qzdoom/src/d_main.cpp
2018-11-10 14:19:55 +01:00

2848 lines
72 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//
// DESCRIPTION:
// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
// plus functions to determine game mode (shareware, registered),
// parse command line parameters, configure game parameters (turbo),
// and call the startup functions.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#ifdef _WIN32
#include <direct.h>
#endif
#ifdef HAVE_FPU_CONTROL
#include <fpu_control.h>
#endif
#if defined(__unix__) || defined(__APPLE__)
#include <unistd.h>
#endif
#include <math.h>
#include <assert.h>
#include "doomerrors.h"
#include "i_time.h"
#include "d_gui.h"
#include "m_random.h"
#include "doomdef.h"
#include "doomstat.h"
#include "gstrings.h"
#include "w_wad.h"
#include "s_sound.h"
#include "v_video.h"
#include "intermission/intermission.h"
#include "f_wipe.h"
#include "m_argv.h"
#include "m_misc.h"
#include "menu/menu.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "i_sound.h"
#include "i_video.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "wi_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "p_setup.h"
#include "r_utility.h"
#include "r_sky.h"
#include "d_main.h"
#include "d_dehacked.h"
#include "cmdlib.h"
#include "v_text.h"
#include "gi.h"
#include "a_dynlight.h"
#include "gameconfigfile.h"
#include "sbar.h"
#include "decallib.h"
#include "version.h"
#include "st_start.h"
#include "teaminfo.h"
#include "hardware.h"
#include "sbarinfo.h"
#include "d_net.h"
#include "d_event.h"
#include "d_netinf.h"
#include "m_cheat.h"
#include "compatibility.h"
#include "m_joy.h"
#include "po_man.h"
#include "r_renderer.h"
#include "p_local.h"
#include "autosegs.h"
#include "fragglescript/t_fs.h"
#include "g_levellocals.h"
#include "events.h"
#include "vm.h"
#include "types.h"
#include "r_data/r_vanillatrans.h"
EXTERN_CVAR(Bool, hud_althud)
EXTERN_CVAR(Int, vr_mode)
void DrawHUD();
void D_DoAnonStats();
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
extern void I_SetWindowTitle(const char* caption);
extern void ReadStatistics();
extern void M_SetDefaultMode ();
extern void G_NewInit ();
extern void SetupPlayerClasses ();
extern void HUD_InitHud();
void DeinitMenus();
const FIWADInfo *D_FindIWAD(TArray<FString> &wadfiles, const char *iwad, const char *basewad);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
void D_CheckNetGame ();
void D_ProcessEvents ();
void G_BuildTiccmd (ticcmd_t* cmd);
void D_DoAdvanceDemo ();
void D_AddWildFile (TArray<FString> &wadfiles, const char *pattern);
void D_LoadWadSettings ();
void ParseGLDefs();
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
void D_DoomLoop ();
const char *BaseFileSearch (const char *file, const char *ext, bool lookfirstinprogdir=false);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
EXTERN_CVAR (Float, turbo)
EXTERN_CVAR (Bool, freelook)
EXTERN_CVAR (Float, m_pitch)
EXTERN_CVAR (Float, m_yaw)
EXTERN_CVAR (Bool, invertmouse)
EXTERN_CVAR (Bool, lookstrafe)
EXTERN_CVAR (Int, screenblocks)
EXTERN_CVAR (Bool, sv_cheats)
EXTERN_CVAR (Bool, sv_unlimited_pickup)
EXTERN_CVAR (Bool, I_FriendlyWindowTitle)
extern bool setmodeneeded;
extern bool gameisdead;
extern bool demorecording;
extern bool M_DemoNoPlay; // [RH] if true, then skip any demos in the loop
extern bool insave;
extern TDeletingArray<FLightDefaults *> LightDefaults;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
CUSTOM_CVAR (Int, fraglimit, 0, CVAR_SERVERINFO)
{
// Check for the fraglimit being hit because the fraglimit is being
// lowered below somebody's current frag count.
