR (Flag, compat_silentpickup, compatflags, COMPATF_SILENTPICKUP);
|
|
CVAR (Flag, compat_nopassover, compatflags, COMPATF_NO_PASSMOBJ);
|
|
CVAR (Flag, compat_soundslots, compatflags, COMPATF_MAGICSILENCE);
|
|
CVAR (Flag, compat_wallrun, compatflags, COMPATF_WALLRUN);
|
|
CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS);
|
|
CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING);
|
|
CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT);
|
|
CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL);
|
|
CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET);
|
|
CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
|
|
CVAR (Flag, compat_trace, compatflags, COMPATF_TRACE);
|
|
CVAR (Flag, compat_dropoff, compatflags, COMPATF_DROPOFF);
|
|
CVAR (Flag, compat_boomscroll, compatflags, COMPATF_BOOMSCROLL);
|
|
CVAR (Flag, compat_invisibility, compatflags, COMPATF_INVISIBILITY);
|
|
CVAR (Flag, compat_silentinstantfloors, compatflags, COMPATF_SILENT_INSTANT_FLOORS);
|
|
CVAR (Flag, compat_sectorsounds, compatflags, COMPATF_SECTORSOUNDS);
|
|
CVAR (Flag, compat_missileclip, compatflags, COMPATF_MISSILECLIP);
|
|
CVAR (Flag, compat_crossdropoff, compatflags, COMPATF_CROSSDROPOFF);
|
|
CVAR (Flag, compat_anybossdeath, compatflags, COMPATF_ANYBOSSDEATH);
|
|
CVAR (Flag, compat_minotaur, compatflags, COMPATF_MINOTAUR);
|
|
CVAR (Flag, compat_mushroom, compatflags, COMPATF_MUSHROOM);
|
|
CVAR (Flag, compat_mbfmonstermove, compatflags, COMPATF_MBFMONSTERMOVE);
|
|
CVAR (Flag, compat_corpsegibs, compatflags, COMPATF_CORPSEGIBS);
|
|
CVAR (Flag, compat_noblockfriends, compatflags, COMPATF_NOBLOCKFRIENDS);
|
|
CVAR (Flag, compat_spritesort, compatflags, COMPATF_SPRITESORT);
|
|
CVAR (Flag, compat_hitscan, compatflags, COMPATF_HITSCAN);
|
|
CVAR (Flag, compat_light, compatflags, COMPATF_LIGHT);
|
|
CVAR (Flag, compat_polyobj, compatflags, COMPATF_POLYOBJ);
|
|
CVAR (Flag, compat_maskedmidtex, compatflags, COMPATF_MASKEDMIDTEX);
|
|
CVAR (Flag, compat_badangles, compatflags2, COMPATF2_BADANGLES);
|
|
CVAR (Flag, compat_floormove, compatflags2, COMPATF2_FLOORMOVE);
|
|
CVAR (Flag, compat_soundcutoff, compatflags2, COMPATF2_SOUNDCUTOFF);
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_Display
|
|
//
|
|
// Draw current display, possibly wiping it from the previous
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_Display ()
|
|
{
|
|
bool wipe;
|
|
bool hw2d;
|
|
|
|
if (nodrawers || screen == NULL)
|
|
return; // for comparative timing / profiling
|
|
|
|
cycle_t cycles;
|
|
|
|
cycles.Reset();
|
|
cycles.Clock();
|
|
|
|
if (players[consoleplayer].camera == NULL)
|
|
{
|
|
players[consoleplayer].camera = players[consoleplayer].mo;
|
|
}
|
|
|
|
if (viewactive)
|
|
{
|
|
R_SetFOV (players[consoleplayer].camera && players[consoleplayer].camera->player ?
|
|
players[consoleplayer].camera->player->FOV : 90.f);
|
|
}
|
|
|
|
// [RH] change the screen mode if needed
|
|
if (setmodeneeded)
|
|
{
|
|
// Change screen mode.
|
|
if (Video->SetResolution (NewWidth, NewHeight, NewBits))
|
|
{
|
|
// Recalculate various view parameters.
|
|
setsizeneeded = true;
|
|
// Let the status bar know the screen size changed
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->ScreenSizeChanged ();
|
|
}
|
|
// Refresh the console.
|
|
C_NewModeAdjust ();
|
|
// Reload crosshair if transitioned to a different size
|
|
ST_LoadCrosshair (true);
|
|
AM_NewResolution ();
|
|
// Reset the mouse cursor in case the bit depth changed
|
|
vid_cursor.Callback();
|
|
}
|
|
}
|
|
|
|
RenderTarget = screen;
|
|
|
|
// change the view size if needed
|
|
if (setsizeneeded && StatusBar != NULL)
|
|
{
|
|
R_ExecuteSetViewSize ();
|
|
}
|
|
setmodeneeded = false;
|
|
|
|
if (screen->Lock (false))
|
|
{
|
|
ST_SetNeedRefresh();
|
|
V_SetBorderNeedRefresh();
|
|
}
|
|
|
|
// [RH] Allow temporarily disabling wipes
|
|
if (NoWipe)
|
|
{
|
|
V_SetBorderNeedRefresh();
|
|
NoWipe--;
|
|
wipe = false;
|
|
wipegamestate = gamestate;
|
|
}
|
|
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL)
|
|
{ // save the current screen if about to wipe
|
|
V_SetBorderNeedRefresh();
|
|
switch (wipegamestate)
|
|
{
|
|
default:
|
|
wipe = screen->WipeStartScreen (wipetype);
|
|
break;
|
|
|
|
case GS_FORCEWIPEFADE:
|
|
wipe = screen->WipeStartScreen (wipe_Fade);
|
|
break;
|
|
|
|
case GS_FORCEWIPEBURN:
|
|
wipe = screen->WipeStartScreen (wipe_Burn);
|
|
break;
|
|
|
|
case GS_FORCEWIPEMELT:
|
|
