mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
2848 lines
72 KiB
C++
2848 lines
72 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//
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// DESCRIPTION:
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// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
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// plus functions to determine game mode (shareware, registered),
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// parse command line parameters, configure game parameters (turbo),
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// and call the startup functions.
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//
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//-----------------------------------------------------------------------------
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// HEADER FILES ------------------------------------------------------------
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#ifdef _WIN32
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#include <direct.h>
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#endif
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#ifdef HAVE_FPU_CONTROL
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#include <fpu_control.h>
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#endif
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#if defined(__unix__) || defined(__APPLE__)
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#include <unistd.h>
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#endif
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#include <math.h>
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#include <assert.h>
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#include "doomerrors.h"
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#include "i_time.h"
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#include "d_gui.h"
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#include "m_random.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "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_sound.h"
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#include "i_video.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "wi_stuff.h"
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#include "st_stuff.h"
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#include "am_map.h"
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#include "p_setup.h"
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#include "r_utility.h"
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#include "r_sky.h"
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#include "d_main.h"
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#include "d_dehacked.h"
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#include "cmdlib.h"
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#include "v_text.h"
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#include "gi.h"
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#include "a_dynlight.h"
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#include "gameconfigfile.h"
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#include "sbar.h"
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#include "decallib.h"
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#include "version.h"
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#include "st_start.h"
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#include "teaminfo.h"
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#include "hardware.h"
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#include "sbarinfo.h"
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#include "d_net.h"
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#include "d_event.h"
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#include "d_netinf.h"
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#include "m_cheat.h"
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#include "compatibility.h"
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#include "m_joy.h"
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#include "po_man.h"
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#include "r_renderer.h"
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#include "p_local.h"
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#include "autosegs.h"
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#include "fragglescript/t_fs.h"
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#include "g_levellocals.h"
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#include "events.h"
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#include "vm.h"
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#include "types.h"
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#include "r_data/r_vanillatrans.h"
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EXTERN_CVAR(Bool, hud_althud)
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EXTERN_CVAR(Int, vr_mode)
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void DrawHUD();
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void D_DoAnonStats();
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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extern void I_SetWindowTitle(const char* caption);
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extern void ReadStatistics();
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extern void M_SetDefaultMode ();
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extern void G_NewInit ();
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extern void SetupPlayerClasses ();
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extern void HUD_InitHud();
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void DeinitMenus();
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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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void ParseGLDefs();
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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void D_DoomLoop ();
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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_CVAR (Bool, I_FriendlyWindowTitle)
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extern bool setmodeneeded;
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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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extern TDeletingArray<FLightDefaults *> LightDefaults;
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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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// Controlled by startup dialog
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CVAR (Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR (Bool, autoloadbrightmaps, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR (Bool, autoloadlights, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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CVAR (Bool, r_debug_disable_vis_filter, false, 0)
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bool wantToRestart;
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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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FILE *hashfile;
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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 *Advisory;
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FTextureID Page;
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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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bool batchrun; // just run the startup and collect all error messages in a logfile, then quit without any interaction
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bool AppActive = true;
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cycle_t FrameCycles;
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// [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing
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uint32_t r_renderercaps = 0;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static int demosequence;
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static int pagetic;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// D_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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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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// check events
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if (ev->type != EV_Mouse && E_Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
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continue;
