- added a 'restart' CCMD that allows restarting the engine with different WADs being loaded without quitting first

SVN r3042 (trunk)
This commit is contained in:
Christoph Oelckers 2010-12-15 11:45:39 +00:00
parent 772d59dff4
commit b42952b85c
17 changed files with 466 additions and 281 deletions

View File

@ -600,6 +600,11 @@ void FBaseCVar::EnableCallbacks ()
}
}
void FBaseCVar::DisableCallbacks ()
{
m_UseCallback = false;
}
//
// Boolean cvar implementation
//

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@ -117,6 +117,7 @@ public:
static void EnableNoSet (); // enable the honoring of CVAR_NOSET
static void EnableCallbacks ();
static void DisableCallbacks ();
static void ResetColors (); // recalc color cvars' indices after screen change
static void ListVars (const char *filter, bool plain);

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@ -223,6 +223,8 @@ FTexture *Page;
FTexture *Advisory;
bool nospriterename;
FStartupInfo DoomStartupInfo;
FString lastIWAD;
int restart = 0;
cycle_t FrameCycles;
@ -890,7 +892,7 @@ void D_Display ()
//
// D_ErrorCleanup ()
//
// Cleanup after a recoverable error.
// Cleanup after a recoverable error or a restart
//==========================================================================
void D_ErrorCleanup ()
@ -2025,269 +2027,368 @@ void D_DoomMain (void)
}
FString basewad = wad;
// Load zdoom.pk3 alone so that we can get access to the internal gameinfos before
// the IWAD is known.
GetCmdLineFiles(pwads);
FString iwad = CheckGameInfo(pwads);
// reinit from here
FIWadManager *iwad_man = new FIWadManager;
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad);
gameinfo.gametype = iwad_info->gametype;
gameinfo.flags = iwad_info->flags;
gameinfo.ConfigName = iwad_info->Configname;
GameConfig->DoGameSetup (gameinfo.ConfigName);
AddAutoloadFiles(iwad_info->Autoname);
// Run automatically executed files
execFiles = new DArgs;
GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName);
D_MultiExec (execFiles, true);
// Run .cfg files at the start of the command line.
execFiles = Args->GatherFiles ("-exec");
D_MultiExec (execFiles, true);
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
CopyFiles(allwads, pwads);
// Since this function will never leave we must delete this array here manually.
pwads.Clear();
pwads.ShrinkToFit();
Printf ("W_Init: Init WADfiles.\n");
Wads.InitMultipleFiles (allwads);
allwads.Clear();
allwads.ShrinkToFit();
SetMapxxFlag();
// [RH] Initialize localizable strings.
GStrings.LoadStrings (false);
V_InitFontColors ();
// [RH] Moved these up here so that we can do most of our
// startup output in a fullscreen console.
CT_Init ();
Printf ("I_Init: Setting up machine state.\n");
I_Init ();
Printf ("V_Init: allocate screen.\n");
V_Init ();
// Base systems have been inited; enable cvar callbacks
FBaseCVar::EnableCallbacks ();
Printf ("S_Init: Setting up sound.\n");
S_Init ();
Printf ("ST_Init: Init startup screen.\n");
StartScreen = FStartupScreen::CreateInstance (TexMan.GuesstimateNumTextures() + 5);
ParseCompatibility();
CheckCmdLine();
// [RH] Load sound environments
S_ParseReverbDef ();
// [RH] Parse through all loaded mapinfo lumps
Printf ("G_ParseMapInfo: Load map definitions.\n");
G_ParseMapInfo (iwad_info->MapInfo);
ReadStatistics();
// [RH] Parse any SNDINFO lumps
Printf ("S_InitData: Load sound definitions.\n");
S_InitData ();
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)
do
{
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 (restart)
{
if (stricmp (key, "Path") == 0 && FileExists (value))
{
Printf ("Applying patch %s\n", value);
D_LoadDehFile(value);
}
C_InitConsole(SCREENWIDTH, SCREENHEIGHT, false);
}
}
nospriterename = false;
// Load embedded Dehacked patches
D_LoadDehLumps();
// Load zdoom.pk3 alone so that we can get access to the internal gameinfos before
// the IWAD is known.
// Create replacements for dehacked pickups
FinishDehPatch();
GetCmdLineFiles(pwads);
FString iwad = CheckGameInfo(pwads);
FActorInfo::StaticSetActorNums ();
// The IWAD selection dialogue dpes 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.Len() == 0) iwad = lastIWAD;
//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();
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;
Printf ("M_Init: Init menus.\n");
M_Init ();
FBaseCVar::DisableCallbacks();