wipe = screen->WipeStartScreen (wipe_Melt);
|
|
break;
|
|
}
|
|
wipegamestate = gamestate;
|
|
}
|
|
else
|
|
{
|
|
wipe = false;
|
|
}
|
|
|
|
hw2d = false;
|
|
|
|
|
|
{
|
|
unsigned int nowtime = I_FPSTime();
|
|
TexMan.UpdateAnimations(nowtime);
|
|
R_UpdateSky(nowtime);
|
|
switch (gamestate)
|
|
{
|
|
case GS_FULLCONSOLE:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
hw2d = screen->Begin2D(false);
|
|
C_DrawConsole (false);
|
|
M_Drawer ();
|
|
screen->Update ();
|
|
return;
|
|
|
|
case GS_LEVEL:
|
|
case GS_TITLELEVEL:
|
|
if (!gametic)
|
|
break;
|
|
|
|
if (StatusBar != NULL)
|
|
{
|
|
float blend[4] = { 0, 0, 0, 0 };
|
|
StatusBar->BlendView (blend);
|
|
}
|
|
screen->SetBlendingRect(viewwindowx, viewwindowy,
|
|
viewwindowx + viewwidth, viewwindowy + viewheight);
|
|
|
|
Renderer->RenderView(&players[consoleplayer]);
|
|
|
|
if ((hw2d = screen->Begin2D(viewactive)))
|
|
{
|
|
// Redraw everything every frame when using 2D accel
|
|
ST_SetNeedRefresh();
|
|
V_SetBorderNeedRefresh();
|
|
}
|
|
Renderer->DrawRemainingPlayerSprites();
|
|
screen->DrawBlendingRect();
|
|
if (automapactive)
|
|
{
|
|
int saved_ST_Y = ST_Y;
|
|
if (hud_althud && viewheight == SCREENHEIGHT)
|
|
{
|
|
ST_Y = viewheight;
|
|
}
|
|
AM_Drawer ();
|
|
ST_Y = saved_ST_Y;
|
|
}
|
|
if (!automapactive || viewactive)
|
|
{
|
|
V_RefreshViewBorder ();
|
|
}
|
|
|
|
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
|
|
{
|
|
StatusBar->DrawBottomStuff (HUD_AltHud);
|
|
if (DrawFSHUD || automapactive) DrawHUD();
|
|
StatusBar->Draw (HUD_AltHud);
|
|
StatusBar->DrawTopStuff (HUD_AltHud);
|
|
}
|
|
else
|
|
if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
|
|
{
|
|
EHudState state = DrawFSHUD ? HUD_Fullscreen : HUD_None;
|
|
StatusBar->DrawBottomStuff (state);
|
|
StatusBar->Draw (state);
|
|
StatusBar->DrawTopStuff (state);
|
|
}
|
|
else
|
|
{
|
|
StatusBar->DrawBottomStuff (HUD_StatusBar);
|
|
StatusBar->Draw (HUD_StatusBar);
|
|
StatusBar->DrawTopStuff (HUD_StatusBar);
|
|
}
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
case GS_INTERMISSION:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
hw2d = screen->Begin2D(false);
|
|
WI_Drawer ();
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
case GS_FINALE:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
hw2d = screen->Begin2D(false);
|
|
F_Drawer ();
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
case GS_DEMOSCREEN:
|
|
screen->SetBlendingRect(0,0,0,0);
|
|
hw2d = screen->Begin2D(false);
|
|
D_PageDrawer ();
|
|
CT_Drawer ();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
// draw pause pic
|
|
if ((paused || pauseext) && menuactive == MENU_Off)
|
|
{
|
|
FTexture *tex;
|
|
int x;
|
|
FString pstring = "By ";
|
|
|
|
tex = TexMan(gameinfo.PauseSign);
|
|
x = (SCREENWIDTH - tex->GetScaledWidth() * CleanXfac)/2 +
|
|
tex->GetScaledLeftOffset() * CleanXfac;
|
|
screen->DrawTexture (tex, x, 4, DTA_CleanNoMove, true, TAG_DONE);
|
|
if (paused && multiplayer)
|
|
{
|
|
pstring += players[paused - 1].userinfo.GetName();
|
|
screen->DrawText(SmallFont, CR_RED,
|
|
(screen->GetWidth() - SmallFont->StringWidth(pstring)*CleanXfac) / 2,
|
|
(tex->GetScaledHeight() * CleanYfac) + 4, pstring, DTA_CleanNoMove, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
// [RH] Draw icon, if any
|
|
if (D_DrawIcon)
|
|
{
|
|
FTextureID picnum = TexMan.CheckForTexture (D_DrawIcon, FTexture::TEX_MiscPatch);
|
|
|
|
D_DrawIcon = NULL;
|
|
if (picnum.isValid())
|
|
{
|
|
FTexture *tex = TexMan[picnum];
|
|
screen->DrawTexture (tex, 160 - tex->GetScaledWidth()/2, 100 - tex->GetScaledHeight()/2,
|
|
DTA_320x200, true, TAG_DONE);
|
|
}
|
|
NoWipe = 10;
|
|
}
|
|
|
|
if (snd_drawoutput)
|
|
{
|
|
GSnd->DrawWaveDebug(snd_drawoutput);
|
|
}
|
|
|
|
if (!wipe || NoWipe < 0)
|
|
{
|
|
NetUpdate (); // send out any new accumulation
|
|
// normal update
|
|
C_DrawConsole (hw2d); // draw console
|
|
M_Drawer (); // menu is drawn even on top of everything
|
|
FStat::PrintStat ();
|
|
screen->Update (); // page flip or blit buffer
|
|
}
|
|
else
|
|
{
|
|
// wipe update
|
|
unsigned int wipestart, nowtime, diff;
|
|
bool done;
|
|
|
|
GSnd->SetSfxPaused(true, 1);
|
|
I_FreezeTime(true);
|
|
screen->WipeEndScreen ();
|
|
|
|
wipestart = I_MSTime();
|
|
NetUpdate(); // send out any new accumulation
|
|
|
|
do
|
|
{
|
|
do
|
|
{
|
|
I_WaitVBL(2);
|
|
nowtime = I_MSTime();
|
|
diff = (nowtime - wipestart) * 40 / 1000; // Using 35 here feels too slow.
