mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-30 13:21:04 +00:00
61f5247b71
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not. pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
1137 lines
29 KiB
C++
1137 lines
29 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 2019 Christoph Oelckers
|
|
|
|
This 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 2
|
|
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, write to the Free Software
|
|
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
|
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
|
|
#include <stdexcept>
|
|
#include "gamecontrol.h"
|
|
#include "tarray.h"
|
|
#include "zstring.h"
|
|
#include "name.h"
|
|
#include "sc_man.h"
|
|
#include "c_cvars.h"
|
|
#include "gameconfigfile.h"
|
|
#include "gamecvars.h"
|
|
#include "build.h"
|
|
#include "inputstate.h"
|
|
#include "m_argv.h"
|
|
#include "rts.h"
|
|
#include "printf.h"
|
|
#include "c_bind.h"
|
|
#include "v_font.h"
|
|
#include "c_console.h"
|
|
#include "c_dispatch.h"
|
|
#include "i_specialpaths.h"
|
|
#include "raze_music.h"
|
|
#include "statistics.h"
|
|
#include "menu.h"
|
|
#include "gstrings.h"
|
|
#include "quotemgr.h"
|
|
#include "mapinfo.h"
|
|
#include "raze_sound.h"
|
|
#include "i_system.h"
|
|
#include "inputstate.h"
|
|
#include "v_video.h"
|
|
#include "st_start.h"
|
|
#include "s_music.h"
|
|
#include "i_video.h"
|
|
#include "v_text.h"
|
|
#include "resourcefile.h"
|
|
#include "c_dispatch.h"
|
|
#include "glbackend/glbackend.h"
|
|
#include "engineerrors.h"
|
|
#include "mmulti.h"
|
|
#include "gamestate.h"
|
|
#include "gstrings.h"
|
|
#include "texturemanager.h"
|
|
#include "i_interface.h"
|
|
#include "x86.h"
|
|
#include "startupinfo.h"
|
|
#include "mapinfo.h"
|
|
#include "menustate.h"
|
|
#include "screenjob.h"
|
|
|
|
CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
|
|
CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
|
|
CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
|
|
{
|
|
GStrings.UpdateLanguage(self);
|
|
}
|
|
|
|
CUSTOM_CVAR(Int, mouse_capturemode, 1, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
|
|
{
|
|
if (self < 0)
|
|
{
|
|
self = 0;
|
|
}
|
|
else if (self > 2)
|
|
{
|
|
self = 2;
|
|
}
|
|
}
|
|
|
|
// The last remains of sdlayer.cpp
|
|
double g_beforeSwapTime;
|
|
GameInterface* gi;
|
|
int myconnectindex, numplayers;
|
|
int connecthead, connectpoint2[MAXMULTIPLAYERS];
|
|
int32_t xres = -1, yres = -1, bpp = 0;
|
|
auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
|
|
|
|
glcycle_t thinktime, actortime, gameupdatetime, drawtime;
|
|
|
|
gamestate_t gamestate = GS_STARTUP;
|
|
|
|
FILE* hashfile;
|
|
|
|
FStartupInfo GameStartupInfo;
|
|
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.
|
|
|
|
InputState inputState;
|
|
int ShowStartupWindow(TArray<GrpEntry> &);
|
|
FString GetGameFronUserFiles();
|
|
void InitFileSystem(TArray<GrpEntry>&);
|
|
void I_SetWindowTitle(const char* caption);
|
|
void InitENet();
|
|
void ShutdownENet();
|
|
void S_ParseSndInfo();
|
|
void I_DetectOS(void);
|
|
void LoadScripts();
|
|
|
|
|
|
bool AppActive;
|
|
|
|
FString currentGame;
|
|
FString LumpFilter;
|
|
TMap<FName, int32_t> NameToTileIndex; // for assigning names to tiles. The menu accesses this list. By default it gets everything from the dynamic tile map in Duke Nukem and Redneck Rampage.