GameConfig->DoGameSetup (gameinfo.ConfigName);
Printf ("P_Init: Init Playloop state.\n");
StartScreen->LoadingStatus ("Init game engine", 0x3f);
AM_StaticInit();
P_Init ();
AddAutoloadFiles(iwad_info->Autoname);
P_SetupWeapons_ntohton();
// Run automatically executed files
execFiles = new DArgs;
GameConfig->AddAutoexec (execFiles, gameinfo.ConfigName);
D_MultiExec (execFiles, true);
//SBarInfo support.
SBarInfo::Load();
HUD_InitHud();
// Run .cfg files at the start of the command line.
execFiles = Args->GatherFiles ("-exec");
D_MultiExec (execFiles, true);
// [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);
}
}
C_ExecCmdLineParams (); // [RH] do all +set commands on the command line
Printf ("D_CheckNetGame: Checking network game status.\n");
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
D_CheckNetGame ();
CopyFiles(allwads, pwads);
// [RH] Lock any cvars that should be locked now that we're
// about to begin the game.
FBaseCVar::EnableNoSet ();
// Since this function will never leave we must delete this array here manually.
pwads.Clear();
pwads.ShrinkToFit();
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;
// start the apropriate game based on parms
v = Args->CheckValue ("-record");
if (v)
{
G_RecordDemo (v);
autostart = true;
}
delete StartScreen;
StartScreen = NULL;
if (Args->CheckParm("-norun"))
{
throw CNoRunExit();
}
V_Init2();
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
}
Printf ("W_Init: Init WADfiles.\n");
Wads.InitMultipleFiles (allwads);
allwads.Clear();
allwads.ShrinkToFit();
SetMapxxFlag();
v = Args->CheckValue ("-loadgame");
if (v)
{
FString file(v);
FixPathSeperator (file);
DefaultExtension (file, ".zds");
G_LoadGame (file);
}
// [RH] Initialize localizable strings.
GStrings.LoadStrings (false);
if (gameaction != ga_loadgame)
{
if (autostart || netgame)
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)
{
// Do not do any screenwipes when autostarting a game.
if (!Args->CheckParm("-warpwipe"))
Printf ("I_Init: Setting up machine state.\n");
I_Init ();
}
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 through all loaded mapinfo lumps
Printf ("G_ParseMapInfo: Load map definitions.\n");
G_ParseMapInfo (iwad_info->MapInfo);
ReadStatistics();
// [RH] Parse any SNDINFO lumps
Printf ("S_InitData: Load sound definitions.\n");
S_InitData ();
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))
{
NoWipe = TICRATE;
if (stricmp (key, "Path") == 0 && FileExists (value))
{
Printf ("Applying patch %s\n", value);
D_LoadDehFile(value);
}
}
CheckWarpTransMap (startmap, true);
if (demorecording)
G_BeginRecording (startmap);
G_InitNew (startmap, false);
}
// 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;
if (Args->CheckParm("-norun"))
{
throw CNoRunExit();
}
V_Init2();
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
}
v = Args->CheckValue ("-loadgame");
if (v)
{
FString file(v);
FixPathSeperator (file);
DefaultExtension (file, ".zds");
G_LoadGame (file);
}
if (gameaction != ga_loadgame)
{
if (autostart || netgame)
{
// Do not do any screenwipes when autostarting a game.
if (!Args->CheckParm("-warpwipe"))
{
NoWipe = TICRATE;
}
CheckWarpTransMap (startmap, true);
if (demorecording)
G_BeginRecording (startmap);
G_InitNew (startmap, false);
}
else
{
D_StartTitle (); // start up intro loop
}
}
else if (demorecording)
{
G_BeginRecording (NULL);
}
atterm (D_QuitNetGame); // killough
}
else
{
// 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 &ex)
{
// Music and sound should be stopped first
S_StopMusic(true);
S_StopAllChannels ();
// 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
GC::FullGC(); // perform one final garbage collection before deleting the class data
PClass::ClearRuntimeData(); // clear all runtime generated class data
restart++;
}
}
else if (demorecording)
{
G_BeginRecording (NULL);
}
atterm (D_QuitNetGame); // killough
while (1);
}
D_DoomLoop (); // never returns
//==========================================================================
//
// 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();
}
//==========================================================================
@ -2337,6 +2438,14 @@ 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; }
//==========================================================================
//
// STAT fps