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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 && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_Responder(ev) && !paused)
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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, true);
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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), true);
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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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float fov;
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Net_WriteByte (DEM_FOV);
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// If the game is started with DF_NO_FOV set, the arbitrator's
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// DesiredFOV will not be set when this callback is run, so
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// be sure not to transmit a 0 FOV.
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fov = players[consoleplayer].DesiredFOV;
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if (fov == 0)
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{
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fov = 90;
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}
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Net_WriteFloat (fov);
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}
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}
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CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH);
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CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS);
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CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY);
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CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX);
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CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD);
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CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL);
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CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST);
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CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN);
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CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR);
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CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT);
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CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO);
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CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS);
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CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
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CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
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CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
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CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
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CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
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CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
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CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK);
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CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
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CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
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CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
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CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
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CVAR (Flag, sv_cooploseinventory, dmflags, DF_COOP_LOSE_INVENTORY);
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CVAR (Flag, sv_cooplosekeys, dmflags, DF_COOP_LOSE_KEYS);
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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);
|
|
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|COMPATF_MASKEDMIDTEX;
|
|
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|COMPATF2_POINTONLINE;
|
|
break;
|
|
|
|
case 3: // Boom compat mode
|
|
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MASKEDMIDTEX;
|
|
break;
|
|
|
|
case 4: // Old ZDoom compat mode
|
|
v = COMPATF_SOUNDTARGET | COMPATF_LIGHT;
|
|
w = COMPATF2_MULTIEXIT | COMPATF2_TELEPORT | COMPATF2_PUSHWINDOW;
|
|
break;
|
|
|
|
case 5: // MBF compat mode
|
|
v = COMPATF_TRACE|COMPATF_SOUNDTARGET|COMPATF_BOOMSCROLL|COMPATF_MISSILECLIP|COMPATF_MUSHROOM|
|
|
COMPATF_MBFMONSTERMOVE|COMPATF_NOBLOCKFRIENDS|COMPATF_MASKEDMIDTEX;
|
|
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|COMPATF_MASKEDMIDTEX;
|
|
w = COMPATF2_POINTONLINE;
|
|
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);
|
|
CVAR (Flag, compat_pointonline, compatflags2, COMPATF2_POINTONLINE);
|
|
CVAR (Flag, compat_multiexit, compatflags2, COMPATF2_MULTIEXIT);
|
|
CVAR (Flag, compat_teleport, compatflags2, COMPATF2_TELEPORT);
|
|
CVAR (Flag, compat_pushwindow, compatflags2, COMPATF2_PUSHWINDOW);
|
|
|
|
CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_Display
|
|
//
|
|
// Draw current display, possibly wiping it from the previous
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_Display ()
|
|
{
|
|
FTexture *wipe = nullptr;
|
|
int wipe_type;
|
|
sector_t *viewsec;
|
|
|
|
if (nodrawers || screen == NULL)
|
|
return; // for comparative timing / profiling
|
|
|
|
if (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground))
|
|
{
|
|
return;
|
|
}
|
|
|
|
cycle_t cycles;
|
|
|
|
cycles.Reset();
|
|
cycles.Clock();
|
|
|
|
r_UseVanillaTransparency = UseVanillaTransparency(); // [SP] Cache UseVanillaTransparency() call
|
|
r_renderercaps = screen->GetCaps(); // [SP] Get the current capabilities of the renderer
|
|
|
|
if (players[consoleplayer].camera == NULL)
|
|
{
|
|
players[consoleplayer].camera = players[consoleplayer].mo;
|
|
}
|
|
|
|
auto &vp = r_viewpoint;
|
|
if (viewactive)
|
|
{
|
|
DAngle fov = 90.f;
|
|
AActor *cam = players[consoleplayer].camera;
|
|
if (cam)
|
|
{
|
|
if (cam->player)
|
|
fov = cam->player->FOV;
|
|
else fov = cam->CameraFOV;
|
|
}
|
|
R_SetFOV(vp, fov);
|
|
}
|
|
|
|
// fullscreen toggle has been requested
|
|
if (setmodeneeded)
|
|
{
|
|
setmodeneeded = false;
|
|
screen->ToggleFullscreen(fullscreen);
|
|
V_OutputResized(screen->GetWidth(), screen->GetHeight());
|
|
}
|
|
|
|
// change the view size if needed
|
|
if (setsizeneeded)
|
|
{
|
|
if (StatusBar == nullptr)
|
|
{
|
|
viewwidth = SCREENWIDTH;
|
|
viewheight = SCREENHEIGHT;
|
|
setsizeneeded = false;
|
|
}
|
|
else
|
|
{
|
|
R_ExecuteSetViewSize (vp, r_viewwindow);
|
|
}
|
|
}
|
|
|
|
// [RH] Allow temporarily disabling wipes
|
|
if (NoWipe)
|
|
{
|
|
NoWipe--;
|
|
wipe = nullptr;
|
|
wipegamestate = gamestate;
|
|
}
|
|
// No wipes when in a stereo3D VR mode
|
|
else if (gamestate != wipegamestate && gamestate != GS_FULLCONSOLE && gamestate != GS_TITLELEVEL && (vr_mode == 0 || vid_rendermode != 4))
|
|
{ // save the current screen if about to wipe
|
|
wipe = screen->WipeStartScreen ();
|
|
switch (wipegamestate)
|
|
{
|
|
default:
|
|
wipe_type = wipetype;
|
|
break;
|
|
|
|
case GS_FORCEWIPEFADE:
|
|
wipe_type = wipe_Fade;
|
|
break;
|
|
|
|
case GS_FORCEWIPEBURN:
|
|
wipe_type =wipe_Burn;
|
|
break;
|
|
|
|
case GS_FORCEWIPEMELT:
|
|
wipe_type = wipe_Melt;
|
|
break;
|
|
}
|
|
wipegamestate = gamestate;
|
|
}
|
|
else
|
|
{
|
|
wipe = nullptr;
|
|
}
|
|
|
|
screen->FrameTime = I_msTimeFS();
|
|
TexMan.UpdateAnimations(screen->FrameTime);
|
|
R_UpdateSky(screen->FrameTime);
|
|
screen->BeginFrame();
|
|
screen->ClearClipRect();
|
|
if ((gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL) && gametic != 0)
|
|
{
|
|
// [ZZ] execute event hook that we just started the frame
|
|
//E_RenderFrame();
|
|
//
|
|
|
|
// Check for the presence of dynamic lights at the start of the frame once.
|
|
if ((gl_lights && vid_rendermode == 4) || (r_dynlights && vid_rendermode != 4))
|
|
{
|
|
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
|
|
level.HasDynamicLights = !!it.Next();
|
|
}
|
|
else level.HasDynamicLights = false; // lights are off so effectively we have none.
|
|
|
|
viewsec = screen->RenderView(&players[consoleplayer]);
|
|
screen->Begin2D();
|
|
screen->DrawBlend(viewsec);
|
|
if (automapactive)
|
|
{
|
|
AM_Drawer (hud_althud? viewheight : StatusBar->GetTopOfStatusbar());
|
|
}
|
|
if (!automapactive || viewactive)
|
|
{
|
|
screen->RefreshViewBorder ();
|
|
}
|
|
|
|
// for timing the statusbar code.