|
|
} while (diff < 1);
|
|
wipestart = nowtime;
|
|
done = screen->WipeDo (1);
|
|
C_DrawConsole (hw2d); // console and
|
|
M_Drawer (); // menu are drawn even on top of wipes
|
|
screen->Update (); // page flip or blit buffer
|
|
NetUpdate (); // [RH] not sure this is needed anymore
|
|
} while (!done);
|
|
screen->WipeCleanup();
|
|
I_FreezeTime(false);
|
|
GSnd->SetSfxPaused(false, 1);
|
|
}
|
|
|
|
cycles.Unclock();
|
|
FrameCycles = cycles;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_ErrorCleanup ()
|
|
//
|
|
// Cleanup after a recoverable error or a restart
|
|
//==========================================================================
|
|
|
|
void D_ErrorCleanup ()
|
|
{
|
|
savegamerestore = false;
|
|
screen->Unlock ();
|
|
bglobal.RemoveAllBots (true);
|
|
D_QuitNetGame ();
|
|
if (demorecording || demoplayback)
|
|
G_CheckDemoStatus ();
|
|
Net_ClearBuffers ();
|
|
G_NewInit ();
|
|
singletics = false;
|
|
playeringame[0] = 1;
|
|
players[0].playerstate = PST_LIVE;
|
|
gameaction = ga_fullconsole;
|
|
if (gamestate == GS_DEMOSCREEN)
|
|
{
|
|
menuactive = MENU_Off;
|
|
}
|
|
insave = false;
|
|
Renderer->ErrorCleanup();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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 = Advisory = NULL;
|
|
|
|
vid_cursor.Callback();
|
|
|
|
for (;;)
|
|
{
|
|
try
|
|
{
|
|
// frame syncronous IO operations
|
|
if (gametic > lasttic)
|
|
{
|
|
lasttic = gametic;
|
|
I_StartFrame ();
|
|
}
|
|
|
|
// 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 ();
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
D_ErrorCleanup ();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageTicker
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageTicker (void)
|
|
{
|
|
if (--pagetic < 0)
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageDrawer
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageDrawer (void)
|
|
{
|
|
if (Page != NULL)
|
|
{
|
|
screen->DrawTexture (Page, 0, 0,
|
|
DTA_Fullscreen, true,
|
|
DTA_Masked, false,
|
|
DTA_BilinearFilter, true,
|
|
TAG_DONE);
|
|
screen->FillBorder (NULL);
|
|
}
|
|
else
|
|
{
|
|
screen->Clear (0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
|
if (!PageBlank)
|
|
{
|
|
screen->DrawText (SmallFont, CR_WHITE, 0, 0, "Page graphic goes here", TAG_DONE);
|
|
}
|
|
}
|
|
if (Advisory != NULL)
|
|
{
|
|
screen->DrawTexture (Advisory, 4, 160, DTA_320x200, true, TAG_DONE);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AdvanceDemo
|
|
//
|
|
// Called after each demo or intro demosequence finishes
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AdvanceDemo (void)
|
|
{
|
|
advancedemo = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoStrifeAdvanceDemo
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoStrifeAdvanceDemo ()
|
|
{
|
|
static const char *const fullVoices[6] =
|
|
{
|
|
"svox/pro1", "svox/pro2", "svox/pro3", "svox/pro4", "svox/pro5", "svox/pro6"
|
|
};
|
|
static const char *const teaserVoices[6] =
|
|
{
|
|
"svox/voc91", "svox/voc92", "svox/voc93", "svox/voc94", "svox/voc95", "svox/voc96"
|
|
};
|
|
const char *const *voices = gameinfo.flags & GI_SHAREWARE ? teaserVoices : fullVoices;
|
|
const char *pagename = NULL;
|
|
|
|
gamestate = GS_DEMOSCREEN;
|
|
PageBlank = false;
|
|
|
|
switch (demosequence)
|
|
{
|
|
default:
|
|
case 0:
|
|
pagetic = 6 * TICRATE;
|
|
pagename = "TITLEPIC";
|
|
if (Wads.CheckNumForName ("d_logo", ns_music) < 0)
|
|
{ // strife0.wad does not have d_logo
|
|
S_StartMusic ("");
|
|
}
|
|
else
|
|
{
|
|
S_StartMusic ("d_logo");
|
|
}
|
|
C_HideConsole ();
|
|
break;
|
|
|
|
case 1:
|
|
// [RH] Strife fades to black and then to the Rogue logo, but
|
|
// I think it looks better if it doesn't fade.
|
|
pagetic = 10 * TICRATE/35;
|
|
pagename = ""; // PANEL0, but strife0.wad doesn't have it, so don't use it.
|
|
PageBlank = true;
|
|
S_Sound (CHAN_VOICE | CHAN_UI, "bishop/active", 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 2:
|
|
pagetic = 4 * TICRATE;
|
|
pagename = "RGELOGO";
|
|
break;
|
|
|
|
case 3:
|
|
pagetic = 7 * TICRATE;
|
|
pagename = "PANEL1";
|
|
S_Sound (CHAN_VOICE | CHAN_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";
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[1], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 5:
|
|
pagetic = 12 * TICRATE;
|
|
pagename = "PANEL3";
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[2], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 6:
|
|
pagetic = 11 * TICRATE;
|
|
pagename = "PANEL4";
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[3], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 7:
|
|
pagetic = 10 * TICRATE;
|
|
pagename = "PANEL5";
|
|
S_Sound (CHAN_VOICE | CHAN_UI, voices[4], 1, ATTN_NORM);
|
|
break;
|
|
|
|
case 8:
|
|
pagetic = 16 * TICRATE;
|
|
pagename = "PANEL6";
|
|
S_Sound (CHAN_VOICE | CHAN_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)
|
|
{
|
|
if (Page != NULL)
|
|
{
|
|
Page->Unload ();
|
|
Page = NULL;
|
|
}
|
|
if (pagename[0])
|
|
{
|
|
Page = TexMan[pagename];
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoAdvanceDemo
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoAdvanceDemo (void)
|
|
{
|
|
static char demoname[8] = "DEMO1";
|
|
static int democount = 0;
|
|
static int pagecount;
|
|
FString pagename;
|
|
|
|
advancedemo = false;
|
|
|
|
if (gameaction != ga_nothing)
|
|
{
|
|
return;
|
|
}
|
|
|
|
V_SetBlend (0,0,0,0);
|
|
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["ADVISOR"];
|
|
demosequence = 1;
|
|
pagetic = (int)(gameinfo.advisoryTime * TICRATE);
|
|
break;
|
|
}
|
|
// fall through to case 1 if no advisory notice
|
|
|
|
case 1:
|
|
Advisory = NULL;
|
|
if (!M_DemoNoPlay)
|
|
{
|
|
V_SetBorderNeedRefresh();
|
|
democount++;
|
|
mysnprintf (demoname + 4, countof(demoname) - 4, "%d", democount);
|
|
if (Wads.CheckNumForName (demoname) < 0)
|
|
{
|
|
demosequence = 0;
|
|
democount = 0;
|
|
// falls through to case 0 below
|
|
}
|
|
else
|
|
{
|
|
G_DeferedPlayDemo (demoname);
|
|
demosequence = 2;
|
|
break;
|
|
}
|
|
}
|
|
|
|
default:
|
|
case 0:
|
|
gamestate = GS_DEMOSCREEN;
|
|
pagename = gameinfo.TitlePage;
|
|
pagetic = (int)(gameinfo.titleTime * TICRATE);
|
|
S_ChangeMusic (gameinfo.titleMusic, gameinfo.titleOrder, false);
|
|
demosequence = 3;
|
|
pagecount = 0;
|
|
C_HideConsole ();
|
|
break;
|
|
|
|
case 2:
|
|
pagetic = (int)(gameinfo.pageTime * TICRATE);
|
|
gamestate = GS_DEMOSCREEN;
|
|
if (gameinfo.creditPages.Size() > 0)
|
|
{
|
|
pagename = gameinfo.creditPages[pagecount];
|
|
pagecount = (pagecount+1) % gameinfo.creditPages.Size();
|
|
}
|
|
demosequence = 1;
|
|
break;
|
|
}
|
|
|
|
if (pagename.IsNotEmpty())
|
|
{
|
|
if (Page != NULL)
|
|
{
|
|
Page->Unload ();
|
|
}
|
|
Page = TexMan[pagename];
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_StartTitle
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_StartTitle (void)
|
|
{
|
|
gameaction = ga_nothing;
|
|
demosequence = -1;
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Cmd_Endgame
|
|
//
|
|
// [RH] Quit the current game and go to fullscreen console
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (endgame)
|
|
{
|
|
if (!netgame)
|
|
{
|
|
gameaction = ga_fullconsole;
|
|
demosequence = -1;
|
|
G_CheckDemoStatus();
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ParseCVarInfo
|
|
//
|
|
//==========================================================================
|
|
|
|
void ParseCVarInfo()
|
|
{
|
|
int lump, lastlump = 0;
|
|
bool addedcvars = false;
|
|
|
|
while ((lump = Wads.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
|
|
{
|
|
sc.ScriptError("Unknown cvar attribute '%s'", sc.String);
|
|
}
|
|
sc.MustGetAnyToken();
|
|
}
|
|
// Do some sanity checks.