|
|
// Todo: Add additional definition file for the other games or textures not in that list so that the menu does not have to rely on indices.
|
|
|
|
CVAR(Bool, queryiwad, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
|
CVAR(String, defaultiwad, "", CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
|
|
CVAR(Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
|
|
//CVAR(Bool, autoloadbrightmaps, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG) // hopefully this is an option for later
|
|
//CVAR(Bool, autoloadlights, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
|
|
|
|
extern int hud_size_max;
|
|
|
|
int paused;
|
|
bool pausedWithKey;
|
|
|
|
CUSTOM_CVAR(Int, cl_gender, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
|
{
|
|
if (self < 0 || self > 3) self = 0;
|
|
}
|
|
|
|
int StrTable_GetGender()
|
|
{
|
|
return cl_gender;
|
|
}
|
|
|
|
bool validFilter(const char* str);
|
|
|
|
static StringtableCallbacks stblcb =
|
|
{
|
|
validFilter,
|
|
StrTable_GetGender
|
|
};
|
|
|
|
extern int chatmodeon;
|
|
|
|
bool System_WantGuiCapture()
|
|
{
|
|
bool wantCapt;
|
|
|
|
if (menuactive == MENU_Off)
|
|
{
|
|
wantCapt = ConsoleState == c_down || ConsoleState == c_falling || chatmodeon;
|
|
}
|
|
else
|
|
{
|
|
wantCapt = (menuactive == MENU_On || menuactive == MENU_OnNoPause);
|
|
}
|
|
return wantCapt;
|
|
}
|
|
|
|
bool System_WantLeftButton()
|
|
{
|
|
return false;// (gamestate == GS_DEMOSCREEN || gamestate == GS_TITLELEVEL);
|
|
}
|
|
|
|
bool System_NetGame()
|
|
{
|
|
return false; // fixme later. For now there is no netgame support.
|
|
}
|
|
|
|
bool System_WantNativeMouse()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
static bool System_CaptureModeInGame()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static bool System_DisableTextureFilter()
|
|
{
|
|
return hw_useindexedcolortextures;
|
|
}
|
|
|
|
static IntRect System_GetSceneRect()
|
|
{
|
|
// Special handling so the view with a visible status bar displays properly
|
|
int height = windowxy2.y - windowxy1.y + 1, width = windowxy2.x - windowxy1.x + 1;
|
|
|
|
IntRect mSceneViewport;
|
|
mSceneViewport.left = windowxy1.x;
|
|
mSceneViewport.top = windowxy1.y;
|
|
mSceneViewport.width = width;
|
|
mSceneViewport.height = height;
|
|
return mSceneViewport;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// DoomSpecificInfo
|
|
//
|
|
// Called by the crash logger to get application-specific information.
|
|
//
|
|
//==========================================================================
|
|
|
|
void System_CrashInfo(char* buffer, size_t bufflen, const char *lfstr)
|
|
{
|
|
const char* arg;
|
|
char* const buffend = buffer + bufflen - 2; // -2 for CRLF at end
|
|
int i;
|
|
|
|
buffer += mysnprintf(buffer, buffend - buffer, GAMENAME " version %s (%s)", GetVersionString(), GetGitHash());
|
|
|
|
buffer += snprintf(buffer, buffend - buffer, "%sCommand line:", lfstr);
|
|
for (i = 0; i < Args->NumArgs(); ++i)
|
|
{
|
|
buffer += snprintf(buffer, buffend - buffer, " %s", Args->GetArg(i));
|
|
}
|
|
|
|
for (i = 0; (arg = fileSystem.GetResourceFileName(i)) != NULL; ++i)
|
|
{
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%sFile %d: %s", lfstr, i, arg);
|
|
}
|
|
buffer += mysnprintf(buffer, buffend - buffer, "%s", lfstr);
|
|
*buffer = 0;
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
UserConfig userConfig;
|
|
|
|
void UserConfig::ProcessOptions()
|
|
{
|
|
// -help etc are omitted
|
|
|
|
// -cfg / -setupfile refer to Build style config which are not supported.