|
|
//cycle_t stb;
|
|
//stb.Reset();
|
|
//stb.Clock();
|
|
if (hud_althud && viewheight == SCREENHEIGHT && screenblocks > 10)
|
|
{
|
|
StatusBar->DrawBottomStuff (HUD_AltHud);
|
|
if (DrawFSHUD || automapactive) DrawHUD();
|
|
if (players[consoleplayer].camera && players[consoleplayer].camera->player && !automapactive)
|
|
{
|
|
StatusBar->DrawCrosshair();
|
|
}
|
|
StatusBar->CallDraw (HUD_AltHud, vp.TicFrac);
|
|
StatusBar->DrawTopStuff (HUD_AltHud);
|
|
}
|
|
else if (viewheight == SCREENHEIGHT && viewactive && screenblocks > 10)
|
|
{
|
|
EHudState state = DrawFSHUD ? HUD_Fullscreen : HUD_None;
|
|
StatusBar->DrawBottomStuff (state);
|
|
StatusBar->CallDraw (state, vp.TicFrac);
|
|
StatusBar->DrawTopStuff (state);
|
|
}
|
|
else
|
|
{
|
|
StatusBar->DrawBottomStuff (HUD_StatusBar);
|
|
StatusBar->CallDraw (HUD_StatusBar, vp.TicFrac);
|
|
StatusBar->DrawTopStuff (HUD_StatusBar);
|
|
}
|
|
//stb.Unclock();
|
|
//Printf("Stbar = %f\n", stb.TimeMS());
|
|
}
|
|
else
|
|
{
|
|
screen->Begin2D();
|
|
switch (gamestate)
|
|
{
|
|
case GS_FULLCONSOLE:
|
|
screen->Begin2D();
|
|
C_DrawConsole ();
|
|
M_Drawer ();
|
|
screen->End2DAndUpdate ();
|
|
return;
|
|
|
|
case GS_INTERMISSION:
|
|
WI_Drawer ();
|
|
break;
|
|
|
|
case GS_FINALE:
|
|
F_Drawer ();
|
|
break;
|
|
|
|
case GS_DEMOSCREEN:
|
|
D_PageDrawer ();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
CT_Drawer ();
|
|
|
|
// 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(0) * 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, ETextureType::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 || wipe_type == wipe_None)
|
|
{
|
|
if (wipe != nullptr) delete wipe;
|
|
wipe = nullptr;
|
|
NetUpdate (); // send out any new accumulation
|
|
// normal update
|
|
// draw ZScript UI stuff
|
|
C_DrawConsole (); // draw console
|
|
M_Drawer (); // menu is drawn even on top of everything
|
|
FStat::PrintStat ();
|
|
screen->End2DAndUpdate ();
|
|
}
|
|
else
|
|
{
|
|
// wipe update
|
|
uint64_t wipestart, nowtime, diff;
|
|
bool done;
|
|
|
|
GSnd->SetSfxPaused(true, 1);
|
|
I_FreezeTime(true);
|
|
screen->End2D();
|
|
auto wipend = screen->WipeEndScreen ();
|
|
auto wiper = Wiper::Create(wipe_type);
|
|
wiper->SetTextures(wipe, wipend);
|
|
|
|
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;
|
|
screen->Begin2D();
|
|
done = wiper->Run(1);
|
|
C_DrawConsole (); // console and
|
|
M_Drawer (); // menu are drawn even on top of wipes
|
|
screen->End2DAndUpdate ();
|
|
NetUpdate (); // [RH] not sure this is needed anymore
|
|
} while (!done);
|
|
delete wiper;
|
|
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;
|
|
bglobal.RemoveAllBots (true);
|
|
D_QuitNetGame ();
|
|
if (demorecording || demoplayback)
|
|
G_CheckDemoStatus ();
|
|
Net_ClearBuffers ();
|
|
G_NewInit ();
|
|
M_ClearMenus ();
|
|
singletics = false;
|
|
playeringame[0] = 1;
|
|
players[0].playerstate = PST_LIVE;
|
|
gameaction = ga_fullconsole;
|
|
if (gamestate == GS_DEMOSCREEN)
|
|
{
|
|
menuactive = MENU_Off;
|
|
}
|
|
if (gamestate == GS_INTERMISSION) gamestate = GS_DEMOSCREEN;
|
|
insave = false;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoomLoop
|
|
//
|
|
// Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer,
|
|
// calls I_GetTime, I_StartFrame, and I_StartTic
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoomLoop ()
|
|
{
|
|
int lasttic = 0;
|
|
|
|
// Clamp the timer to TICRATE until the playloop has been entered.
|
|
r_NoInterpolate = true;
|
|
Page.SetInvalid();
|
|
Advisory = nullptr;
|
|
|
|
vid_cursor.Callback();
|
|
|
|
for (;;)
|
|
{
|
|
try
|
|
{
|
|
// frame syncronous IO operations
|
|
if (gametic > lasttic)
|
|
{
|
|
lasttic = gametic;
|
|
I_StartFrame ();
|
|
}
|
|
I_SetFrameTime();
|
|
|
|
// process one or more tics
|
|
if (singletics)
|
|
{
|
|
I_StartTic ();
|
|
D_ProcessEvents ();
|
|
G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
|
|
if (advancedemo)
|
|
D_DoAdvanceDemo ();
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
G_Ticker ();
|
|
// [RH] Use the consoleplayer's camera to update sounds
|
|
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
|
|
gametic++;
|
|
maketic++;
|
|
GC::CheckGC ();
|
|
Net_NewMakeTic ();
|
|
}
|
|
else
|
|
{
|
|
TryRunTics (); // will run at least one tic
|
|
}
|
|
// Update display, next frame, with current state.