|
|
if ((cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == 0 ||
|
|
(cvarflags & (CVAR_SERVERINFO|CVAR_USERINFO)) == (CVAR_SERVERINFO|CVAR_USERINFO))
|
|
{
|
|
sc.ScriptError("One of 'server' or 'user' 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);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddFile
|
|
//
|
|
//==========================================================================
|
|
|
|
bool D_AddFile (TArray<FString> &wadfiles, const char *file, bool check, int position)
|
|
{
|
|
if (file == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (check && !DirEntryExists (file))
|
|
{
|
|
const char *f = BaseFileSearch (file, ".wad");
|
|
if (f == NULL)
|
|
{
|
|
Printf ("Can't find '%s'\n", file);
|
|
return false;
|
|
}
|
|
file = f;
|
|
}
|
|
|
|
FString f = file;
|
|
FixPathSeperator(f);
|
|
if (position == -1) wadfiles.Push(f);
|
|
else wadfiles.Insert(position, f);
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddWildFile
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AddWildFile (TArray<FString> &wadfiles, const char *value)
|
|
{
|
|
const char *wadfile = BaseFileSearch (value, ".wad");
|
|
|
|
if (wadfile != NULL)
|
|
{
|
|
D_AddFile (wadfiles, wadfile);
|
|
}
|
|
else
|
|
{ // Try pattern matching
|
|
findstate_t findstate;
|
|
char path[PATH_MAX];
|
|
char *sep;
|
|
void *handle = I_FindFirst (value, &findstate);
|
|
|
|
strcpy (path, value);
|
|
sep = strrchr (path, '/');
|
|
if (sep == NULL)
|
|
{
|
|
sep = strrchr (path, '\\');
|
|
#ifdef _WIN32
|
|
if (sep == NULL && path[1] == ':')
|
|
{
|
|
sep = path + 1;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
if (handle != ((void *)-1))
|
|
{
|
|
do
|
|
{
|
|
if (!(I_FindAttr(&findstate) & FA_DIREC))
|
|
{
|
|
if (sep == NULL)
|
|
{
|
|
D_AddFile (wadfiles, I_FindName (&findstate));
|
|
}
|
|
else
|
|
{
|
|
strcpy (sep+1, I_FindName (&findstate));
|
|
D_AddFile (wadfiles, path);
|
|
}
|
|
}
|
|
} while (I_FindNext (handle, &findstate) == 0);
|
|
}
|
|
I_FindClose (handle);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddConfigWads
|
|
//
|
|
// Adds all files in the specified config file section.
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_AddConfigWads (TArray<FString> &wadfiles, const char *section)
|
|
{
|
|
if (GameConfig->SetSection (section))
|
|
{
|
|
const char *key;
|
|
const char *value;
|
|
FConfigFile::Position pos;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
{
|
|
if (stricmp (key, "Path") == 0)
|
|
{
|
|
// D_AddWildFile resets GameConfig's position, so remember it
|
|
GameConfig->GetPosition (pos);
|
|
D_AddWildFile (wadfiles, ExpandEnvVars(value));
|
|
// Reset GameConfig's position to get next wad
|
|
GameConfig->SetPosition (pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_AddDirectory
|
|
//
|
|
// Add all .wad files in a directory. Does not descend into subdirectories.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void D_AddDirectory (TArray<FString> &wadfiles, const char *dir)
|
|
{
|
|
char curdir[PATH_MAX];
|
|
|
|
if (getcwd (curdir, PATH_MAX))
|
|
{
|
|
char skindir[PATH_MAX];
|
|
findstate_t findstate;
|
|
void *handle;
|
|
size_t stuffstart;
|
|
|
|
stuffstart = strlen (dir);
|
|
memcpy (skindir, dir, stuffstart*sizeof(*dir));
|
|
skindir[stuffstart] = 0;
|
|
|
|
if (skindir[stuffstart-1] == '/')
|
|
{
|
|
skindir[--stuffstart] = 0;
|
|
}
|
|
|
|
if (!chdir (skindir))
|
|
{
|
|
skindir[stuffstart++] = '/';
|
|
if ((handle = I_FindFirst ("*.wad", &findstate)) != (void *)-1)
|
|
{
|
|
do
|
|
{
|
|
if (!(I_FindAttr (&findstate) & FA_DIREC))
|
|
{
|
|
strcpy (skindir + stuffstart, I_FindName (&findstate));
|
|
D_AddFile (wadfiles, skindir);
|
|
}
|
|
} while (I_FindNext (handle, &findstate) == 0);
|
|
I_FindClose (handle);
|
|
}
|
|
}
|
|
chdir (curdir);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// BaseFileSearch
|
|
//
|
|
// If a file does not exist at <file>, looks for it in the directories
|
|
// specified in the config file. Returns the path to the file, if found,
|
|
// or NULL if it could not be found.
|
|
//
|
|
//==========================================================================
|
|
|
|
static const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
|
|
{
|
|
static char wad[PATH_MAX];
|
|
|
|
if (lookfirstinprogdir)
|
|
{
|
|
mysnprintf (wad, countof(wad), "%s%s%s", progdir.GetChars(), progdir[progdir.Len() - 1] != '/' ? "/" : "", file);
|
|
if (DirEntryExists (wad))
|
|
{
|
|
return wad;
|
|
}
|
|
}
|
|
|
|
if (DirEntryExists (file))
|
|
{
|
|
mysnprintf (wad, countof(wad), "%s", file);
|
|
return wad;
|
|
}
|
|
|
|
if (GameConfig->SetSection ("FileSearch.Directories"))
|
|
{
|
|
const char *key;
|
|
const char *value;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
{
|
|
if (stricmp (key, "Path") == 0)
|
|
{
|
|
FString dir;
|
|
|
|
dir = NicePath(value);
|
|
if (dir.IsNotEmpty())
|
|
{
|
|
mysnprintf (wad, countof(wad), "%s%s%s", dir.GetChars(), dir[dir.Len() - 1] != '/' ? "/" : "", file);
|
|
if (DirEntryExists (wad))
|
|
{
|
|
return wad;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Retry, this time with a default extension
|
|
if (ext != NULL)
|
|
{
|
|
FString tmp = file;
|
|
DefaultExtension (tmp, ext);
|
|
return BaseFileSearch (tmp, NULL);
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// ConsiderPatches
|
|
//
|
|
// Tries to add any deh/bex patches from the command line.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool ConsiderPatches (const char *arg)
|
|
{
|
|
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")) ||
|
|
(f = BaseFileSearch(args[i], ".bex")) )
|
|
{
|
|
D_LoadDehFile(f);
|
|
}
|
|
}
|
|
return argc > 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_MultiExec
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_MultiExec (DArgs *list, bool usePullin)
|
|
{
|
|
for (int i = 0; i < list->NumArgs(); ++i)
|
|
{
|
|
C_ExecFile (list->GetArg (i), usePullin);
|
|
}
|
|
}
|
|
|
|
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]);
|
|
}
|
|
}
|
|
|
|
static void CopyFiles(TArray<FString> &to, TArray<FString> &from)
|
|
{
|
|
unsigned int ndx = to.Reserve(from.Size());
|
|
for(unsigned i=0;i<from.Size(); i++)
|
|
{
|
|
to[ndx+i] = from[i];
|
|
}
|
|
}
|
|
|
|
static FString ParseGameInfo(TArray<FString> &pwads, const char *fn, const char *data, int size)
|
|
{
|
|
FScanner sc;
|
|
FString iwad;
|
|
int pos = 0;
|
|
|
|
const char *lastSlash = strrchr (fn, '/');
|
|
|
|
sc.OpenMem("GAMEINFO", data, size);
|
|
while(sc.GetToken())
|
|
{
|
|
sc.TokenMustBe(TK_Identifier);
|
|
FString nextKey = sc.String;
|
|
sc.MustGetToken('=');
|
|
if (!nextKey.CompareNoCase("IWAD"))
|
|
{
|
|
sc.MustGetString();
|
|
iwad = sc.String;
|
|
}
|
|
else if (!nextKey.CompareNoCase("LOAD"))
|
|
{
|
|
do
|
|
{
|
|
sc.MustGetString();
|
|
|
|
// Try looking for the wad in the same directory as the .wad
|
|
// before looking for it in the current directory.