|
|
if (Args->CheckParm("-cfg") || Args->CheckParm("-setupfile"))
|
|
{
|
|
Printf("Build-format config files not supported and will be ignored\n");
|
|
}
|
|
|
|
#if 0 // MP disabled pending evaluation
|
|
auto v = Args->CheckValue("-port");
|
|
if (v) netPort = strtol(v, nullptr, 0);
|
|
|
|
netServerMode = Args->CheckParm("-server");
|
|
netServerAddress = Args->CheckValue("-connect");
|
|
netPassword = Args->CheckValue("-password");
|
|
#endif
|
|
|
|
auto v = Args->CheckValue("-addon");
|
|
if (v)
|
|
{
|
|
auto val = strtol(v, nullptr, 0);
|
|
static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" };
|
|
if (val >= 0 && val < 4) gamegrp = addons[val];
|
|
else Printf("%s: Unknown Addon\n", v);
|
|
}
|
|
else if (Args->CheckParm("-nam"))
|
|
{
|
|
gamegrp = "NAM.GRP";
|
|
}
|
|
else if (Args->CheckParm("-napalm"))
|
|
{
|
|
gamegrp = "NAPALM.GRP";
|
|
}
|
|
else if (Args->CheckParm("-ww2gi"))
|
|
{
|
|
gamegrp = "WW2GI.GRP";
|
|
}
|
|
// Set up all needed content for these two mod which feature a very messy distribution.
|
|
// As an alternative they can be zipped up - the launcher will be able to detect and set up such versions automatically.
|
|
else if (Args->CheckParm("-route66"))
|
|
{
|
|
gamegrp = "REDNECK.GRP";
|
|
DefaultCon = "GAME66.CON";
|
|
const char* argv[] = { "tilesa66.art" , "tilesb66.art" };
|
|
AddArt.reset(new FArgs(2, argv));
|
|
toBeDeleted.Push("turd66.anm*turdmov.anm");
|
|
toBeDeleted.Push("turd66.voc*turdmov.voc");
|
|
toBeDeleted.Push("end66.anm*rr_outro.anm");
|
|
toBeDeleted.Push("end66.voc*rr_outro.voc");
|
|
}
|
|
else if (Args->CheckParm("-cryptic"))
|
|
{
|
|
gamegrp = "BLOOD.RFF";
|
|
DefaultCon = "CRYPTIC.INI";
|
|
const char* argv[] = { "cpart07.ar_" , "cpart15.ar_" };
|
|
AddArt.reset(new FArgs(2, argv));
|
|
}
|
|
|
|
v = Args->CheckValue("-gamegrp");
|
|
if (v)
|
|
{
|
|
gamegrp = v;
|
|
}
|
|
else
|
|
{
|
|
// This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource.