|
|
I_StartTic ();
|
|
D_Display ();
|
|
if (wantToRestart)
|
|
{
|
|
wantToRestart = false;
|
|
return;
|
|
}
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
D_ErrorCleanup ();
|
|
}
|
|
catch (CVMAbortException &error)
|
|
{
|
|
error.MaybePrintMessage();
|
|
Printf("%s", error.stacktrace.GetChars());
|
|
D_ErrorCleanup();
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageTicker
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageTicker (void)
|
|
{
|
|
if (--pagetic < 0)
|
|
D_AdvanceDemo ();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_PageDrawer
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_PageDrawer (void)
|
|
{
|
|
screen->Clear(0, 0, SCREENWIDTH, SCREENHEIGHT, 0, 0);
|
|
if (Page.Exists())
|
|
{
|
|
screen->DrawTexture (TexMan(Page), 0, 0,
|
|
DTA_Fullscreen, true,
|
|
DTA_Masked, false,
|
|
DTA_BilinearFilter, true,
|
|
TAG_DONE);
|
|
}
|
|
else
|
|
{
|
|
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 != nullptr) Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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)
|
|
{
|
|
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())
|
|
{
|
|
Page = TexMan.CheckForTexture(pagename, ETextureType::MiscPatch);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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 if (stricmp(sc.String, "cheat") == 0)
|
|
{
|
|
cvarflags |= CVAR_CHEAT;
|
|
}
|
|
else if (stricmp(sc.String, "latch") == 0)
|
|
{
|
|
cvarflags |= CVAR_LATCH;
|
|
}
|
|
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 || *file == '\0')
|
|
{
|
|
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)
|
|
{
|
|
if (value == NULL || *value == '\0')
|
|
{
|
|
return;
|
|
}
|
|
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.
|
|
//
|
|
//==========================================================================
|
|
|
|
const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir)
|
|
{
|
|
static char wad[PATH_MAX];
|
|
|
|
if (file == NULL || *file == '\0')
|
|
{
|
|
return NULL;
|
|
}
|
|
if (lookfirstinprogdir)
|
|
{
|
|
mysnprintf (wad, countof(wad), "%s%s%s", progdir.GetChars(), progdir.Back() == '/' ? "" : "/", file);
|
|
if (DirEntryExists (wad))
|
|
{
|
|
return wad;
|
|
}
|
|
}
|
|
|
|
if (DirEntryExists (file))
|
|
{
|
|
mysnprintf (wad, countof(wad), "%s", file);
|
|
return wad;
|
|
}
|
|
|
|
if (GameConfig != NULL && 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.Back() == '/' ? "" : "/", 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
|
|
//
|
|
//==========================================================================
|
|
|
|
FExecList *D_MultiExec (FArgs *list, FExecList *exec)
|
|
{
|
|
for (int i = 0; i < list->NumArgs(); ++i)
|
|
{
|
|
exec = C_ParseExecFile(list->GetArg(i), exec);
|
|
}
|
|
return exec;
|
|
}
|
|
|
|
static void GetCmdLineFiles(TArray<FString> &wadfiles)
|
|
{
|
|
FString *args;
|
|
int i, argc;
|
|
|
|
argc = Args->CheckParmList("-file", &args);
|
|
for (i = 0; i < argc; ++i)
|
|
{
|
|
D_AddWildFile(wadfiles, args[i]);
|
|
}
|
|
}
|
|
|
|
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);
|
|
sc.MustGetStringName(",");
|
|
sc.MustGetString();
|
|
DoomStartupInfo.BkColor = V_GetColor(NULL, sc);
|
|
}
|
|
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)
|
|
{
|
|
// 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;
|
|
FResourceFile *resfile;
|
|
const char *filename = pwads[i];
|
|
|
|
// Does this exist? If so, is it a directory?
|
|
if (!DirEntryExists(pwads[i], &isdir))
|
|
{
|
|
Printf(TEXTCOLOR_RED "Could not stat %s\n", filename);
|
|
continue;
|
|
}
|
|
|
|
if (!isdir)
|
|
{
|
|
FileReader fr;
|
|
if (!fr.OpenFile(filename))
|
|
{
|
|
// Didn't find file
|
|
continue;
|
|
}
|
|
resfile = FResourceFile::OpenResourceFile(filename, fr, true);
|
|
}
|
|
else
|
|
resfile = FResourceFile::OpenDirectory(filename, true);
|
|
|
|
if (resfile != NULL)
|
|
{
|
|
uint32_t 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;
|
|
}
|
|
}
|
|
return "";
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks the IWAD for MAP01 and if found sets GI_MAPxx
|
|
//
|
|
//==========================================================================
|
|
|
|
static void SetMapxxFlag()
|
|
{
|
|
int lump_name = Wads.CheckNumForName("MAP01", ns_global, Wads.GetIwadNum());
|
|
int lump_wad = Wads.CheckNumForFullName("maps/map01.wad", Wads.GetIwadNum());
|
|
int lump_map = Wads.CheckNumForFullName("maps/map01.map", Wads.GetIwadNum());
|
|
|
|
if (lump_name >= 0 || lump_wad >= 0 || lump_map >= 0) gameinfo.flags |= GI_MAPxx;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// FinalGC
|
|
//
|
|
// If this doesn't free everything, the debug CRT will let us know.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void FinalGC()
|
|
{
|
|
delete Args;
|
|
Args = nullptr;
|
|
GC::FinalGC = true;
|
|
GC::FullGC();
|
|
GC::DelSoftRootHead(); // the soft root head will not be collected by a GC so we have to do it explicitly
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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) && defined(_FPU_EXTENDED) && defined(_FPU_DOUBLE)
|
|
{
|
|
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 ();
|
|
|
|
atterm(FinalGC);
|
|
|
|
// 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;
|
|
if (!batchrun) Printf("D_DoomInit: Static RNGseed %d set.\n", rngseed);
|
|
}
|
|
else
|
|
{
|
|
rngseed = I_MakeRNGSeed();
|
|
use_staticrng = false;
|
|
}
|
|
srand(rngseed);
|
|
|
|
FRandom::StaticClearRandom ();
|
|
|
|
if (!batchrun) Printf ("M_LoadDefaults: Load system defaults.\n");
|
|
M_LoadDefaults (); // load before initing other systems
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AddAutoloadFiles
|
|
//
|
|
//==========================================================================
|
|
|
|
static void AddAutoloadFiles(const char *autoname)
|
|
{
|
|
LumpFilterIWAD.Format("%s.", autoname); // The '.' is appened to simplify parsing the string
|
|
|
|
// [SP] Dialog reaction - load lights.pk3 and brightmaps.pk3 based on user choices
|
|
if (!(gameinfo.flags & GI_SHAREWARE))
|
|
{
|
|
if (autoloadlights)
|
|
{
|
|
const char *lightswad = BaseFileSearch ("lights.pk3", NULL);
|
|
if (lightswad)
|
|
D_AddFile (allwads, lightswad);
|
|
}
|
|
if (autoloadbrightmaps)
|
|
{
|
|
const char *bmwad = BaseFileSearch ("brightmaps.pk3", NULL);
|
|
if (bmwad)
|
|
D_AddFile (allwads, bmwad);
|
|
}
|
|
}
|
|
|
|
if (!(gameinfo.flags & GI_SHAREWARE) && !Args->CheckParm("-noautoload") && !disableautoload)
|
|
{
|
|
FString file;
|
|
|
|
// [RH] zvox.wad - A wad I had intended to be automatically generated
|
|
// from Q2's pak0.pak so the female and cyborg player could have
|
|
// voices. I never got around to writing the utility to do it, though.