|
|
|
|
FString checkpath;
|
|
if (lastSlash != NULL)
|
|
{
|
|
checkpath = FString(fn, (lastSlash - fn) + 1);
|
|
checkpath += sc.String;
|
|
}
|
|
else
|
|
{
|
|
checkpath = sc.String;
|
|
}
|
|
if (!FileExists(checkpath))
|
|
{
|
|
pos += D_AddFile(pwads, sc.String, true, pos);
|
|
}
|
|
else
|
|
{
|
|
pos += D_AddFile(pwads, checkpath, true, pos);
|
|
}
|
|
}
|
|
while (sc.CheckToken(','));
|
|
}
|
|
else if (!nextKey.CompareNoCase("NOSPRITERENAME"))
|
|
{
|
|
sc.MustGetString();
|
|
nospriterename = sc.Compare("true");
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPTITLE"))
|
|
{
|
|
sc.MustGetString();
|
|
DoomStartupInfo.Name = sc.String;
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPCOLORS"))
|
|
{
|
|
sc.MustGetString();
|
|
DoomStartupInfo.FgColor = V_GetColor(NULL, sc.String);
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetString();
|
|
DoomStartupInfo.BkColor = V_GetColor(NULL, sc.String);
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPTYPE"))
|
|
{
|
|
sc.MustGetString();
|
|
FString sttype = sc.String;
|
|
if (!sttype.CompareNoCase("DOOM"))
|
|
DoomStartupInfo.Type = FStartupInfo::DoomStartup;
|
|
else if (!sttype.CompareNoCase("HERETIC"))
|
|
DoomStartupInfo.Type = FStartupInfo::HereticStartup;
|
|
else if (!sttype.CompareNoCase("HEXEN"))
|
|
DoomStartupInfo.Type = FStartupInfo::HexenStartup;
|
|
else if (!sttype.CompareNoCase("STRIFE"))
|
|
DoomStartupInfo.Type = FStartupInfo::StrifeStartup;
|
|
else DoomStartupInfo.Type = FStartupInfo::DefaultStartup;
|
|
}
|
|
else if (!nextKey.CompareNoCase("STARTUPSONG"))
|
|
{
|
|
sc.MustGetString();
|
|
DoomStartupInfo.Song = sc.String;
|
|
}
|
|
else
|
|
{
|
|
// Silently ignore unknown properties
|
|
do
|
|
{
|
|
sc.MustGetAnyToken();
|
|
}
|
|
while(sc.CheckToken(','));
|
|
}
|
|
}
|
|
return iwad;
|
|
}
|
|
|
|
static FString CheckGameInfo(TArray<FString> & pwads)
|
|
{
|
|
DWORD t = I_FPSTime();
|
|
// scan the list of WADs backwards to find the last one that contains a GAMEINFO lump
|
|
for(int i=pwads.Size()-1; i>=0; i--)
|
|
{
|
|
bool isdir = false;
|
|
FileReader *wadinfo;
|
|
FResourceFile *resfile;
|
|
const char *filename = pwads[i];
|
|
|
|
// Does this exist? If so, is it a directory?
|
|
struct stat info;
|
|
if (stat(pwads[i], &info) != 0)
|
|
{
|
|
Printf(TEXTCOLOR_RED "Could not stat %s\n", filename);
|
|
continue;
|
|
}
|
|
isdir = (info.st_mode & S_IFDIR) != 0;
|
|
|
|
if (!isdir)
|
|
{
|
|
try
|
|
{
|
|
wadinfo = new FileReader(filename);
|
|
}
|
|
catch (CRecoverableError &)
|
|
{
|
|
// Didn't find file
|
|
continue;
|
|
}
|
|
resfile = FResourceFile::OpenResourceFile(filename, wadinfo, true);
|
|
}
|
|
else
|
|
resfile = FResourceFile::OpenDirectory(filename, true);
|
|
|
|
if (resfile != NULL)
|
|
{
|
|
DWORD cnt = resfile->LumpCount();
|
|
for(int i=cnt-1; i>=0; i--)
|
|
{
|
|
FResourceLump *lmp = resfile->GetLump(i);
|
|
|
|
if (lmp->Namespace == ns_global && !stricmp(lmp->Name, "GAMEINFO"))
|
|
{
|
|
// Found one!
|
|
FString iwad = ParseGameInfo(pwads, resfile->Filename, (const char*)lmp->CacheLump(), lmp->LumpSize);
|
|
delete resfile;
|
|
return iwad;
|
|
}
|
|
}
|
|
delete resfile;
|
|
}
|
|
}
|
|
t = I_FPSTime() - t;
|
|
Printf("Gameinfo scan took %d ms\n", t);
|
|
return "";
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks the IWAD for MAP01 and if found sets GI_MAPxx
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SetMapxxFlag()
|
|
{
|
|
int lump_name = Wads.CheckNumForName("MAP01", ns_global, FWadCollection::IWAD_FILENUM);
|
|
int lump_wad = Wads.CheckNumForFullName("maps/map01.wad", FWadCollection::IWAD_FILENUM);
|
|
int lump_map = Wads.CheckNumForFullName("maps/map01.map", FWadCollection::IWAD_FILENUM);
|
|
|
|
if (lump_name >= 0 || lump_wad >= 0 || lump_map >= 0) gameinfo.flags |= GI_MAPxx;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Initialize
|
|
//
|
|
//==========================================================================
|
|
|
|
static void D_DoomInit()
|
|
{
|
|
// Set the FPU precision to 53 significant bits. This is the default
|
|
// for Visual C++, but not for GCC, so some slight math variances
|
|
// might crop up if we leave it alone.