|
|
v = Args->CheckValue("-iwad");
|
|
if (v)
|
|
{
|
|
gamegrp = v;
|
|
}
|
|
}
|
|
|
|
Args->CollectFiles("-rts", ".rts");
|
|
auto rts = Args->CheckValue("-rts");
|
|
if (rts) RTS_Init(rts);
|
|
|
|
Args->CollectFiles("-map", ".map");
|
|
CommandMap = Args->CheckValue("-map");
|
|
|
|
static const char* defs[] = { "-def", "-h", nullptr };
|
|
Args->CollectFiles("-def", defs, ".def");
|
|
DefaultDef = Args->CheckValue("-def");
|
|
|
|
if (DefaultCon.IsEmpty())
|
|
{
|
|
static const char* cons[] = { "-con", "-x", nullptr };
|
|
Args->CollectFiles("-con", cons, ".con");
|
|
DefaultCon = Args->CheckValue("-con");
|
|
if (DefaultCon.IsEmpty()) DefaultCon = Args->CheckValue("-ini");
|
|
}
|
|
|
|
static const char* demos[] = { "-playback", "-d", "-demo", nullptr };
|
|
Args->CollectFiles("-demo", demos, ".dmo");
|
|
CommandDemo = Args->CheckValue("-demo");
|
|
|
|
static const char* names[] = { "-pname", "-name", nullptr };
|
|
Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
|
|
CommandName = Args->CheckValue("-name");
|
|
|
|
static const char* nomos[] = { "-nomonsters", "-nodudes", nullptr };
|
|
Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
|
|
nomonsters = Args->CheckParm("-nomonsters");
|
|
|
|
static const char* acons[] = { "-addcon", "-mx", nullptr };
|
|
Args->CollectFiles("-addcon", acons, ".con");
|
|
AddCons.reset(Args->GatherFiles("-addcon"));
|
|
|
|
static const char* adefs[] = { "-adddef", "-mh", nullptr };
|
|
Args->CollectFiles("-adddef", adefs, ".def");
|
|
AddDefs.reset(Args->GatherFiles("-adddef"));
|
|
|
|
Args->CollectFiles("-art", ".art");
|
|
AddArt.reset(Args->GatherFiles("-art"));
|
|
|
|
nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick");
|
|
nosound = Args->CheckParm("-nosfx") || Args->CheckParm("-nosound");
|
|
if (Args->CheckParm("-setup")) queryiwad = 1;
|
|
else if (Args->CheckParm("-nosetup")) queryiwad = 0;
|
|
|
|
|
|
if (Args->CheckParm("-file"))
|
|
{
|
|
// For file loading there's two modes:
|
|
// If -file is given, all content will be processed in order and the legacy options be ignored entirely.
|
|
//This allows mixing directories and GRP files in arbitrary order.
|
|
Args->CollectFiles("-file", NULL);
|
|
AddFiles.reset(Args->GatherFiles("-file"));
|
|
}
|
|
else
|
|
{
|
|
// Trying to emulate Build. This means to treat RFF files as lowest priority, then all GRPs and then all directories.
|
|
// This is only for people depending on lauchers. Since the semantics are so crappy it is strongly recommended to
|
|
// use -file instead which gives the user full control over the order in which things are added.
|
|
// For single mods this is no problem but don't even think about loading more stuff consistently...
|
|
|
|
static const char* grps[] = { "-g", "-grp", nullptr };
|
|
static const char* dirs[] = { "-game_dir", "-j", nullptr };
|
|
static const char* rffs[] = { "-rff", "-snd", nullptr };
|
|
static const char* twostep[] = { "-rff", "-grp", nullptr };
|
|
|
|
// 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.
|
|
Args->CollectFiles("-rff", rffs, ".rff");
|
|
Args->CollectFiles("-grp", grps, nullptr);
|
|
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.
|
|
AddFilesPre.reset(Args->GatherFiles("-grp"));
|
|
Args->CollectFiles("-game_dir", dirs, nullptr);
|
|
AddFiles.reset(Args->GatherFiles("-game_dir"));
|
|
}
|
|
if (Args->CheckParm("-showcoords") || Args->CheckParm("-w"))
|
|
{
|
|
C_DoCommand("stat coord");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void CheckUserMap()
|
|
{
|
|
if (userConfig.CommandMap.IsEmpty()) return;
|
|
FString startupMap = userConfig.CommandMap;
|
|
if (startupMap.IndexOfAny("/\\") < 0) startupMap.Insert(0, "/");
|
|
DefaultExtension(startupMap, ".map");
|
|
startupMap.Substitute("\\", "/");
|
|
NormalizeFileName(startupMap);
|
|
|
|
if (fileSystem.FileExists(startupMap))
|
|
{
|
|
Printf("Using level: \"%s\".\n", startupMap.GetChars());
|
|
}
|
|
else
|
|
{
|
|
Printf("Level \"%s\" not found.\n", startupMap.GetChars());
|
|
startupMap = "";
|
|
}
|
|
userConfig.CommandMap = startupMap;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
namespace Duke3d
|
|
{
|
|
::GameInterface* CreateInterface();
|
|
}
|
|
namespace Blood
|
|
{
|
|
::GameInterface* CreateInterface();
|
|
}
|
|
namespace ShadowWarrior
|
|
{
|
|
::GameInterface* CreateInterface();
|
|
}
|
|
namespace Powerslave
|
|
{
|
|
::GameInterface* CreateInterface();
|
|
}
|
|
|
|
extern int MinFPSRate; // this is a bit messy.