|
|
// And I probably never will now. But I know at least one person uses
|
|
// it for something else, so this gets to stay here.
|
|
const char *wad = BaseFileSearch ("zvox.wad", NULL);
|
|
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("$HOME/" GAME_DIR "/skins");
|
|
D_AddDirectory (allwads, file);
|
|
#endif
|
|
|
|
// Add common (global) wads
|
|
D_AddConfigWads (allwads, "Global.Autoload");
|
|
|
|
long len;
|
|
int lastpos = -1;
|
|
|
|
while ((len = LumpFilterIWAD.IndexOf('.', lastpos+1)) > 0)
|
|
{
|
|
file = LumpFilterIWAD.Left(len) + ".Autoload";
|
|
D_AddConfigWads(allwads, file);
|
|
lastpos = len;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CheckCmdLine
|
|
//
|
|
//==========================================================================
|
|
|
|
static void CheckCmdLine()
|
|
{
|
|
int flags = dmflags;
|
|
int p;
|
|
const char *v;
|
|
|
|
if (!batchrun) Printf ("Checking cmd-line parameters...\n");
|
|
if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS;
|
|
if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN;
|
|
if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS;
|
|
|
|
devparm = !!Args->CheckParm ("-devparm");
|
|
|
|
if (Args->CheckParm ("-altdeath"))
|
|
{
|
|
deathmatch = 1;
|
|
flags |= DF_ITEMS_RESPAWN;
|
|
}
|
|
else if (Args->CheckParm ("-deathmatch"))
|
|
{
|
|
deathmatch = 1;
|
|
flags |= DF_WEAPONS_STAY | DF_ITEMS_RESPAWN;
|
|
}
|
|
|
|
dmflags = flags;
|
|
|
|
// get skill / episode / map from parms
|
|
if (gameinfo.gametype != GAME_Hexen)
|
|
{
|
|
startmap = (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1";
|
|
}
|
|
else
|
|
{
|
|
startmap = "&wt@01";
|
|
}
|
|
autostart = StoredWarp.IsNotEmpty();
|
|
|
|
const char *val = Args->CheckValue ("-skill");
|
|
if (val)
|
|
{
|
|
gameskill = val[0] - '1';
|
|
autostart = true;
|
|
}
|
|
|
|
p = Args->CheckParm ("-warp");
|
|
if (p && p < Args->NumArgs() - 1)
|
|
{
|
|
int ep, map;
|
|
|
|
if (gameinfo.flags & GI_MAPxx)
|
|
{
|
|
ep = 1;
|
|
map = atoi (Args->GetArg(p+1));
|
|
}
|
|
else
|
|
{
|
|
ep = atoi (Args->GetArg(p+1));
|
|
map = p < Args->NumArgs() - 2 ? atoi (Args->GetArg(p+2)) : 10;
|
|
if (map < 1 || map > 9)
|
|
{
|
|
map = ep;
|
|
ep = 1;
|
|
}
|
|
}
|
|
|
|
startmap = CalcMapName (ep, map);
|
|
autostart = true;
|
|
}
|
|
|
|
// [RH] Hack to handle +map. The standard console command line handler
|
|
// won't be able to handle it, so we take it out of the command line and set
|
|
// it up like -warp.