|
|
#if defined(_FPU_GETCW)
|
|
{
|
|
int cw;
|
|
_FPU_GETCW(cw);
|
|
cw = (cw & ~_FPU_EXTENDED) | _FPU_DOUBLE;
|
|
_FPU_SETCW(cw);
|
|
}
|
|
#elif defined(_PC_53)
|
|
// On the x64 architecture, changing the floating point precision is not supported.
|
|
#ifndef _WIN64
|
|
int cfp = _control87(_PC_53, _MCW_PC);
|
|
#endif
|
|
#endif
|
|
|
|
// Check response files before coalescing file parameters.
|
|
M_FindResponseFile ();
|
|
|
|
// Combine different file parameters with their pre-switch bits.
|
|
Args->CollectFiles("-deh", ".deh");
|
|
Args->CollectFiles("-bex", ".bex");
|
|
Args->CollectFiles("-exec", ".cfg");
|
|
Args->CollectFiles("-playdemo", ".lmp");
|
|
Args->CollectFiles("-file", NULL); // anything left goes after -file
|
|
|
|
gamestate = GS_STARTUP;
|
|
|
|
SetLanguageIDs ();
|
|
|
|
const char *v = Args->CheckValue("-rngseed");
|
|
if (v)
|
|
{
|
|
rngseed = staticrngseed = atoi(v);
|
|
use_staticrng = true;
|
|
Printf("D_DoomInit: Static RNGseed %d set.\n", rngseed);
|
|
}
|
|
else
|
|
{
|
|
rngseed = I_MakeRNGSeed();
|
|
use_staticrng = false;
|
|
}
|
|
|
|
FRandom::StaticClearRandom ();
|
|
|
|
Printf ("M_LoadDefaults: Load system defaults.\n");
|
|
M_LoadDefaults (); // load before initing other systems
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AddAutoloadFiles
|
|
//
|
|
//==========================================================================
|
|
|
|
static void AddAutoloadFiles(const char *gamesection)
|
|
{
|
|
if (!(gameinfo.flags & GI_SHAREWARE) && !Args->CheckParm("-noautoload"))
|
|
{
|
|
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);
|
|
if (wad)
|
|
D_AddFile (allwads, wad);
|
|
|
|
// [RH] Add any .wad files in the skins directory
|
|
#ifdef __unix__
|
|
file = SHARE_DIR;
|
|
#else
|
|
file = progdir;
|
|
#endif
|
|
file += "skins";
|
|
D_AddDirectory (allwads, file);
|
|
|
|
#ifdef __unix__
|
|
file = NicePath("~/" GAME_DIR "/skins");
|
|
D_AddDirectory (allwads, file);
|
|
#endif
|
|
|
|
// Add common (global) wads
|
|
D_AddConfigWads (allwads, "Global.Autoload");
|
|
|
|
// Add game-specific wads
|
|
file = gameinfo.ConfigName;
|
|
file += ".Autoload";
|
|
D_AddConfigWads (allwads, file);
|
|
|
|
// Add IWAD-specific wads
|
|
if (gamesection != NULL)
|
|
{
|
|
file = gamesection;
|
|
file += ".Autoload";
|
|
D_AddConfigWads(allwads, file);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckCmdLine
|
|
//
|
|
//==========================================================================
|
|
|
|
static void CheckCmdLine()
|
|
{
|
|
int flags = dmflags;
|
|
int p;
|
|
const char *v;
|
|
|
|
Printf ("Checking cmd-line parameters...\n");
|
|
if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS;
|
|
if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN;
|
|
if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS;
|
|
|
|
devparm = !!Args->CheckParm ("-devparm");
|
|
|
|
if (Args->CheckParm ("-altdeath"))
|
|
{
|
|
deathmatch = 1;
|
|
flags |= DF_ITEMS_RESPAWN;
|
|
}
|
|
else if (Args->CheckParm ("-deathmatch"))
|
|
{
|
|
deathmatch = 1;
|
|
flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN;
|
|
}
|
|
|
|
dmflags = flags;
|
|
|
|
// get skill / episode / map from parms
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
startmap = (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1";
|
|
}
|
|
else
|
|
{
|
|
startmap = "&wt@01";
|
|
}
|
|
autostart = StoredWarp.IsNotEmpty();
|
|
|
|
const char *val = Args->CheckValue ("-skill");
|
|
if (val)
|
|
{
|
|
gameskill = val[0] - '1';
|
|
autostart = true;
|
|
}
|
|
|
|
p = Args->CheckParm ("-warp");
|
|
if (p && p < Args->NumArgs() - 1)
|
|
{
|
|
int ep, map;
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
ep = 1;
|
|
map = atoi (Args->GetArg(p+1));
|
|
}
|
|
else
|
|
{
|
|
ep = atoi (Args->GetArg(p+1));
|
|
map = p < Args->NumArgs() - 2 ? atoi (Args->GetArg(p+2)) : 10;
|
|
if (map < 1 || map > 9)
|
|
{
|
|
map = ep;
|
|
ep = 1;
|
|
}
|
|
}
|
|
|
|
startmap = CalcMapName (ep, map);
|
|
autostart = true;
|
|
}
|
|
|
|
// [RH] Hack to handle +map. The standard console command line handler
|
|
// won't be able to handle it, so we take it out of the command line and set
|
|
// it up like -warp.
|
|
FString mapvalue = Args->TakeValue("+map");
|
|
if (mapvalue.IsNotEmpty())
|
|
{
|
|
if (!P_CheckMapData(mapvalue))
|
|
{
|
|
Printf ("Can't find map %s\n", mapvalue.GetChars());
|
|
}
|
|
else
|
|
{
|
|
startmap = mapvalue;
|
|
autostart = true;
|
|
}
|
|
}
|
|
|
|
if (devparm)
|
|
{
|
|
Printf ("%s", GStrings("D_DEVSTR"));
|
|
}
|
|
|
|
// turbo option // [RH] (now a cvar)
|
|
v = Args->CheckValue("-turbo");
|
|
if (v != NULL)
|
|
{
|
|
double amt = atof(v);
|
|
Printf ("turbo scale: %.0f%%\n", amt);
|
|
turbo = (float)amt;
|
|
}
|
|
|
|
v = Args->CheckValue ("-timer");
|
|
if (v)
|
|
{
|
|
double time = strtod (v, NULL);
|
|
Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : "");
|
|
timelimit = (float)time;
|
|
}
|
|
|
|
v = Args->CheckValue ("-avg");
|
|
if (v)
|
|
{
|
|
Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n");
|
|
timelimit = 20.f;
|
|
}
|
|
|
|
//
|
|
// Build status bar line!