|
|
|
|
void CheckFrontend(int flags)
|
|
{
|
|
if (flags & GAMEFLAG_BLOOD)
|
|
{
|
|
gi = Blood::CreateInterface();
|
|
}
|
|
else if (flags & GAMEFLAG_SW)
|
|
{
|
|
MinFPSRate = 40;
|
|
gi = ShadowWarrior::CreateInterface();
|
|
}
|
|
else if (flags & GAMEFLAG_PSEXHUMED)
|
|
{
|
|
gi = Powerslave::CreateInterface();
|
|
}
|
|
else
|
|
{
|
|
gi = Duke3d::CreateInterface();
|
|
}
|
|
}
|
|
|
|
void I_StartupJoysticks();
|
|
void I_ShutdownInput();
|
|
int RunGame();
|
|
|
|
int GameMain()
|
|
{
|
|
int r;
|
|
|
|
static SystemCallbacks syscb =
|
|
{
|
|
System_WantGuiCapture,
|
|
System_WantLeftButton,
|
|
System_NetGame,
|
|
System_WantNativeMouse,
|
|
System_CaptureModeInGame,
|
|
nullptr,
|
|
nullptr,
|
|
nullptr,
|
|
System_DisableTextureFilter,
|
|
nullptr,
|
|
System_GetSceneRect,
|
|
};
|
|
sysCallbacks = &syscb;
|
|
|
|
try
|
|
{
|
|
r = RunGame();
|
|
}
|
|
catch (const CExitEvent & exit)
|
|
{
|
|
// 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();
|
|
M_ClearMenus(true);
|
|
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();
|
|
M_DeinitMenus();
|
|
engineUnInit();
|
|
if (gi)
|
|
{
|
|
delete gi;
|
|
gi = nullptr;
|
|
}
|
|
InitENet();
|
|
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("."));
|
|
CheckFrontend(g_gameType);
|
|
return usedgroups;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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();
|
|
ShutdownENet();
|
|
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.
|
|
hud_size.SetGenericRepDefault(6, CVAR_Int);
|
|
hud_size_max = 7;
|
|
}
|
|
if (g_gameType & GAMEFLAG_SW)
|
|
{
|
|
hud_size.SetGenericRepDefault(8, CVAR_Int);
|
|
hud_size_max = 9;
|
|
cl_weaponswitch.SetGenericRepDefault(1, CVAR_Int);
|
|
if (cl_weaponswitch > 1) cl_weaponswitch = 1;
|
|
}
|
|
if (g_gameType & GAMEFLAG_PSEXHUMED)
|
|
{
|
|
hud_size.SetGenericRepDefault(7, CVAR_Int);
|
|
hud_size_max = 8;
|
|
}
|
|
|
|
G_ReadConfig(currentGame);
|
|
|
|
V_InitFontColors();
|
|
GStrings.LoadStrings(language);
|
|
|
|
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;
|
|
}
|
|
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();
|
|
sfx_empty = fileSystem.FindFile("engine/dsempty.lmp"); // this must be done outside the sound code because it's initialized late.