|
|
FString mapvalue = Args->TakeValue("+map");
|
|
if (mapvalue.IsNotEmpty())
|
|
{
|
|
if (!P_CheckMapData(mapvalue))
|
|
{
|
|
Printf ("Can't find map %s\n", mapvalue.GetChars());
|
|
}
|
|
else
|
|
{
|
|
startmap = mapvalue;
|
|
autostart = true;
|
|
}
|
|
}
|
|
|
|
if (devparm)
|
|
{
|
|
Printf ("%s", GStrings("D_DEVSTR"));
|
|
}
|
|
|
|
// turbo option // [RH] (now a cvar)
|
|
v = Args->CheckValue("-turbo");
|
|
if (v != NULL)
|
|
{
|
|
double amt = atof(v);
|
|
Printf ("turbo scale: %.0f%%\n", amt);
|
|
turbo = (float)amt;
|
|
}
|
|
|
|
v = Args->CheckValue ("-timer");
|
|
if (v)
|
|
{
|
|
double time = strtod (v, NULL);
|
|
Printf ("Levels will end after %g minute%s.\n", time, time > 1 ? "s" : "");
|
|
timelimit = (float)time;
|
|
}
|
|
|
|
v = Args->CheckValue ("-avg");
|
|
if (v)
|
|
{
|
|
Printf ("Austin Virtual Gaming: Levels will end after 20 minutes\n");
|
|
timelimit = 20.f;
|
|
}
|
|
|
|
//
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// D_DoomMain
|
|
//
|
|
//==========================================================================
|
|
|
|
void D_DoomMain (void)
|
|
{
|
|
int p;
|
|
const char *v;
|
|
const char *wad;
|
|
TArray<FString> pwads;
|
|
FString *args;
|
|
int argcount;
|
|
FIWadManager *iwad_man;
|
|
const char *batchout = Args->CheckValue("-errorlog");
|
|
|
|
// +logfile gets checked too late to catch the full startup log in the logfile so do some extra check for it here.
|
|
FString logfile = Args->TakeValue("+logfile");
|
|
if (logfile.IsNotEmpty())
|
|
{
|
|
execLogfile(logfile);
|
|
}
|
|
else if (batchout != NULL && *batchout != 0)
|
|
{
|
|
batchrun = true;
|
|
execLogfile(batchout, true);
|
|
Printf("Command line: ");
|
|
for (int i = 0; i < Args->NumArgs(); i++)
|
|
{
|
|
Printf("%s ", Args->GetArg(i));
|
|
}
|
|
Printf("\n");
|
|
}
|
|
|
|
if (Args->CheckParm("-hashfiles"))
|
|
{
|
|
const char *filename = "fileinfo.txt";
|
|
Printf("Hashing loaded content to: %s\n", filename);
|
|
hashfile = fopen(filename, "w");
|
|
if (hashfile)
|
|
{
|
|
fprintf(hashfile, "%s version %s (%s)\n", GAMENAME, GetVersionString(), GetGitHash());
|
|
#ifdef __VERSION__
|
|
fprintf(hashfile, "Compiler version: %s\n", __VERSION__);
|
|
#endif
|
|
fprintf(hashfile, "Command line:");
|
|
for (int i = 0; i < Args->NumArgs(); ++i)
|
|
{
|
|
fprintf(hashfile, " %s", Args->GetArg(i));
|
|
}
|
|
fprintf(hashfile, "\n");
|
|
}
|
|
}
|
|
|
|
if (!batchrun) Printf(PRINT_LOG, "%s version %s\n", GAMENAME, GetVersionString());
|
|
|
|
D_DoomInit();
|
|
|
|
extern void D_ConfirmSendStats();
|
|
D_ConfirmSendStats();
|
|
|
|
// [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;
|
|
|
|
FString optionalwad = BaseFileSearch(OPTIONALWAD, NULL, true);
|
|
|
|
iwad_man = new FIWadManager(basewad);
|
|
|
|
// Now that we have the IWADINFO, initialize the autoload ini sections.
|
|
GameConfig->DoAutoloadSetup(iwad_man);
|
|
|
|
// reinit from here
|
|
|
|
do
|
|
{
|
|
PClass::StaticInit();
|
|
PType::StaticInit();
|
|
|
|
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;
|
|
|
|
if (iwad_man == NULL)
|
|
{
|
|
iwad_man = new FIWadManager(basewad);
|
|
}
|
|
const FIWADInfo *iwad_info = iwad_man->FindIWAD(allwads, iwad, basewad, optionalwad);
|
|
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);
|
|
|
|
// Process automatically executed files
|
|
FExecList *exec;
|
|
FArgs *execFiles = new FArgs;
|
|
GameConfig->AddAutoexec(execFiles, gameinfo.ConfigName);
|
|
exec = D_MultiExec(execFiles, NULL);
|
|
delete execFiles;
|
|
|
|
// Process .cfg files at the start of the command line.
|
|
execFiles = Args->GatherFiles ("-exec");
|
|
exec = D_MultiExec(execFiles, exec);
|
|
delete execFiles;
|
|
|
|
// [RH] process all + commands on the command line
|
|
exec = C_ParseCmdLineParams(exec);
|
|
|
|
CopyFiles(allwads, pwads);
|
|
if (exec != NULL)
|
|
{
|
|
exec->AddPullins(allwads);
|
|
}
|
|
|
|
// Since this function will never leave we must delete this array here manually.
|
|
pwads.Clear();
|
|
pwads.ShrinkToFit();
|
|
|
|
if (hashfile)
|
|
{
|
|
Printf("Notice: File hashing is incredibly verbose. Expect loading files to take much longer than usual.\n");
|
|
}
|
|
|
|
if (!batchrun) Printf ("W_Init: Init WADfiles.\n");
|
|
Wads.InitMultipleFiles (allwads);
|
|
allwads.Clear();
|
|
allwads.ShrinkToFit();
|
|
SetMapxxFlag();
|
|
|
|
GameConfig->DoKeySetup(gameinfo.ConfigName);
|
|
|
|
// Now that wads are loaded, define mod-specific cvars.
|
|
ParseCVarInfo();
|
|
|
|
// Actually exec command line commands and exec files.