|
|
//
|
|
if (deathmatch)
|
|
StartScreen->AppendStatusLine("DeathMatch...");
|
|
if (dmflags & DF_NO_MONSTERS)
|
|
StartScreen->AppendStatusLine("No Monsters...");
|
|
if (dmflags & DF_MONSTERS_RESPAWN)
|
|
StartScreen->AppendStatusLine("Respawning...");
|
|
if (autostart)
|
|
{
|
|
FString temp;
|
|
temp.Format ("Warp to map %s, Skill %d ", startmap.GetChars(), gameskill + 1);
|
|
StartScreen->AppendStatusLine(temp);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FinalGC
|
|
//
|
|
// If this doesn't free everything, the debug CRT will let us know.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void FinalGC()
|
|
{
|
|
Args = NULL;
|
|
GC::FullGC();
|
|
GC::DelSoftRootHead(); // the soft root head will not be collected by a GC so we have to do it explicitly
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoomMain
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoomMain (void)
|
|
{
|
|
int p;
|
|
const char *v;
|
|
const char *wad;
|
|
DArgs *execFiles;
|
|
TArray<FString> pwads;
|
|
FString *args;
|
|
int argcount;
|
|
|
|
// +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);
|
|
}
|
|
|
|
D_DoomInit();
|
|
PClass::StaticInit ();
|
|
atterm(FinalGC);
|
|
|
|
// [RH] Make sure zdoom.pk3 is always loaded,
|
|
// as it contains magic stuff we need.
|
|
|
|
wad = BaseFileSearch (BASEWAD, NULL, true);
|
|
if (wad == NULL)
|
|
{
|
|
I_FatalError ("Cannot find " BASEWAD);
|
|
}
|
|
FString basewad = wad;
|
|
|
|
|
|
// reinit from here
|
|
|
|
do
|
|
{
|
|
if (restart)
|
|
{
|
|
C_InitConsole(SCREENWIDTH, SCREENHEIGHT, false);
|
|
}
|
|
nospriterename = false;
|
|
|
|
// Load zdoom.pk3 alone so that we can get access to the internal gameinfos before
|
|
// the IWAD is known.
|
|
|
|
GetCmdLineFiles(pwads);
|
|
FString iwad = CheckGameInfo(pwads);
|
|
|
|
// The IWAD selection dialogue does not show in fullscreen so if the
|
|
// restart is initiated without a defined IWAD assume for now that it's not going to change.
|
|
if (iwad.IsEmpty()) iwad = lastIWAD;
|
|
|
|
FIWadManager *iwad_man = new FIWadManager;
|
|
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad);
|
|
gameinfo.gametype = iwad_info->gametype;
|
|
gameinfo.flags = iwad_info->flags;
|
|
gameinfo.ConfigName = iwad_info->Configname;
|
|
lastIWAD = iwad;
|
|
|
|
if ((gameinfo.flags & GI_SHAREWARE) && pwads.Size() > 0)
|
|
{
|
|
I_FatalError ("You cannot -file with the shareware version. Register!");
|
|
}
|
|
|
|
FBaseCVar::DisableCallbacks();
|
|
GameConfig->DoGameSetup (gameinfo.ConfigName);
|
|
|
|
AddAutoloadFiles(iwad_info->Autoname);
|
|
|
|
// Run automatically executed files
|
|
execFiles = new DArgs;
|
|
GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName);
|
|
D_MultiExec (execFiles, true);
|
|
|
|
// Run .cfg files at the start of the command line.
|
|
execFiles = Args->GatherFiles ("-exec");
|
|
D_MultiExec (execFiles, true);
|
|
|
|
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
|
|
|
|
CopyFiles(allwads, pwads);
|
|
|
|
// Since this function will never leave we must delete this array here manually.
|
|
pwads.Clear();
|
|
pwads.ShrinkToFit();
|
|
|
|
Printf ("W_Init: Init WADfiles.\n");
|
|
Wads.InitMultipleFiles (allwads);
|
|
allwads.Clear();
|
|
allwads.ShrinkToFit();
|
|
SetMapxxFlag();
|
|
|
|
// Now that wads are loaded, define mod-specific cvars.
|
|
ParseCVarInfo();
|
|
|
|
// Try setting previously unknown cvars again, as a CVARINFO may have made them known.
|
|
C_ExecStoredSets();
|
|
|
|
// [RH] Initialize localizable strings.
|
|
GStrings.LoadStrings (false);
|
|
|
|
V_InitFontColors ();
|
|
|
|
// [RH] Moved these up here so that we can do most of our
|
|
// startup output in a fullscreen console.
|
|
|
|
CT_Init ();
|
|
|
|
if (!restart)
|
|
{
|
|
Printf ("I_Init: Setting up machine state.\n");
|
|
I_Init ();
|
|
I_CreateRenderer();
|
|
}
|
|
|
|
Printf ("V_Init: allocate screen.\n");
|
|
V_Init (!!restart);
|
|
|
|
// Base systems have been inited; enable cvar callbacks
|
|
FBaseCVar::EnableCallbacks ();
|
|
|
|
Printf ("S_Init: Setting up sound.\n");
|
|
S_Init ();
|
|
|
|
Printf ("ST_Init: Init startup screen.\n");
|
|
if (!restart)
|
|
{
|
|
StartScreen = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5);
|
|
}
|
|
else
|
|
{
|
|
StartScreen = new FStartupScreen(0);
|
|
}
|
|
|
|
ParseCompatibility();
|
|
|
|
CheckCmdLine();
|
|
|
|
// [RH] Load sound environments
|
|
S_ParseReverbDef ();
|
|
|
|
// [RH] Parse any SNDINFO lumps
|
|
Printf ("S_InitData: Load sound definitions.\n");
|
|
S_InitData ();
|
|
|
|
// [RH] Parse through all loaded mapinfo lumps
|
|
Printf ("G_ParseMapInfo: Load map definitions.\n");
|
|
G_ParseMapInfo (iwad_info->MapInfo);
|
|
ReadStatistics();
|
|
|
|
// MUSINFO must be parsed after MAPINFO
|
|
S_ParseMusInfo();
|
|
|
|
Printf ("Texman.Init: Init texture manager.\n");
|
|
TexMan.Init();
|
|
C_InitConback();
|
|
|
|
// [CW] Parse any TEAMINFO lumps.
