mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
1380 lines
35 KiB
C++
1380 lines
35 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2019 Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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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.
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See the GNU General Public License for more details.
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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, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include <stdexcept>
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#include "gamecontrol.h"
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#include "tarray.h"
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#include "zstring.h"
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#include "name.h"
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#include "sc_man.h"
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#include "c_cvars.h"
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#include "gameconfigfile.h"
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#include "gamecvars.h"
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#include "build.h"
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#include "inputstate.h"
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#include "m_argv.h"
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#include "rts.h"
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#include "printf.h"
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#include "c_bind.h"
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#include "v_font.h"
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#include "c_console.h"
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#include "c_dispatch.h"
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#include "i_specialpaths.h"
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#include "raze_music.h"
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#include "statistics.h"
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#include "razemenu.h"
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#include "gstrings.h"
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#include "quotemgr.h"
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#include "mapinfo.h"
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#include "raze_sound.h"
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#include "i_system.h"
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#include "inputstate.h"
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#include "v_video.h"
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#include "st_start.h"
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#include "s_music.h"
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#include "i_video.h"
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#include "v_text.h"
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#include "resourcefile.h"
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#include "c_dispatch.h"
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#include "glbackend/glbackend.h"
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#include "engineerrors.h"
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#include "mmulti.h"
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#include "gamestate.h"
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#include "gstrings.h"
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#include "texturemanager.h"
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#include "i_interface.h"
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#include "x86.h"
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#include "startupinfo.h"
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#include "mapinfo.h"
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#include "menustate.h"
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#include "screenjob.h"
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#include "statusbar.h"
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#include "uiinput.h"
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#include "d_net.h"
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#include "automap.h"
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#include "v_draw.h"
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#include "gi.h"
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CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadwidescreen, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Bool, ui_generic)
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CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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{
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GStrings.UpdateLanguage(self);
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UpdateGenericUI(ui_generic);
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}
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CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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{
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if (self < 0)
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{
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self = 0;
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}
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else if (self > 2)
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{
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self = 2;
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}
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}
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// The last remains of sdlayer.cpp
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GameInterface* gi;
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int myconnectindex, numplayers;
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int connecthead, connectpoint2[MAXMULTIPLAYERS];
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auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
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int lastTic;
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extern bool pauseext;
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cycle_t thinktime, actortime, gameupdatetime, drawtime;
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gamestate_t gamestate = GS_STARTUP;
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gameaction_t gameaction = ga_nothing;
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// gameaction state
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MapRecord* g_nextmap;
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int g_nextskill;
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FILE* hashfile;
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FStartupInfo GameStartupInfo;
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FMemArena dump; // this is for memory blocks than cannot be deallocated without some huge effort. Put them in here so that they do not register on shutdown.
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InputState inputState;
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int ShowStartupWindow(TArray<GrpEntry> &);
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FString GetGameFronUserFiles();
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void InitFileSystem(TArray<GrpEntry>&);
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void I_SetWindowTitle(const char* caption);
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void S_ParseSndInfo();
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void I_DetectOS(void);
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void LoadScripts();
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void MainLoop();
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void SetConsoleNotifyBuffer();
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DBaseStatusBar* StatusBar;
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bool AppActive = true;
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FString currentGame;
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FString LumpFilter;
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CVAR(Bool, queryiwad, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(String, defaultiwad, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR(Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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extern int hud_size_max;
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int paused;
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bool pausedWithKey;
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CUSTOM_CVAR(Int, cl_gender, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0 || self > 3) self = 0;
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}
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int StrTable_GetGender()
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{
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return cl_gender;
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}
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bool validFilter(const char* str);
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extern int chatmodeon;
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bool System_WantGuiCapture()
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{
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bool wantCapt;
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if (menuactive == MENU_Off)
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{
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wantCapt = ConsoleState == c_down || ConsoleState == c_falling || chatmodeon;
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}
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else
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{
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wantCapt = (menuactive == MENU_On || menuactive == MENU_OnNoPause);
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}
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return wantCapt;
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}
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bool System_DispatchEvent(event_t* ev)
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{
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if (ev->type == EV_Mouse && !System_WantGuiCapture())
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{
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inputState.MouseAddToPos(ev->x, -ev->y);
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return true;
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}
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inputState.AddEvent(ev);
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return false;
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}
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bool System_WantLeftButton()
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{
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return false;// (gamestate == GS_MENUSCREEN || gamestate == GS_TITLELEVEL);
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}
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bool System_NetGame()
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{
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return false; // fixme later. For now there is no netgame support.
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}
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bool System_WantNativeMouse()
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{
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return false;
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}
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static bool System_CaptureModeInGame()
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{
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return true;
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}
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static bool System_DisableTextureFilter()
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{
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return hw_useindexedcolortextures;
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}
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static IntRect System_GetSceneRect()
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{
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// Special handling so the view with a visible status bar displays properly
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int height = windowxy2.y - windowxy1.y + 1, width = windowxy2.x - windowxy1.x + 1;
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IntRect mSceneViewport;
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mSceneViewport.left = windowxy1.x;
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mSceneViewport.top = windowxy1.y;
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mSceneViewport.width = width;
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mSceneViewport.height = height;
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return mSceneViewport;
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}
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//==========================================================================
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//
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// DoomSpecificInfo
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//
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// Called by the crash logger to get application-specific information.