|
|
I_InitSound();
|
|
Mus_InitMusic();
|
|
timerSetCallback(Mus_UpdateMusic);
|
|
S_ParseSndInfo();
|
|
InitStatistics();
|
|
LoadScripts();
|
|
M_Init();
|
|
SetDefaultStrings();
|
|
if (Args->CheckParm("-sounddebug"))
|
|
C_DoCommand("stat sounddebug");
|
|
|
|
if (enginePreInit())
|
|
{
|
|
I_FatalError("app_main: There was a problem initializing the Build engine: %s\n", engineerrstr);
|
|
}
|
|
|
|
auto exec = C_ParseCmdLineParams(nullptr);
|
|
if (exec) exec->ExecCommands();
|
|
|
|
gamestate = GS_LEVEL;
|
|
return gi->app_main();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void PolymostProcessVoxels(void);
|
|
|
|
void videoInit()
|
|
{
|
|
lookups.postLoadLookups();
|
|
V_Init2();
|
|
videoSetGameMode(vid_fullscreen, screen->GetWidth(), screen->GetHeight(), 32, 1);
|
|
|
|
PolymostProcessVoxels();
|
|
GLInterface.Init(screen->GetWidth());
|
|
GLInterface.InitGLState(4, 4/*glmultisample*/);
|
|
screen->SetTextureFilterMode();
|
|
}
|
|
|
|
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);
|
|
if (strlen(*s) == 0)
|
|
*s = sc.String;
|
|
}
|
|
}
|
|
catch (const CRecoverableError &)
|
|
{
|
|
// We do not want this to error out. Just ignore if it fails.
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static FString CONFIG_GetMD4EntryName(uint8_t const* const md4)
|
|
{
|
|
return FStringf("MD4_%08x%08x%08x%08x",
|
|
B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])),
|
|
B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12])));
|
|
}
|
|
|
|
int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4)
|
|
{
|
|
|
|
auto m = CONFIG_GetMD4EntryName(mapmd4);
|
|
if (GameConfig->SetSection("MapTimes"))
|
|
{
|
|
auto s = GameConfig->GetValueForKey(m);
|
|
if (s) return (int)strtoull(s, nullptr, 0);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm)
|
|
{
|
|
FStringf t("%d", tm);
|
|
auto m = CONFIG_GetMD4EntryName(mapmd4);
|
|
if (GameConfig->SetSection("MapTimes"))
|
|
{
|
|
GameConfig->SetValueForKey(m, t);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int CalcSmoothRatio(const ClockTicks &totalclk, const ClockTicks &ototalclk, int realgameticspersec)
|
|
{
|
|
const double TICRATE = 120.;
|
|
|
|
double elapsedTime = (totalclk - ototalclk);
|
|
double elapsedFrames = elapsedTime * (1. / TICRATE);
|
|
double ratio = (elapsedFrames * realgameticspersec);
|
|
return clamp(xs_RoundToInt(ratio * 65536), 0, 65536);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Just a placeholder for now.
|
|
bool CheckCheatmode(bool printmsg)
|
|
{
|
|
return gi->CheatAllowed(printmsg);
|
|
}
|
|
|
|
void updatePauseStatus()
|
|
{
|
|
bool GUICapture = System_WantGuiCapture();
|
|
if (M_Active() || ConsoleState != c_up)
|
|
{
|
|
paused = 1;
|
|
return;
|
|
}
|
|
else if (!pausedWithKey)
|
|
{
|
|
paused = 0;
|
|
}
|
|
|
|
if (inputState.GetKeyStatus(sc_Pause))
|
|
{
|
|
inputState.ClearKeyStatus(sc_Pause);
|
|
paused = pausedWithKey ? 0 : 2;
|
|
|
|
if (paused)
|
|
{
|
|
S_PauseSound(!paused, !paused);
|
|
}
|
|
else
|
|
{
|
|
S_ResumeSound(!!paused);
|
|
}
|
|
|
|
pausedWithKey = !!paused;
|
|
}
|
|
}
|
|
|
|
bool OkForLocalization(FTextureID texnum, const char* substitute)
|
|
{
|
|
return false;
|
|
}
|