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@ -36,6 +36,12 @@ struct event_t;
// calls all startup code, parses command line options.
// If not overrided by user input, calls N_AdvanceDemo.
//
struct CRestartException
{
char dummy;
};
void D_DoomMain (void);

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@ -80,6 +80,24 @@ void PClass::StaticInit ()
}
}
void PClass::ClearRuntimeData ()
{
StaticShutdown();
m_RuntimeActors.Clear();
m_Types.Clear();
memset(TypeHash, 0, sizeof(TypeHash));
bShutdown = false;
// Immediately reinitialize the internal classes
FAutoSegIterator probe(CRegHead, CRegTail);
while (*++probe != NULL)
{
((ClassReg *)*probe)->RegisterClass ();
}
}
void PClass::StaticShutdown ()
{
TArray<size_t *> uniqueFPs(64);
@ -105,6 +123,8 @@ void PClass::StaticShutdown ()
uniqueFPs.Push(const_cast<size_t *>(type->FlatPointers));
}
}
type->FlatPointers = NULL;
// For runtime classes, this call will also delete the PClass.
PClass::StaticFreeData (type);
}

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@ -125,6 +125,7 @@ struct PClass
static void StaticInit ();
static void StaticShutdown ();
static void StaticFreeData (PClass *type);
static void ClearRuntimeData();
// Per-class information -------------------------------------
FName TypeName; // this class's name

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@ -2573,6 +2573,7 @@ bool G_CheckDemoStatus (void)
C_RestoreCVars (); // [RH] Restore cvars demo might have changed
M_Free (demobuffer);
demobuffer = NULL;
P_SetupWeapons_ntohton();
demoplayback = false;

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@ -253,6 +253,7 @@ void DBaseStatusBar::Destroy ()
msg->Destroy();
msg = next;
}
Messages = NULL;
Super::Destroy();
}

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@ -58,6 +58,7 @@ void DeinitIntermissions()
delete pair->Value;
pair->Value = NULL;
}
IntermissionDescriptors.Clear();
}
//==========================================================================

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@ -230,6 +230,26 @@ FString DArgs::TakeValue(const char *check)
return out;
}
//===========================================================================
//
// DArgs :: RemoveArg
//
//===========================================================================
void DArgs::RemoveArgs(const char *check)
{
int i = CheckParm(check);
if (i > 0 && i < (int)Argv.Size() - 1)
{
do
{
RemoveArg(i);
}
while (Argv[i][0] != '+' && Argv[i][0] != '-' && i < (int)Argv.Size() - 1);
}
}
//===========================================================================
//
// DArgs :: GetArg

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@ -54,6 +54,7 @@ public:
void AppendArg(FString arg);
void AppendArgs(int argc, const FString *argv);
void RemoveArg(int argindex);
void RemoveArgs(const char *check);
void SetArgs(int argc, char **argv);
void CollectFiles(const char *param, const char *extension);
DArgs *GatherFiles(const char *param) const;

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@ -85,6 +85,8 @@ static void DeinitMenus()
pair->Value = NULL;
}
}
MenuDescriptors.Clear();
OptionValues.Clear();
DMenu::CurrentMenu = NULL;
DefaultListMenuSettings.mItems.Clear();
ClearSaveGames();
@ -1236,10 +1238,11 @@ void M_CreateMenus()
// THe skill menu must be refeshed each time it starts up
//
//=============================================================================
extern int restart;
void M_StartupSkillMenu(FGameStartup *gs)
{
static bool done = false;
static int done = -1;
bool success = false;
FMenuDescriptor **desc = MenuDescriptors.CheckKey(NAME_Skillmenu);
if (desc != NULL)
@ -1265,9 +1268,9 @@ void M_StartupSkillMenu(FGameStartup *gs)
}
}
if (!done)
if (done != restart)
{
done = true;
done = restart;
int defskill = DefaultSkill;
if ((unsigned int)defskill >= AllSkills.Size())
{