if (deathmatch && self > 0)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && self <= D_GetFragCount(&players[i]))
{
Printf ("%s\n", GStrings("TXT_FRAGLIMIT"));
G_ExitLevel (0, false);
break;
}
}
}
}
CVAR (Float, timelimit, 0.f, CVAR_SERVERINFO);
CVAR (Int, wipetype, 1, CVAR_ARCHIVE);
CVAR (Int, snd_drawoutput, 0, 0);
CUSTOM_CVAR (String, vid_cursor, "None", CVAR_ARCHIVE | CVAR_NOINITCALL)
{
bool res = false;
if (!stricmp(self, "None" ) && gameinfo.CursorPic.IsNotEmpty())
{
res = I_SetCursor(TexMan[gameinfo.CursorPic]);
}
else
{
res = I_SetCursor(TexMan[self]);
}
if (!res)
{
I_SetCursor(TexMan["cursor"]);
}
}
// Controlled by startup dialog
CVAR (Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
CVAR (Bool, autoloadbrightmaps, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
CVAR (Bool, autoloadlights, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
CVAR (Bool, r_debug_disable_vis_filter, false, 0)
bool wantToRestart;
bool DrawFSHUD; // [RH] Draw fullscreen HUD?
TArray<FString> allwads;
bool devparm; // started game with -devparm
const char *D_DrawIcon; // [RH] Patch name of icon to draw on next refresh
int NoWipe; // [RH] Allow wipe? (Needs to be set each time)
bool singletics = false; // debug flag to cancel adaptiveness
FString startmap;
bool autostart;
FString StoredWarp;
bool advancedemo;
FILE *debugfile;
FILE *hashfile;
event_t events[MAXEVENTS];
int eventhead;
int eventtail;
gamestate_t wipegamestate = GS_DEMOSCREEN; // can be -1 to force a wipe
bool PageBlank;
FTexture *Advisory;
FTextureID Page;
bool nospriterename;
FStartupInfo DoomStartupInfo;
FString lastIWAD;
int restart = 0;
bool batchrun; // just run the startup and collect all error messages in a logfile, then quit without any interaction
bool AppActive = true;
cycle_t FrameCycles;
// [SP] Store the capabilities of the renderer in a global variable, to prevent excessive per-frame processing
uint32_t r_renderercaps = 0;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static int demosequence;
static int pagetic;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// D_ProcessEvents
//
// Send all the events of the given timestamp down the responder chain.
// Events are asynchronous inputs generally generated by the game user.
// Events can be discarded if no responder claims them
//
//==========================================================================
void D_ProcessEvents (void)
{
event_t *ev;
for (; eventtail != eventhead ; eventtail = (eventtail+1)&(MAXEVENTS-1))
{
ev = &events[eventtail];
if (ev->type == EV_None)
continue;
if (ev->type == EV_DeviceChange)
UpdateJoystickMenu(I_UpdateDeviceList());
if (C_Responder (ev))
continue; // console ate the event
if (M_Responder (ev))
continue; // menu ate the event
// check events
if (ev->type != EV_Mouse && E_Responder(ev)) // [ZZ] ZScript ate the event // update 07.03.17: mouse events are handled directly
continue;
G_Responder (ev);
}
}
//==========================================================================
//
// D_PostEvent
//
// Called by the I/O functions when input is detected.
//
//==========================================================================
void D_PostEvent (const event_t *ev)
{
// Do not post duplicate consecutive EV_DeviceChange events.
if (ev->type == EV_DeviceChange && events[eventhead].type == EV_DeviceChange)
{
return;
}
events[eventhead] = *ev;
if (ev->type == EV_Mouse && menuactive == MENU_Off && ConsoleState != c_down && ConsoleState != c_falling && !E_Responder(ev) && !paused)
{
if (Button_Mlook.bDown || freelook)
{
int look = int(ev->y * m_pitch * mouse_sensitivity * 16.0);
if (invertmouse)
look = -look;
G_AddViewPitch (look, true);
events[eventhead].y = 0;
}
if (!Button_Strafe.bDown && !lookstrafe)
{
G_AddViewAngle (int(ev->x * m_yaw * mouse_sensitivity * 8.0), true);
events[eventhead].x = 0;
}
if ((events[eventhead].x | events[eventhead].y) == 0)
{
return;
}
}
eventhead = (eventhead+1)&(MAXEVENTS-1);
}
//==========================================================================
//
// D_RemoveNextCharEvent
//
// Removes the next EV_GUI_Char event in the input queue. Used by the menu,
// since it (generally) consumes EV_GUI_KeyDown events and not EV_GUI_Char
// events, and it needs to ensure that there is no left over input when it's
// done. If there are multiple EV_GUI_KeyDowns before the EV_GUI_Char, then
// there are dead chars involved, so those should be removed, too. We do
// this by changing the message type to EV_None rather than by actually
// removing the event from the queue.