|
|
if (exec != NULL)
|
|
{
|
|
exec->ExecCommands();
|
|
delete exec;
|
|
exec = NULL;
|
|
}
|
|
|
|
// [RH] Initialize localizable strings.
|
|
GStrings.LoadStrings (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)
|
|
{
|
|
if (!batchrun) Printf ("I_Init: Setting up machine state.\n");
|
|
I_Init ();
|
|
}
|
|
|
|
if (!batchrun) Printf ("V_Init: allocate screen.\n");
|
|
V_Init (!!restart);
|
|
|
|
// Base systems have been inited; enable cvar callbacks
|
|
FBaseCVar::EnableCallbacks ();
|
|
|
|
if (!batchrun) Printf ("S_Init: Setting up sound.\n");
|
|
S_Init ();
|
|
|
|
if (!batchrun) 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
|
|
if (!batchrun) Printf ("S_InitData: Load sound definitions.\n");
|
|
S_InitData ();
|
|
|
|
// [RH] Parse through all loaded mapinfo lumps
|
|
if (!batchrun) Printf ("G_ParseMapInfo: Load map definitions.\n");
|
|
G_ParseMapInfo (iwad_info->MapInfo);
|
|
ReadStatistics();
|
|
|
|
// MUSINFO must be parsed after MAPINFO
|
|
S_ParseMusInfo();
|
|
|
|
if (!batchrun) Printf ("Texman.Init: Init texture manager.\n");
|
|
TexMan.Init();
|
|
C_InitConback();
|
|
|
|
StartScreen->Progress();
|
|
V_InitFonts();
|
|
|
|
// [CW] Parse any TEAMINFO lumps.
|
|
if (!batchrun) Printf ("ParseTeamInfo: Load team definitions.\n");
|
|
TeamLibrary.ParseTeamInfo ();
|
|
|
|
R_ParseTrnslate();
|
|
PClassActor::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 ();
|
|
|
|
ParseGLDefs();
|
|
|
|
if (!batchrun) Printf ("R_Init: Init %s refresh subsystem.\n", gameinfo.ConfigName.GetChars());
|
|
StartScreen->LoadingStatus ("Loading graphics", 0x3f);
|
|
R_Init ();
|
|
|
|
if (!batchrun) Printf ("DecalLibrary: Load decals.\n");
|
|
DecalLibrary.ReadAllDecals ();
|
|
|
|
// Load embedded Dehacked patches
|
|
D_LoadDehLumps(FromIWAD);
|
|
|
|
// [RH] Add any .deh and .bex files on the command line.
|
|
// If there are none, try adding any in the config file.
|
|
// Note that the command line overrides defaults from the config.
|
|
|
|
if ((ConsiderPatches("-deh") | ConsiderPatches("-bex")) == 0 &&
|
|
gameinfo.gametype == GAME_Doom && GameConfig->SetSection ("Doom.DefaultDehacked"))
|
|
{
|
|
const char *key;
|
|
const char *value;
|
|
|
|
while (GameConfig->NextInSection (key, value))
|
|
{
|
|
if (stricmp (key, "Path") == 0 && FileExists (value))
|
|
{
|
|
if (!batchrun) Printf ("Applying patch %s\n", value);
|
|
D_LoadDehFile(value);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Load embedded Dehacked patches
|
|
D_LoadDehLumps(FromPWADs);
|
|
|
|
// Create replacements for dehacked pickups
|
|
FinishDehPatch();
|
|
|
|
if (!batchrun) Printf("M_Init: Init menus.\n");
|
|
M_Init();
|
|
|
|
// clean up the compiler symbols which are not needed any longer.
|
|
RemoveUnusedSymbols();
|
|
|
|
InitActorNumsFromMapinfo();
|
|
InitSpawnablesFromMapinfo();
|
|
PClassActor::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();
|
|
|
|
if (!batchrun) Printf ("P_Init: Init Playloop state.\n");
|
|
StartScreen->LoadingStatus ("Init game engine", 0x3f);
|
|
AM_StaticInit();
|
|
P_Init ();
|
|
|
|
P_SetupWeapons_ntohton();
|
|
|
|
//SBarInfo support. Note that the first SBARINFO lump contains the mugshot definition so it even needs to be read when a regular status bar is being used.
|
|
SBarInfo::Load();
|
|
HUD_InitHud();
|
|
|
|
if (!batchrun)
|
|
{
|
|
// [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)
|
|
{
|
|
if (!batchrun) Printf ("D_CheckNetGame: Checking network game status.\n");
|
|
StartScreen->LoadingStatus ("Checking network game status.", 0x3f);
|
|
D_CheckNetGame ();
|
|
}
|
|
|
|
// [SP] Force vanilla transparency auto-detection to re-detect our game lumps now
|
|
UpdateVanillaTransparency();
|
|
|
|
// [RH] Lock any cvars that should be locked now that we're
|
|
// about to begin the game.
|
|
FBaseCVar::EnableNoSet ();
|
|
|
|
delete iwad_man; // now we won't need this anymore
|
|
iwad_man = NULL;
|
|
|
|
// [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") || batchrun)
|
|
{
|
|
throw CNoRunExit();
|
|
}
|
|
|
|
V_Init2();
|
|
UpdateJoystickMenu(NULL);
|
|
|
|
v = Args->CheckValue ("-loadgame");
|
|
if (v)
|
|
{
|
|
FString file(v);
|
|
FixPathSeperator (file);
|
|
DefaultExtension (file, "." SAVEGAME_EXT);
|
|
G_LoadGame (file);
|
|
}
|
|
|
|
v = Args->CheckValue("-playdemo");
|
|
if (v != NULL)
|
|
{
|
|
singledemo = true; // quit after one demo
|
|
G_DeferedPlayDemo (v);
|
|
D_DoomLoop (); // never returns
|
|
}
|
|
else
|
|
{
|
|
v = Args->CheckValue("-timedemo");
|
|
if (v)
|
|
{
|
|
G_TimeDemo(v);
|
|
D_DoomLoop(); // never returns
|
|
}
|
|
else
|
|
{
|
|
if (gameaction != ga_loadgame && gameaction != ga_loadgamehidecon)
|
|
{
|
|
if (autostart || netgame)
|
|
{
|
|
// Do not do any screenwipes when autostarting a game.