|
|
Printf ("ParseTeamInfo: Load team definitions.\n");
|
|
TeamLibrary.ParseTeamInfo ();
|
|
|
|
FActorInfo::StaticInit ();
|
|
|
|
// [GRB] Initialize player class list
|
|
SetupPlayerClasses ();
|
|
|
|
|
|
// [RH] Load custom key and weapon settings from WADs
|
|
D_LoadWadSettings ();
|
|
|
|
// [GRB] Check if someone used clearplayerclasses but not addplayerclass
|
|
if (PlayerClasses.Size () == 0)
|
|
{
|
|
I_FatalError ("No player classes defined");
|
|
}
|
|
|
|
StartScreen->Progress ();
|
|
|
|
Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars());
|
|
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
|
|
R_Init ();
|
|
|
|
Printf ("DecalLibrary: Load decals.\n");
|
|
DecalLibrary.ReadAllDecals ();
|
|
|
|
// [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))
|
|
{
|
|
Printf ("Applying patch %s\n", value);
|
|
D_LoadDehFile(value);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load embedded Dehacked patches
|
|
D_LoadDehLumps();
|
|
|
|
// Create replacements for dehacked pickups
|
|
FinishDehPatch();
|
|
|
|
FActorInfo::StaticSetActorNums ();
|
|
|
|
//Added by MC:
|
|
bglobal.getspawned.Clear();
|
|
argcount = Args->CheckParmList("-bots", &args);
|
|
for (p = 0; p < argcount; ++p)
|
|
{
|
|
bglobal.getspawned.Push(args[p]);
|
|
}
|
|
bglobal.spawn_tries = 0;
|
|
bglobal.wanted_botnum = bglobal.getspawned.Size();
|
|
|
|
Printf ("M_Init: Init menus.\n");
|
|
M_Init ();
|
|
|
|
Printf ("P_Init: Init Playloop state.\n");
|
|
StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
|
AM_StaticInit();
|
|
P_Init ();
|
|
|
|
P_SetupWeapons_ntohton();
|
|
|
|
//SBarInfo support.
|
|
SBarInfo::Load();
|
|
HUD_InitHud();
|
|
|
|
// [RH] User-configurable startup strings. Because BOOM does.
|
|
static const char *startupString[5] = {
|
|
"STARTUP1", "STARTUP2", "STARTUP3", "STARTUP4", "STARTUP5"
|
|
};
|
|
for (p = 0; p < 5; ++p)
|
|
{
|
|
const char *str = GStrings[startupString[p]];
|
|
if (str != NULL && str[0] != '\0')
|
|
{
|
|
Printf ("%s\n", str);
|
|
}
|
|
}
|
|
|
|
if (!restart)
|
|
{
|
|
Printf ("D_CheckNetGame: Checking network game status.\n");
|
|
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
|
|
D_CheckNetGame ();
|
|
}
|
|
|
|
// [RH] Lock any cvars that should be locked now that we're
|
|
// about to begin the game.
|
|
FBaseCVar::EnableNoSet ();
|
|
|
|
delete iwad_man; // now we won't need this anymore
|
|
|
|
// [RH] Run any saved commands from the command line or autoexec.cfg now.
|
|
gamestate = GS_FULLCONSOLE;
|
|
Net_NewMakeTic ();
|
|
DThinker::RunThinkers ();
|
|
gamestate = GS_STARTUP;
|
|
|
|
if (!restart)
|
|
{
|
|
// start the apropriate game based on parms
|
|
v = Args->CheckValue ("-record");
|
|
|
|
if (v)
|
|
{
|
|
G_RecordDemo (v);
|
|
autostart = true;
|
|
}
|
|
|
|
delete StartScreen;
|
|
StartScreen = NULL;
|
|
S_Sound (CHAN_BODY, "misc/startupdone", 1, ATTN_NONE);
|
|
|
|
if (Args->CheckParm("-norun"))
|
|
{
|
|
throw CNoRunExit();
|
|
}
|
|
|
|
V_Init2();
|
|
UpdateJoystickMenu(NULL);
|
|
|
|
v = Args->CheckValue ("-loadgame");
|
|
if (v)
|
|
{
|
|
FString file(v);
|
|
FixPathSeperator (file);
|
|
DefaultExtension (file, ".zds");
|
|
G_LoadGame (file);
|
|
}
|
|
|
|
v = Args->CheckValue("-playdemo");
|
|
if (v != NULL)
|
|
{
|
|
singledemo = true; // quit after one demo
|
|
G_DeferedPlayDemo (v);
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
|
|
v = Args->CheckValue ("-timedemo");
|
|
if (v)
|
|
{
|
|
G_TimeDemo (v);
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
|
|
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.LockBuffer());
|
|
StoredWarp = NULL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
D_StartTitle (); // start up intro loop
|
|
}
|
|
}
|
|
else if (demorecording)
|
|
{
|
|
G_BeginRecording (NULL);
|
|
}
|
|
|
|
atterm (D_QuitNetGame); // killough
|
|
}
|
|
else
|
|
{
|
|
// let the renderer reinitialize some stuff if needed
|
|
screen->GameRestart();
|
|
// These calls from inside V_Init2 are still necessary
|
|
C_NewModeAdjust();
|
|
M_InitVideoModesMenu();
|
|
D_StartTitle (); // start up intro loop
|
|
setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
|
|
}
|
|
|
|
try
|
|
{
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
catch (CRestartException &)
|
|
{
|
|
// Music and sound should be stopped first
|
|
S_StopMusic(true);
|
|
S_StopAllChannels ();
|
|
|
|
M_ClearMenus(); // close menu if open
|
|
F_EndFinale(); // If an intermission is active, end it now
|
|
|
|
// clean up game state
|
|
ST_Clear();
|
|
D_ErrorCleanup ();
|
|
P_FreeLevelData();
|
|
P_FreeExtraLevelData();
|
|
|
|
M_SaveDefaults(NULL); // save config before the restart
|
|
|
|
// delete all data that cannot be left until reinitialization
|
|
V_ClearFonts(); // must clear global font pointers
|
|
R_DeinitTranslationTables(); // some tables are initialized from outside the translation code.
|
|
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
|
|
|
|
GC::FullGC(); // perform one final garbage collection before deleting the class data
|
|
PClass::ClearRuntimeData(); // clear all runtime generated class data
|
|
restart++;
|
|
}
|
|
}
|
|
while (1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// restart the game
|
|
//
|
|
//==========================================================================
|
|
|
|
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]);
|
|
}
|
|
}
|
|
|
|
// initiate the restart
|
|
throw CRestartException();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FStartupScreen Constructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FStartupScreen::FStartupScreen(int max_progress)
|
|
{
|
|
MaxPos = max_progress;
|
|
CurPos = 0;
|
|
NotchPos = 0;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FStartupScreen Destructor
|
|
//
|
|
//==========================================================================
|
|
|
|
FStartupScreen::~FStartupScreen()
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FStartupScreen :: LoadingStatus
|
|
//
|
|
// Used by Heretic for the Loading Status "window."
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStartupScreen::LoadingStatus(const char *message, int colors)
|
|
{
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FStartupScreen :: AppendStatusLine
|
|
//
|
|
// Used by Heretic for the "status line" at the bottom of the screen.
|
|
//
|
|
//==========================================================================
|
|
|
|
void FStartupScreen::AppendStatusLine(const char *status)
|
|
{
|
|
}
|
|
|
|
|
|
void FStartupScreen::Progress(void) {}
|
|
void FStartupScreen::NetInit(char const *,int) {}
|
|
void FStartupScreen::NetProgress(int) {}
|
|
void FStartupScreen::NetMessage(char const *,...) {}
|
|
void FStartupScreen::NetDone(void) {}
|
|
bool FStartupScreen::NetLoop(bool (*)(void *),void *) { return false; }
|
|
|