//
//==========================================================================
void D_RemoveNextCharEvent()
{
assert(events[eventtail].type == EV_GUI_Event && events[eventtail].subtype == EV_GUI_KeyDown);
for (int evnum = eventtail; evnum != eventhead; evnum = (evnum+1) & (MAXEVENTS-1))
{
event_t *ev = &events[evnum];
if (ev->type != EV_GUI_Event)
break;
if (ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_Char)
{
ev->type = EV_None;
if (ev->subtype == EV_GUI_Char)
break;
}
else
{
break;
}
}
}
//==========================================================================
//
// CVAR dmflags
//
//==========================================================================
CUSTOM_CVAR (Int, dmflags, 0, CVAR_SERVERINFO)
{
// In case DF_NO_FREELOOK was changed, reinitialize the sky
// map. (If no freelook, then no need to stretch the sky.)
if (sky1texture.isValid())
R_InitSkyMap ();
if (self & DF_NO_FREELOOK)
{
Net_WriteByte (DEM_CENTERVIEW);
}
// If nofov is set, force everybody to the arbitrator's FOV.
if ((self & DF_NO_FOV) && consoleplayer == Net_Arbitrator)
{
float fov;
Net_WriteByte (DEM_FOV);
// If the game is started with DF_NO_FOV set, the arbitrator's
// DesiredFOV will not be set when this callback is run, so
// be sure not to transmit a 0 FOV.
fov = players[consoleplayer].DesiredFOV;
if (fov == 0)
{
fov = 90;
}
Net_WriteFloat (fov);
}
}
CVAR (Flag, sv_nohealth, dmflags, DF_NO_HEALTH);
CVAR (Flag, sv_noitems, dmflags, DF_NO_ITEMS);
CVAR (Flag, sv_weaponstay, dmflags, DF_WEAPONS_STAY);
CVAR (Flag, sv_falldamage, dmflags, DF_FORCE_FALLINGHX);
CVAR (Flag, sv_oldfalldamage, dmflags, DF_FORCE_FALLINGZD);
CVAR (Flag, sv_samelevel, dmflags, DF_SAME_LEVEL);
CVAR (Flag, sv_spawnfarthest, dmflags, DF_SPAWN_FARTHEST);
CVAR (Flag, sv_forcerespawn, dmflags, DF_FORCE_RESPAWN);
CVAR (Flag, sv_noarmor, dmflags, DF_NO_ARMOR);
CVAR (Flag, sv_noexit, dmflags, DF_NO_EXIT);
CVAR (Flag, sv_infiniteammo, dmflags, DF_INFINITE_AMMO);
CVAR (Flag, sv_nomonsters, dmflags, DF_NO_MONSTERS);
CVAR (Flag, sv_monsterrespawn, dmflags, DF_MONSTERS_RESPAWN);
CVAR (Flag, sv_itemrespawn, dmflags, DF_ITEMS_RESPAWN);
CVAR (Flag, sv_fastmonsters, dmflags, DF_FAST_MONSTERS);
CVAR (Flag, sv_nojump, dmflags, DF_NO_JUMP);
CVAR (Flag, sv_allowjump, dmflags, DF_YES_JUMP);
CVAR (Flag, sv_nofreelook, dmflags, DF_NO_FREELOOK);
CVAR (Flag, sv_allowfreelook, dmflags, DF_YES_FREELOOK);
CVAR (Flag, sv_nofov, dmflags, DF_NO_FOV);
CVAR (Flag, sv_noweaponspawn, dmflags, DF_NO_COOP_WEAPON_SPAWN);
CVAR (Flag, sv_nocrouch, dmflags, DF_NO_CROUCH);
CVAR (Flag, sv_allowcrouch, dmflags, DF_YES_CROUCH);
CVAR (Flag, sv_cooploseinventory, dmflags, DF_COOP_LOSE_INVENTORY);
CVAR (Flag, sv_cooplosekeys, dmflags, DF_COOP_LOSE_KEYS);
CVAR (Flag, sv_cooploseweapons, dmflags, DF_COOP_LOSE_WEAPONS);
CVAR (Flag, sv_cooplosearmor, dmflags, DF_COOP_LOSE_ARMOR);
CVAR (Flag, sv_cooplosepowerups, dmflags, DF_COOP_LOSE_POWERUPS);
CVAR (Flag, sv_cooploseammo, dmflags, DF_COOP_LOSE_AMMO);
CVAR (Flag, sv_coophalveammo, dmflags, DF_COOP_HALVE_AMMO);
// Some (hopefully cleaner) interface to these settings.