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//
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//==========================================================================
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void System_CrashInfo(char* buffer, size_t bufflen, const char *lfstr)
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{
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const char* arg;
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char* const buffend = buffer + bufflen - 2; // -2 for CRLF at end
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int i;
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buffer += mysnprintf(buffer, buffend - buffer, GAMENAME " version %s (%s)", GetVersionString(), GetGitHash());
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buffer += snprintf(buffer, buffend - buffer, "%sCommand line:", lfstr);
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for (i = 0; i < Args->NumArgs(); ++i)
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{
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buffer += snprintf(buffer, buffend - buffer, " %s", Args->GetArg(i));
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}
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for (i = 0; (arg = fileSystem.GetResourceFileName(i)) != NULL; ++i)
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{
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buffer += mysnprintf(buffer, buffend - buffer, "%sFile %d: %s", lfstr, i, arg);
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}
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buffer += mysnprintf(buffer, buffend - buffer, "%s", lfstr);
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*buffer = 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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UserConfig userConfig;
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void UserConfig::ProcessOptions()
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{
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// -help etc are omitted
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// -cfg / -setupfile refer to Build style config which are not supported.
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if (Args->CheckParm("-cfg") || Args->CheckParm("-setupfile"))
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{
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Printf("Build-format config files not supported and will be ignored\n");
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}
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auto v = Args->CheckValue("-addon");
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if (v)
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{
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auto val = strtol(v, nullptr, 0);
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static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" };
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if (val >= 0 && val < 4) gamegrp = addons[val];
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else Printf("%s: Unknown Addon\n", v);
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}
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else if (Args->CheckParm("-nam"))
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{
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gamegrp = "NAM.GRP";
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}
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else if (Args->CheckParm("-napalm"))
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{
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gamegrp = "NAPALM.GRP";
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}
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else if (Args->CheckParm("-ww2gi"))
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{
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gamegrp = "WW2GI.GRP";
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}
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// Set up all needed content for these two mod which feature a very messy distribution.
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// As an alternative they can be zipped up - the launcher will be able to detect and set up such versions automatically.
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else if (Args->CheckParm("-route66"))
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{
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gamegrp = "REDNECK.GRP";
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DefaultCon = "GAME66.CON";
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const char* argv[] = { "tilesa66.art" , "tilesb66.art" };
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AddArt.reset(new FArgs(2, argv));
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toBeDeleted.Push("turd66.anm*turdmov.anm");
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toBeDeleted.Push("turd66.voc*turdmov.voc");
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toBeDeleted.Push("end66.anm*rr_outro.anm");
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toBeDeleted.Push("end66.voc*rr_outro.voc");
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}
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else if (Args->CheckParm("-cryptic"))
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{
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gamegrp = "BLOOD.RFF";
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DefaultCon = "CRYPTIC.INI";
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const char* argv[] = { "cpart07.ar_" , "cpart15.ar_" };
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AddArt.reset(new FArgs(2, argv));
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}
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v = Args->CheckValue("-gamegrp");
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if (v)
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{
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gamegrp = v;
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}
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else
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{
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// This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource.
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v = Args->CheckValue("-iwad");
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if (v)
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{
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gamegrp = v;
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}
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}
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Args->CollectFiles("-rts", ".rts");
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auto rts = Args->CheckValue("-rts");
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if (rts) RTS_Init(rts);
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Args->CollectFiles("-map", ".map");
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CommandMap = Args->CheckValue("-map");
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static const char* defs[] = { "-def", "-h", nullptr };
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Args->CollectFiles("-def", defs, ".def");
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DefaultDef = Args->CheckValue("-def");
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if (DefaultCon.IsEmpty())
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{
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static const char* cons[] = { "-con", "-x", nullptr };
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Args->CollectFiles("-con", cons, ".con");
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DefaultCon = Args->CheckValue("-con");
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if (DefaultCon.IsEmpty()) DefaultCon = Args->CheckValue("-ini");
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}
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static const char* demos[] = { "-playback", "-d", "-demo", nullptr };
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Args->CollectFiles("-demo", demos, ".dmo");
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CommandDemo = Args->CheckValue("-demo");
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static const char* names[] = { "-pname", "-name", nullptr };
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Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
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CommandName = Args->CheckValue("-name");
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static const char* nomos[] = { "-nomonsters", "-nodudes", "-nocreatures", nullptr };
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Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
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nomonsters = Args->CheckParm("-nomonsters");
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static const char* acons[] = { "-addcon", "-mx", nullptr };
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Args->CollectFiles("-addcon", acons, ".con");
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AddCons.reset(Args->GatherFiles("-addcon"));
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static const char* adefs[] = { "-adddef", "-mh", nullptr };
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Args->CollectFiles("-adddef", adefs, ".def");
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AddDefs.reset(Args->GatherFiles("-adddef"));
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Args->CollectFiles("-art", ".art");
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AddArt.reset(Args->GatherFiles("-art"));
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nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick");
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nosound = Args->CheckParm("-nosfx") || Args->CheckParm("-nosound");
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if (Args->CheckParm("-setup")) queryiwad = 1;
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else if (Args->CheckParm("-nosetup")) queryiwad = 0;
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if (Args->CheckParm("-file"))
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{
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// For file loading there's two modes:
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// If -file is given, all content will be processed in order and the legacy options be ignored entirely.