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@ -502,6 +502,24 @@ static void AssignHexenTranslations (void)
}
}
//==========================================================================
//
// S_ClearSndSeq
//
//==========================================================================
void S_ClearSndSeq()
{
for (unsigned int i = 0; i < Sequences.Size(); i++)
{
if (Sequences[i])
{
M_Free(Sequences[i]);
}
}
Sequences.Clear();
}
//==========================================================================
//
// S_ParseSndSeq
@ -523,14 +541,7 @@ void S_ParseSndSeq (int levellump)
// First free the old SNDSEQ data. This allows us to reload this for each level
// and specify a level specific SNDSEQ lump!
for (unsigned int i = 0; i < Sequences.Size(); i++)
{
if (Sequences[i])
{
M_Free(Sequences[i]);
}
}
Sequences.Clear();
S_ClearSndSeq();
// be gone, compiler warnings
stopsound = 0;

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@ -42,15 +42,15 @@ public:
FStartupScreen(int max_progress);
virtual ~FStartupScreen();
virtual void Progress() = 0;
virtual void Progress();
virtual void LoadingStatus(const char *message, int colors); // Used by Heretic only
virtual void AppendStatusLine(const char *status); // Used by Heretic only
virtual void NetInit(const char *message, int num_players) = 0;
virtual void NetProgress(int count) = 0;
virtual void NetMessage(const char *format, ...) = 0; // cover for printf
virtual void NetDone() = 0;
virtual bool NetLoop(bool (*timer_callback)(void *), void *userdata) = 0;
virtual void NetInit(const char *message, int num_players);
virtual void NetProgress(int count);
virtual void NetMessage(const char *format, ...); // cover for printf
virtual void NetDone();
virtual bool NetLoop(bool (*timer_callback)(void *), void *userdata);
protected:
int MaxPos, CurPos, NotchPos;
};

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@ -447,6 +447,7 @@ void InitPalette ()
int lump;
atterm (FreeSpecialLights);
FreeSpecialLights();
if ((lump = Wads.CheckNumForFullName ("palette.dat")) >= 0 && Wads.LumpLength (lump) >= 768)
{
@ -780,6 +781,7 @@ static void FreeSpecialLights()
delete[] colormap->Maps;
delete colormap;
}
NormalLight.Next = NULL;
}
// Builds NUMCOLORMAPS colormaps lit with the specified color

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@ -1605,7 +1605,7 @@ CCMD (vid_setmode)
// V_Init
//
void V_Init (void)
void V_Init (bool restart)
{
const char *i;
int width, height, bits;
@ -1615,40 +1615,43 @@ void V_Init (void)
// [RH] Initialize palette management
InitPalette ();
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
width = atoi (i);
if ( (i = Args->CheckValue ("-height")) )
height = atoi (i);
if ( (i = Args->CheckValue ("-bits")) )
bits = atoi (i);
if (width == 0)
if (!restart)
{
if (height == 0)
width = height = bits = 0;
if ( (i = Args->CheckValue ("-width")) )
width = atoi (i);
if ( (i = Args->CheckValue ("-height")) )
height = atoi (i);
if ( (i = Args->CheckValue ("-bits")) )
bits = atoi (i);
if (width == 0)
{
width = vid_defwidth;
height = vid_defheight;
if (height == 0)
{
width = vid_defwidth;
height = vid_defheight;
}
else
{
width = (height * 8) / 6;
}
}
else
else if (height == 0)
{
width = (height * 8) / 6;
height = (width * 6) / 8;
}
}
else if (height == 0)
{
height = (width * 6) / 8;
if (bits == 0)
{
bits = vid_defbits;
}
screen = new DDummyFrameBuffer (width, height);
}
if (bits == 0)
{
bits = vid_defbits;
}
screen = new DDummyFrameBuffer (width, height);
BuildTransTable (GPalette.BaseColors);
}

View File

@ -473,7 +473,7 @@ extern "C" DWORD Col2RGB8_Inverse[65][256];
// --111111111111111111111111111111 = 0x3FFFFFFF
// Allocates buffer screens, call before R_Init.
void V_Init ();
void V_Init (bool restart);
// Initializes graphics mode for the first time.
void V_Init2 ();