CVAR (Mask, sv_crouch, dmflags, DF_NO_CROUCH|DF_YES_CROUCH);
CVAR (Mask, sv_jump, dmflags, DF_NO_JUMP|DF_YES_JUMP);
CVAR (Mask, sv_fallingdamage, dmflags, DF_FORCE_FALLINGHX|DF_FORCE_FALLINGZD);
CVAR (Mask, sv_freelook, dmflags, DF_NO_FREELOOK|DF_YES_FREELOOK);
//==========================================================================
//
// CVAR dmflags2
//
// [RH] From Skull Tag. Some of these were already done as separate cvars
// (such as bfgaiming), but I collected them here like Skull Tag does.
//
//==========================================================================
CUSTOM_CVAR (Int, dmflags2, 0, CVAR_SERVERINFO)
{
// Stop the automap if we aren't allowed to use it.
if ((self & DF2_NO_AUTOMAP) && automapactive)
AM_Stop ();
for (int i = 0; i < MAXPLAYERS; i++)
{
player_t *p = &players[i];
if (!playeringame[i])
continue;
// Revert our view to our own eyes if spying someone else.
if (self & DF2_DISALLOW_SPYING)
{
// The player isn't looking through its own eyes, so make it.
if (p->camera != p->mo)
{
p->camera = p->mo;
S_UpdateSounds (p->camera);
StatusBar->AttachToPlayer (p);
if (demoplayback || multiplayer)
StatusBar->ShowPlayerName ();
}
}
// Come out of chasecam mode if we're not allowed to use chasecam.
if (!(dmflags2 & DF2_CHASECAM) && CheckCheatmode(false))
{
// Take us out of chasecam mode only.
if (p->cheats & CF_CHASECAM)
cht_DoCheat (p, CHT_CHASECAM);
}
}
}
CVAR (Flag, sv_weapondrop, dmflags2, DF2_YES_WEAPONDROP);
CVAR (Flag, sv_noteamswitch, dmflags2, DF2_NO_TEAM_SWITCH);
CVAR (Flag, sv_doubleammo, dmflags2, DF2_YES_DOUBLEAMMO);
CVAR (Flag, sv_degeneration, dmflags2, DF2_YES_DEGENERATION);
CVAR (Flag, sv_nobfgaim, dmflags2, DF2_NO_FREEAIMBFG);
CVAR (Flag, sv_barrelrespawn, dmflags2, DF2_BARRELS_RESPAWN);
CVAR (Flag, sv_keepfrags, dmflags2, DF2_YES_KEEPFRAGS);
CVAR (Flag, sv_norespawn, dmflags2, DF2_NO_RESPAWN);
CVAR (Flag, sv_losefrag, dmflags2, DF2_YES_LOSEFRAG);
CVAR (Flag, sv_respawnprotect, dmflags2, DF2_YES_RESPAWN_INVUL);
CVAR (Flag, sv_samespawnspot, dmflags2, DF2_SAME_SPAWN_SPOT);
CVAR (Flag, sv_infiniteinventory, dmflags2, DF2_INFINITE_INVENTORY);
CVAR (Flag, sv_killallmonsters, dmflags2, DF2_KILL_MONSTERS);
CVAR (Flag, sv_noautomap, dmflags2, DF2_NO_AUTOMAP);
CVAR (Flag, sv_noautomapallies, dmflags2, DF2_NO_AUTOMAP_ALLIES);
CVAR (Flag, sv_disallowspying, dmflags2, DF2_DISALLOW_SPYING);
CVAR (Flag, sv_chasecam, dmflags2, DF2_CHASECAM);
CVAR (Flag, sv_disallowsuicide, dmflags2, DF2_NOSUICIDE);
CVAR (Flag, sv_noautoaim, dmflags2, DF2_NOAUTOAIM);
CVAR (Flag, sv_dontcheckammo, dmflags2, DF2_DONTCHECKAMMO);
CVAR (Flag, sv_killbossmonst, dmflags2, DF2_KILLBOSSMONST);
CVAR (Flag, sv_nocountendmonst, dmflags2, DF2_NOCOUNTENDMONST);
CVAR (Flag, sv_respawnsuper, dmflags2, DF2_RESPAWN_SUPER);
//==========================================================================
//
// CVAR 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);
}