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//This allows mixing directories and GRP files in arbitrary order.
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Args->CollectFiles("-file", NULL);
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AddFiles.reset(Args->GatherFiles("-file"));
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}
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else
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{
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// Trying to emulate Build. This means to treat RFF files as lowest priority, then all GRPs and then all directories.
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// This is only for people depending on lauchers. Since the semantics are so crappy it is strongly recommended to
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// use -file instead which gives the user full control over the order in which things are added.
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// For single mods this is no problem but don't even think about loading more stuff consistently...
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static const char* grps[] = { "-g", "-grp", nullptr };
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static const char* dirs[] = { "-game_dir", "-j", nullptr };
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static const char* rffs[] = { "-rff", "-snd", nullptr };
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static const char* twostep[] = { "-rff", "-grp", nullptr };
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// Abuse the inner workings to get the files into proper order. This is not 100% accurate but should work fine for everything that doesn't intentionally fuck things up.
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Args->CollectFiles("-rff", rffs, ".rff");
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Args->CollectFiles("-grp", grps, nullptr);
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Args->CollectFiles("-grp", twostep, nullptr); // The two previous calls have already brought the content in order so collecting it again gives us one list with everything.
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AddFilesPre.reset(Args->GatherFiles("-grp"));
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Args->CollectFiles("-game_dir", dirs, nullptr);
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AddFiles.reset(Args->GatherFiles("-game_dir"));
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}
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if (Args->CheckParm("-showcoords") || Args->CheckParm("-w"))
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{
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C_DoCommand("stat coord");
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void CheckUserMap()
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{
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if (userConfig.CommandMap.IsEmpty()) return;
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FString startupMap = userConfig.CommandMap;
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if (startupMap.IndexOfAny("/\\") < 0) startupMap.Insert(0, "/");
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DefaultExtension(startupMap, ".map");
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startupMap.Substitute("\\", "/");
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NormalizeFileName(startupMap);
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if (fileSystem.FileExists(startupMap))
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{
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Printf("Using level: \"%s\".\n", startupMap.GetChars());
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}
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else
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{
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Printf("Level \"%s\" not found.\n", startupMap.GetChars());
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startupMap = "";
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}
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userConfig.CommandMap = startupMap;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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namespace Duke3d
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{
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::GameInterface* CreateInterface();
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DBaseStatusBar* CreateDukeStatusBar();
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DBaseStatusBar* CreateRedneckStatusBar();
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}
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namespace Blood
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{
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::GameInterface* CreateInterface();
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}
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namespace ShadowWarrior
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{
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::GameInterface* CreateInterface();
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}
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namespace Exhumed
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{
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::GameInterface* CreateInterface();
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}
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void CheckFrontend(int flags)
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{
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if (flags & GAMEFLAG_BLOOD)
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{
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gi = Blood::CreateInterface();
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}
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else if (flags & GAMEFLAG_SW)
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{
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gi = ShadowWarrior::CreateInterface();
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}
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else if (flags & GAMEFLAG_PSEXHUMED)
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{
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gi = Exhumed::CreateInterface();
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}
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else
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{
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gi = Duke3d::CreateInterface();
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}
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}
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|
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void I_StartupJoysticks();
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void I_ShutdownInput();
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|
int RunGame();
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|
void System_MenuClosed();
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void System_MenuDim();
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|
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int GameMain()
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{
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int r;
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|
|
SetConsoleNotifyBuffer();
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sysCallbacks =
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|
{
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System_WantGuiCapture,
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System_WantLeftButton,
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System_NetGame,
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System_WantNativeMouse,
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System_CaptureModeInGame,
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nullptr,
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nullptr,
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nullptr,
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System_DisableTextureFilter,
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nullptr,
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System_GetSceneRect,
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nullptr,
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System_MenuDim,
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nullptr,
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System_DispatchEvent,
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validFilter,
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StrTable_GetGender,
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System_MenuClosed,
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nullptr
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};
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|
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try
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{
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r = RunGame();
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}
|
|
catch (const CExitEvent & exit)
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|
{
|
|
// Just let the rest of the function execute.
|
|
r = exit.Reason();
|
|
}
|
|
catch (const std::exception & err)
|
|
{
|
|
// shut down critical systems before showing a message box.
|
|
I_ShowFatalError(err.what());
|
|
r = -1;
|
|
}
|
|
DeleteScreenJob();
|
|
DeinitMenus();
|
|
if (StatusBar) StatusBar->Destroy();
|
|
StatusBar = nullptr;
|
|
if (gi)
|
|
{
|
|
gi->FreeGameData(); // Must be done before taking down any subsystems.
|
|
}
|
|
S_StopMusic(true);
|
|
if (soundEngine) delete soundEngine;
|
|
soundEngine = nullptr;
|
|
I_CloseSound();
|
|
I_ShutdownInput();
|
|
G_SaveConfig();
|
|
C_DeinitConsole();
|
|
V_ClearFonts();
|
|
vox_deinit();
|
|
TexMan.DeleteAll();
|
|
TileFiles.CloseAll(); // delete the texture data before shutting down graphics.