|
|
if (!Args->CheckParm("-warpwipe"))
|
|
{
|
|
NoWipe = TICRATE;
|
|
}
|
|
CheckWarpTransMap(startmap, true);
|
|
if (demorecording)
|
|
G_BeginRecording(startmap);
|
|
G_InitNew(startmap, false);
|
|
if (StoredWarp.IsNotEmpty())
|
|
{
|
|
AddCommandString(StoredWarp.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->InitPalette();
|
|
// These calls from inside V_Init2 are still necessary
|
|
C_NewModeAdjust();
|
|
D_StartTitle (); // start up intro loop
|
|
setmodeneeded = false; // This may be set to true here, but isn't needed for a restart
|
|
}
|
|
|
|
D_DoAnonStats();
|
|
|
|
if (I_FriendlyWindowTitle)
|
|
I_SetWindowTitle(DoomStartupInfo.Name.GetChars());
|
|
|
|
D_DoomLoop (); // this only returns if a 'restart' CCMD is given.
|
|
//
|
|
// Clean up after a restart
|
|
//
|
|
|
|
// 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
|
|
AM_ClearColorsets();
|
|
|
|
// clean up game state
|
|
ST_Clear();
|
|
D_ErrorCleanup ();
|
|
DThinker::DestroyThinkersInList(STAT_STATIC);
|
|
E_Shutdown(false);
|
|
P_FreeLevelData();
|
|
P_FreeExtraLevelData();
|
|
|
|
M_SaveDefaults(NULL); // save config before the restart
|
|
|
|
// delete all data that cannot be left until reinitialization
|
|
screen->CleanForRestart();
|
|
V_ClearFonts(); // must clear global font pointers
|
|
ColorSets.Clear();
|
|
PainFlashes.Clear();
|
|
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
|
|
FS_Close(); // destroy the global FraggleScript.
|
|
DeinitMenus();
|
|
LightDefaults.Clear(); // this can leak heap memory if it isn't cleared.
|
|
|
|
// delete DoomStartupInfo data
|
|
DoomStartupInfo.Name = (const char*)0;
|
|
DoomStartupInfo.BkColor = DoomStartupInfo.FgColor = DoomStartupInfo.Type = 0;
|
|
|
|
GC::FullGC(); // clean up before taking down the object list.
|
|
|
|
// Delete the reference to the VM functions here which were deleted and will be recreated after the restart.
|
|
FAutoSegIterator probe(ARegHead, ARegTail);
|
|
while (*++probe != NULL)
|
|
{
|
|
AFuncDesc *afunc = (AFuncDesc *)*probe;
|
|
*(afunc->VMPointer) = NULL;
|
|
}
|
|
|
|
GC::DelSoftRootHead();
|
|
|
|
PClass::StaticShutdown();
|
|
|
|
GC::FullGC(); // perform one final garbage collection after shutdown
|
|
|
|
assert(GC::Root == nullptr);
|
|
|
|
restart++;
|
|
PClass::bShutdown = false;
|
|
PClass::bVMOperational = false;
|
|
|
|
gamestate = GS_STARTUP;
|
|
}
|
|
while (1);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// restart the game
|
|
//
|
|
//==========================================================================
|
|
|
|
UNSAFE_CCMD(restart)
|
|
{
|
|
// remove command line args that would get in the way during restart
|
|
Args->RemoveArgs("-iwad");
|
|
Args->RemoveArgs("-deh");
|
|
Args->RemoveArgs("-bex");
|
|
Args->RemoveArgs("-playdemo");
|
|
Args->RemoveArgs("-file");
|
|
Args->RemoveArgs("-altdeath");
|
|
Args->RemoveArgs("-deathmatch");
|
|
Args->RemoveArgs("-skill");
|
|
Args->RemoveArgs("-savedir");
|
|
Args->RemoveArgs("-xlat");
|
|
Args->RemoveArgs("-oldsprites");
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
for (int i = 1; i<argv.argc(); i++)
|
|
{
|
|
Args->AppendArg(argv[i]);
|
|
}
|
|
}
|
|
|
|
wantToRestart = true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// 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; }
|
|
|
|
DEFINE_FIELD_X(InputEventData, event_t, type)
|
|
DEFINE_FIELD_X(InputEventData, event_t, subtype)
|
|
DEFINE_FIELD_X(InputEventData, event_t, data1)
|
|
DEFINE_FIELD_X(InputEventData, event_t, data2)
|
|
DEFINE_FIELD_X(InputEventData, event_t, data3)
|
|
DEFINE_FIELD_X(InputEventData, event_t, x)
|
|
DEFINE_FIELD_X(InputEventData, event_t, y)
|
|
|
|
|
|
CUSTOM_CVAR(Bool, I_FriendlyWindowTitle, true, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL)
|
|
{
|
|
if (self)
|
|
I_SetWindowTitle(DoomStartupInfo.Name.GetChars());
|
|
else
|
|
I_SetWindowTitle(NULL);
|
|
}
|