|
|
GLInterface.Deinit();
|
|
I_ShutdownGraphics();
|
|
engineUnInit();
|
|
if (gi)
|
|
{
|
|
delete gi;
|
|
gi = nullptr;
|
|
}
|
|
DeleteStartupScreen();
|
|
PClass::StaticShutdown();
|
|
if (Args) delete Args;
|
|
return r;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void SetDefaultStrings()
|
|
{
|
|
if ((g_gameType & GAMEFLAG_DUKE) && fileSystem.FindFile("E4L1.MAP") < 0)
|
|
{
|
|
// Pre-Atomic releases do not define this.
|
|
gVolumeNames[0] = "$L.A. Meltdown";
|
|
gVolumeNames[1] = "$Lunar Apocalypse";
|
|
gVolumeNames[2] = "$Shrapnel City";
|
|
if (g_gameType & GAMEFLAG_SHAREWARE) gVolumeNames[3] = "$The Birth";
|
|
gSkillNames[0] = "$Piece of Cake";
|
|
gSkillNames[1] = "$Let's Rock";
|
|
gSkillNames[2] = "$Come get Some";
|
|
gSkillNames[3] = "$Damn I'm Good";
|
|
}
|
|
// Blood hard codes its skill names, so we have to define them manually.
|
|
if (g_gameType & GAMEFLAG_BLOOD)
|
|
{
|
|
gSkillNames[0] = "$STILL KICKING";
|
|
gSkillNames[1] = "$PINK ON THE INSIDE";
|
|
gSkillNames[2] = "$LIGHTLY BROILED";
|
|
gSkillNames[3] = "$WELL DONE";
|
|
gSkillNames[4] = "$EXTRA CRISPY";
|
|
}
|
|
|
|
//Set a few quotes which are used for common handling of a few status messages
|
|
quoteMgr.InitializeQuote(23, "$MESSAGES: ON");
|
|
quoteMgr.InitializeQuote(24, "$MESSAGES: OFF");
|
|
quoteMgr.InitializeQuote(83, "$FOLLOW MODE OFF");
|
|
quoteMgr.InitializeQuote(84, "$FOLLOW MODE ON");
|
|
quoteMgr.InitializeQuote(85, "$AUTORUNOFF");
|
|
quoteMgr.InitializeQuote(86, "$AUTORUNON");
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static TArray<GrpEntry> SetupGame()
|
|
{
|
|
// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
|
|
|
|
auto groups = GrpScan();
|
|
if (groups.Size() == 0)
|
|
{
|
|
// Abort if no game data found.
|
|
G_SaveConfig();
|
|
I_Error("Unable to find any game data. Please verify your settings.");
|
|
}
|
|
|
|
decltype(groups) usedgroups;
|
|
|
|
int groupno = -1;
|
|
|
|
// If the user has specified a file name, let's see if we know it.
|
|
//
|
|
FString game = GetGameFronUserFiles();
|
|
if (userConfig.gamegrp.IsEmpty())
|
|
{
|
|
userConfig.gamegrp = game;
|
|
}
|
|
|
|
if (userConfig.gamegrp.Len())
|
|
{
|
|
FString gamegrplower = "/" + userConfig.gamegrp.MakeLower();
|
|
|
|
int g = 0;
|
|
for (auto& grp : groups)
|
|
{
|
|
auto grplower = grp.FileName.MakeLower();
|
|
grplower.Substitute("\\", "/");
|
|
if (grplower.LastIndexOf(gamegrplower) == grplower.Len() - gamegrplower.Len())
|
|
{
|
|
groupno = g;
|
|
break;
|
|
}
|
|
g++;
|
|
}
|
|
}
|
|
|
|
if (groupno == -1)
|
|
{
|
|
int pick = 0;
|
|
|
|
// We got more than one so present the IWAD selection box.
|
|
if (groups.Size() > 1)
|
|
{
|
|
// Locate the user's prefered IWAD, if it was found.
|
|
if (defaultiwad[0] != '\0')
|
|
{
|
|
for (unsigned i = 0; i < groups.Size(); ++i)
|
|
{
|
|
FString& basename = groups[i].FileName;
|
|
if (stricmp(basename, defaultiwad) == 0)
|
|
{
|
|
pick = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (groups.Size() > 1)
|
|
{
|
|
TArray<WadStuff> wads;
|
|
for (auto& found : groups)
|
|
{
|
|
WadStuff stuff;
|
|
stuff.Name = found.FileInfo.name;
|
|
stuff.Path = ExtractFileBase(found.FileName);
|
|
wads.Push(stuff);
|
|
}
|
|
pick = I_PickIWad(&wads[0], (int)wads.Size(), queryiwad, pick);
|
|
if (pick >= 0)
|
|
{
|
|
// The newly selected IWAD becomes the new default
|
|
defaultiwad = groups[pick].FileName;
|
|
}
|
|
groupno = pick;
|
|
}
|
|
}
|
|
else if (groups.Size() == 1)
|
|
{
|
|
groupno = 0;
|
|
}
|
|
}
|
|
|
|
if (groupno == -1) return TArray<GrpEntry>();
|
|
auto& group = groups[groupno];
|
|
|
|
if (GameStartupInfo.Name.IsNotEmpty()) I_SetWindowTitle(GameStartupInfo.Name);
|
|
else I_SetWindowTitle(group.FileInfo.name);
|
|
|
|
// Now filter out the data we actually need and delete the rest.
|
|
|
|
usedgroups.Push(group);
|
|
|
|
auto crc = group.FileInfo.dependencyCRC;
|
|
if (crc != 0) for (auto& dep : groups)
|
|
{
|
|
if (dep.FileInfo.CRC == crc)
|
|
{
|
|
usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data.
|
|
}
|
|
}
|
|
groups.Reset();
|
|
|
|
FString selectedScript;
|
|
FString selectedDef;
|
|
for (auto& ugroup : usedgroups)
|
|
{
|
|
// For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same.
|
|
if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname;
|
|
if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname;
|
|
|
|
// CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok.
|
|
if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname);
|
|
|
|
// For the game filter the last non-empty one wins.
|
|
if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter;
|
|
g_gameType |= ugroup.FileInfo.flags;
|
|
}
|
|
if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript;
|
|
if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef;
|
|
|
|
// This can only happen with a custom game that does not define any filter.
|
|
// In this case take the display name and strip all whitespace and invaliid path characters from it.
|
|
if (LumpFilter.IsEmpty())
|
|
{
|
|
LumpFilter = usedgroups.Last().FileInfo.name;
|
|
LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n");
|
|
}
|
|
|
|
currentGame = LumpFilter;
|
|
currentGame.Truncate(currentGame.IndexOf("."));
|
|
PClass::StaticInit();
|
|
CheckFrontend(g_gameType);
|
|
gameinfo.gametype = g_gameType;
|
|
return usedgroups;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void InitLanguages()
|
|
{
|
|
GStrings.LoadStrings(language);
|
|
}
|
|
|
|
|
|
void CreateStatusBar()
|
|
{
|
|
int flags = g_gameType;
|
|
PClass* stbarclass = nullptr;
|
|
|
|
GC::AddMarkerFunc([]() { GC::Mark(StatusBar); });
|
|
if (flags & GAMEFLAG_BLOOD)
|
|
{
|
|
stbarclass = PClass::FindClass("BloodStatusBar");
|
|
}
|
|
else if (flags & GAMEFLAG_SW)
|
|
{
|
|
stbarclass = PClass::FindClass("SWStatusBar");
|
|
}
|
|
else if (flags & GAMEFLAG_PSEXHUMED)
|
|
{
|
|
stbarclass = PClass::FindClass("ExhumedStatusBar");
|
|
}
|
|
else
|
|
{
|
|
StatusBar = isRR() ? Duke3d::CreateRedneckStatusBar() : Duke3d::CreateDukeStatusBar();
|
|
return;
|
|
}
|
|
if (!stbarclass)
|
|
{
|
|
I_FatalError("No status bar defined");
|
|
}
|
|
StatusBar = static_cast<DBaseStatusBar*>(stbarclass->CreateNew());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int RunGame()
|
|
{
|
|
// Set up the console before anything else so that it can receive text.
|
|
C_InitConsole(1024, 768, true);
|
|
|
|
// +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");
|
|
|
|
// As long as this engine is still in prerelease mode let's always write a log file.
|
|
if (logfile.IsEmpty()) logfile.Format("%s" GAMENAMELOWERCASE ".log", M_GetDocumentsPath().GetChars());
|
|
|
|
if (logfile.IsNotEmpty())
|
|
{
|
|
execLogfile(logfile);
|
|
}
|
|
I_DetectOS();
|
|
userConfig.ProcessOptions();
|
|
G_LoadConfig();
|
|
auto usedgroups = SetupGame();
|
|
|
|
|
|
InitFileSystem(usedgroups);
|
|
if (usedgroups.Size() == 0) return 0;
|
|
|
|
// Handle CVARs with game specific defaults here.
|
|
if (g_gameType & GAMEFLAG_BLOOD)
|
|
{
|
|
mus_redbook.SetGenericRepDefault(false, CVAR_Bool); // Blood should default to CD Audio off - all other games must default to on.
|
|
am_showlabel.SetGenericRepDefault(true, CVAR_Bool);
|
|
}
|
|
if (g_gameType & GAMEFLAG_SW)
|
|
{
|
|
cl_weaponswitch.SetGenericRepDefault(1, CVAR_Int);
|
|
if (cl_weaponswitch > 1) cl_weaponswitch = 1;
|
|
}
|
|
if (g_gameType & (GAMEFLAG_BLOOD|GAMEFLAG_RR))
|
|
{
|
|
am_nameontop.SetGenericRepDefault(true, CVAR_Bool); // Blood and RR show the map name on the top of the screen by default.
|
|
}
|
|
|
|
G_ReadConfig(currentGame);
|
|
|
|
V_InitFontColors();
|
|
InitLanguages();
|
|
|
|
|
|
CheckCPUID(&CPU);
|
|
CalculateCPUSpeed();
|
|
auto ci = DumpCPUInfo(&CPU);
|
|
Printf("%s", ci.GetChars());
|
|
|
|
V_InitScreenSize();
|
|
V_InitScreen();
|
|
StartScreen = FStartupScreen::CreateInstance(100);
|
|
|
|
TArray<FString> addArt;
|
|
for (auto& grp : usedgroups)
|
|
{
|
|
for (auto& art : grp.FileInfo.loadart)
|
|
{
|
|
addArt.Push(art);
|
|
}
|
|
}
|
|
if (userConfig.AddArt) for (auto& art : *userConfig.AddArt)
|
|
{
|
|
addArt.Push(art);
|
|
}
|
|
TileFiles.AddArt(addArt);
|
|
|
|
inputState.ClearAllInput();
|
|
|
|
if (!GameConfig->IsInitialized())
|
|
{
|
|
CONFIG_ReadCombatMacros();
|
|
}
|
|
|
|
if (userConfig.CommandName.IsNotEmpty())
|
|
{
|
|
playername = userConfig.CommandName;
|
|
}
|
|
GameTicRate = 30;
|
|
CheckUserMap();
|
|
GPalette.Init(MAXPALOOKUPS + 2); // one slot for each translation, plus a separate one for the base palettes and the internal one
|
|
TexMan.Init([]() {}, [](BuildInfo &) {});
|
|
V_InitFonts();
|
|
TileFiles.Init();
|
|
I_InitSound();
|
|
Mus_InitMusic();
|
|
S_ParseSndInfo();
|
|
S_ParseReverbDef();
|
|
InitStatistics();
|
|
LoadScripts();
|
|
SetDefaultStrings();
|
|
if (Args->CheckParm("-sounddebug"))
|
|
C_DoCommand("stat sounddebug");
|
|
|
|
if (enginePreInit())
|
|
{
|
|
I_FatalError("There was a problem initializing the Build engine: %s\n", engineerrstr);
|
|
}
|
|
|
|
SetupGameButtons();
|
|
gameinfo.mBackButton = "engine/graphics/m_back.png";
|
|
gi->app_init();
|
|
CreateStatusBar();
|
|
SetDefaultMenuColors();
|
|
M_Init();
|
|
BuildGameMenus();
|
|
if (!(paletteloaded & PALETTE_MAIN))
|
|
I_FatalError("No palette found.");
|
|
|
|
V_LoadTranslations(); // loading the translations must be delayed until the palettes have been fully set up.
|
|
lookups.postLoadTables();
|
|
TileFiles.PostLoadSetup();
|
|
videoInit();
|
|
|
|
D_CheckNetGame();
|
|
UpdateGenericUI(ui_generic);
|
|
MainLoop();
|
|
return 0; // this is never reached. MainLoop only exits via exception.
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// The one and only main loop in the entire engine. Yay!
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
|
|
void TickSubsystems()
|
|
{
|
|
// run these on an independent timer until we got something working for the games.
|
|
static const uint64_t tickInterval = 1'000'000'000 / 30;
|
|
static uint64_t nexttick = 0;
|
|
|
|
auto nowtick = I_nsTime();
|
|
if (nexttick == 0) nexttick = nowtick;
|
|
int cnt = 0;
|
|
while (nexttick <= nowtick && cnt < 5)
|
|
{
|
|
nexttick += tickInterval;
|
|
C_Ticker();
|
|
M_Ticker();
|
|
C_RunDelayedCommands();
|
|
cnt++;
|
|
}
|
|
// If this took too long the engine was most likely suspended so recalibrate the timer.
|
|
// Perfect precision is not needed here.
|
|
if (cnt == 5) nexttick = nowtick + tickInterval;
|
|
}
|
|
|
|
void updatePauseStatus()
|
|
{
|
|
// This must go through the network in multiplayer games.
|
|
if (M_Active() || System_WantGuiCapture())
|
|
{
|
|
paused = 1;
|
|
}
|
|
else if (!M_Active() || !System_WantGuiCapture())
|
|
{
|
|
if (!pausedWithKey)
|
|
{
|
|
paused = 0;
|
|
}
|
|
|
|
if (sendPause)
|
|
{
|
|
sendPause = false;
|
|
paused = pausedWithKey ? 0 : 2;
|
|
pausedWithKey = !!paused;
|
|
}
|
|
}
|
|
|
|
paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void PolymostProcessVoxels(void);
|
|
|
|
void videoInit()
|
|
{
|
|
lookups.postLoadLookups();
|
|
V_Init2();
|
|
videoSetGameMode(vid_fullscreen, screen->GetWidth(), screen->GetHeight(), 32, 1);
|
|
|
|
PolymostProcessVoxels();
|
|
GLInterface.Init(screen->GetWidth());
|
|
screen->BeginFrame();
|
|
screen->SetTextureFilterMode();
|
|
setViewport(hud_size);
|
|
}
|
|
|
|
void G_FatalEngineError(void)
|
|
{
|
|
I_FatalError("There was a problem initializing the engine: %s\n\nThe application will now close.", engineerrstr);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9};
|
|
|
|
void CONFIG_ReadCombatMacros()
|
|
{
|
|
FScanner sc;
|
|
try
|
|
{
|
|
sc.Open("engine/combatmacros.txt");
|
|
for (auto s : CombatMacros)
|
|
{
|
|
sc.MustGetToken(TK_StringConst);
|
|
UCVarValue val;
|
|
val.String = sc.String;
|
|
s->SetGenericRepDefault(val, CVAR_String);
|
|
}
|
|
}
|
|
catch (const CRecoverableError &)
|
|
{
|
|
// We do not want this to error out. Just ignore if it fails.
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
CCMD(snd_reset)
|
|
{
|
|
Mus_Stop();
|
|
if (soundEngine) soundEngine->Reset();
|
|
Mus_ResumeSaved();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_PauseSound
|
|
//
|
|
// Stop music and sound effects, during game PAUSE.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_PauseSound (bool notmusic, bool notsfx)
|
|
{
|
|
if (!notmusic)
|
|
{
|
|
S_PauseMusic();
|
|
}
|
|
if (!notsfx)
|
|
{
|
|
soundEngine->SetPaused(true);
|
|
GSnd->SetSfxPaused (true, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_ResumeSound
|
|
//
|
|
// Resume music and sound effects, after game PAUSE.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_ResumeSound (bool notsfx)
|
|
{
|
|
S_ResumeMusic();
|
|
if (!notsfx)
|
|
{
|
|
soundEngine->SetPaused(false);
|
|
GSnd->SetSfxPaused (false, 0);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SetSoundPaused
|
|
//
|
|
// Called with state non-zero when the app is active, zero when it isn't.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SetSoundPaused(int state)
|
|
{
|
|
if (state)
|
|
{
|
|
if (paused == 0)
|
|
{
|
|
S_ResumeSound(true);
|
|
if (GSnd != nullptr)
|
|
{
|
|
GSnd->SetInactive(SoundRenderer::INACTIVE_Active);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (paused == 0)
|
|
{
|
|
S_PauseSound(false, true);
|
|
if (GSnd != nullptr)
|
|
{
|
|
GSnd->SetInactive(SoundRenderer::INACTIVE_Complete);
|
|
}
|
|
}
|
|
}
|
|
#if 0
|
|
if (!netgame
|
|
#if 0 //def _DEBUG
|
|
&& !demoplayback
|
|
#endif
|
|
)
|
|
{
|
|
pauseext = !state;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
FString G_GetDemoPath()
|
|
{
|
|
FString path = M_GetDemoPath();
|
|
|
|
path << LumpFilter << '/';
|
|
CreatePath(path);
|
|
|
|
return path;
|
|
}
|
|
|
|
CCMD(printinterface)
|
|
{
|
|
Printf("Current interface is %s\n", gi->Name());
|
|
}
|
|
|
|
CCMD (togglemsg)
|
|
{
|
|
FBaseCVar *var, *prev;
|
|
UCVarValue val;
|
|
|
|
if (argv.argc() > 1)
|
|
{
|
|
if ( (var = FindCVar (argv[1], &prev)) )
|
|
{
|
|
var->MarkUnsafe();
|
|
|
|
val = var->GetGenericRep (CVAR_Bool);
|
|
val.Bool = !val.Bool;
|
|
var->SetGenericRep (val, CVAR_Bool);
|
|
const char *statestr = argv.argc() <= 2? "*" : argv[2];
|
|
if (*statestr == '*')
|
|
{
|
|
Printf(PRINT_MEDIUM|PRINT_NOTIFY, "\"%s\" = \"%s\"\n", var->GetName(), val.Bool ? "true" : "false");
|
|
}
|
|
else
|
|
{
|
|
int state = (int)strtoll(argv[2], nullptr, 0);
|
|
if (state != 0)
|
|
{
|
|
// Order of Duke's quote string varies, some have on first, some off, so use the sign of the parameter to decide.
|
|
// Positive means Off/On, negative means On/Off
|
|
int quote = state > 0? state + val.Bool : -(state + val.Bool);
|
|
auto text = quoteMgr.GetQuote(quote);
|
|
if (text) Printf(PRINT_MEDIUM|PRINT_NOTIFY, "%s\n", text);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool OkForLocalization(FTextureID texnum, const char* substitute)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
// Mainly a dummy.
|
|
CCMD(taunt)
|
|
{
|
|
if (argv.argc() > 2)
|
|
{
|
|
int taunt = atoi(argv[1]);
|
|
int mode = atoi(argv[2]);
|
|
|
|
// In a ZDoom-style protocol this should be sent:
|
|
// Net_WriteByte(DEM_TAUNT);
|
|
// Net_WriteByte(taunt);
|
|
// Net_WriteByte(mode);
|
|
if (mode == 1)
|
|
{
|
|
// todo:
|
|
//gi->PlayTaunt(taunt);
|
|
// Duke:
|
|
// startrts(taunt, 1)
|
|
// Blood:
|
|
// sndStartSample(4400 + taunt, 128, 1, 0);
|
|
// SW:
|
|
// PlaySoundRTS(taunt);
|
|
// Exhumed does not implement RTS, should be like Duke
|
|
//
|
|
}
|
|
Printf(PRINT_NOTIFY, "%s", **CombatMacros[taunt - 1]);
|
|
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::FreeLevelData()
|
|
{
|
|
// Make sure that there is no more level to toy around with.
|
|
initspritelists();
|
|
numsectors = numwalls = 0;
|
|
currentLevel = nullptr;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale);
|
|
//void DrawGenericCrosshair(int num, int phealth, double xdelta);
|
|
void ST_LoadCrosshair(int num, bool alwaysload);
|
|
CVAR(Int, crosshair, 0, CVAR_ARCHIVE)
|
|
|
|
|
|
void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color)
|
|
{
|
|
int type = -1;
|
|
if (automapMode == am_off && cl_crosshair)
|
|
{
|
|
if (deftile < MAXTILES && crosshair == 0)
|
|
{
|
|
auto tile = tileGetTexture(deftile);
|
|
if (tile)
|
|
{
|
|
double crosshair_scale = cl_crosshairscale * .01 * scale;
|
|
DrawTexture(twod, tile, 160 + xdelta, 100 + ydelta, DTA_Color, color,
|
|
DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
|
|
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
|
|
|
|
return;
|
|
}
|
|
}
|
|
// 0 means 'game provided crosshair' - use type 2 as fallback.
|
|
ST_LoadCrosshair(crosshair == 0 ? 2 : *crosshair, false);
|
|
|
|
double xpos = (windowxy1.x + windowxy2.x) / 2 + xdelta * (windowxy2.y - windowxy1.y) / 240.;
|
|
double ypos = (windowxy1.y + windowxy2.y) / 2;
|
|
ST_DrawCrosshair(health, xpos, ypos, 1);
|
|
}
|
|
}
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void LoadDefinitions()
|
|
{
|
|
loaddefinitionsfile("engine/engine.def"); // Internal stuff that is required.
|
|
|
|
const char* defsfile = G_DefFile();
|
|
|
|
cycle_t deftimer;
|
|
deftimer.Reset();
|
|
deftimer.Clock();
|
|
if (!loaddefinitionsfile(defsfile, true))
|
|
{
|
|
deftimer.Unclock();
|
|
Printf(PRINT_NONOTIFY, "Definitions file \"%s\" loaded in %.3f ms.\n", defsfile, deftimer.TimeMS());
|
|
}
|
|
userConfig.AddDefs.reset();
|
|
|
|
// load the widescreen replacements last so that they do not clobber the CRC for the original items so that mod-side replacement are picked up.
|
|
if (fileSystem.FindFile("engine/widescreen.def") >= 0 && !Args->CheckParm("-nowidescreen"))
|
|
{
|
|
loaddefinitionsfile("engine/widescreen.def");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
bool M_Active()
|
|
{
|
|
return CurrentMenu != nullptr || ConsoleState == c_down || ConsoleState == c_falling;
|
|
}
|
|
|
|
struct gamefilter
|
|
{
|
|
const char* gamename;
|
|
int gameflag;
|
|
};
|
|
|
|
static const gamefilter games[] = {
|
|
{ "Duke", GAMEFLAG_DUKE},
|
|
{ "Nam", GAMEFLAG_NAM | GAMEFLAG_NAPALM},
|
|
{ "NamOnly", GAMEFLAG_NAM}, // for cases where the difference matters.
|
|
{ "Napalm", GAMEFLAG_NAPALM},
|
|
{ "WW2GI", GAMEFLAG_WW2GI},
|
|
{ "Redneck", GAMEFLAG_RR},
|
|
{ "RedneckRides", GAMEFLAG_RRRA},
|
|
{ "Deer", GAMEFLAG_DEER},
|
|
{ "Blood", GAMEFLAG_BLOOD},
|
|
{ "ShadowWarrior", GAMEFLAG_SW},
|
|
{ "Exhumed", GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED},
|
|
{ "Plutopak", GAMEFLAG_PLUTOPAK},
|
|
{ "Worldtour", GAMEFLAG_WORLDTOUR},
|
|
{ "Shareware", GAMEFLAG_SHAREWARE},
|
|
};
|
|
|
|
bool validFilter(const char* str)
|
|
{
|
|
for (auto& gf : games)
|
|
{
|
|
if (g_gameType & gf.gameflag)
|
|
{
|
|
if (!stricmp(str, gf.gamename)) return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
#include "vm.h"
|
|
|
|
DEFINE_ACTION_FUNCTION(_Screen, GetViewWindow)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
if (numret > 0) ret[0].SetInt(windowxy1.x);
|
|
if (numret > 1) ret[1].SetInt(windowxy1.y);
|
|
if (numret > 2) ret[2].SetInt(windowxy2.x - windowxy1.x + 1);
|
|
if (numret > 3) ret[3].SetInt(windowxy2.y - windowxy1.y + 1);
|
|
return MIN(numret, 4);
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION_NATIVE(_Build, ShadeToLight, shadeToLight)
|
|
{
|
|
PARAM_PROLOGUE;
|
|
PARAM_INT(shade);
|
|
ACTION_RETURN_INT(shadeToLight(shade));
|
|
}
|
|
|
|
extern bool demoplayback;
|
|
DEFINE_GLOBAL(multiplayer)
|
|
DEFINE_GLOBAL(netgame)
|
|
DEFINE_GLOBAL(gameaction)
|
|
DEFINE_GLOBAL(gamestate)
|
|
DEFINE_GLOBAL(demoplayback)
|
|
DEFINE_GLOBAL(consoleplayer)
|