mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-11 07:11:39 +00:00
7bf1cacc7f
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within. * For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit. * For RR, replace a few misused bits with some bools inside of `player_struct`. * Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
1612 lines
41 KiB
C++
1612 lines
41 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 "menu.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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CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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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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}
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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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bool AppActive = true;
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FString currentGame;
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FString LumpFilter;
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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.
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// 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.
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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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//CVAR(Bool, autoloadbrightmaps, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG) // hopefully this is an option for later
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//CVAR(Bool, autoloadlights, 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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static StringtableCallbacks stblcb =
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{
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validFilter,
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StrTable_GetGender
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};
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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_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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}
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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 Powerslave
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{
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::GameInterface* CreateInterface();
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}
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extern int MinFPSRate; // this is a bit messy.
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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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MinFPSRate = 40;
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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 = Powerslave::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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void I_StartupJoysticks();
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void I_ShutdownInput();
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int RunGame();
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int GameMain()
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{
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int r;
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static SystemCallbacks syscb =
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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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};
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sysCallbacks = &syscb;
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try
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{
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r = RunGame();
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}
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catch (const CExitEvent & exit)
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{
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// Just let the rest of the function execute.
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r = exit.Reason();
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}
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// reads a Duke Nukem World Tour translation file.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void LoadLanguageWT(int lumpnum, TArray<uint8_t>& buffer, const char* langid)
|
|
{
|
|
uint32_t activeMap;
|
|
FScanner sc;
|
|
|
|
if (stricmp(langid, "default") == 0) activeMap = FStringTable::default_table;
|
|
else activeMap = MAKE_ID(tolower(langid[0]), tolower(langid[1]), tolower(langid[2]), 0);
|
|
|
|
// Notes about the text files:
|
|
// The English text has a few lines where a period follows a quoted string, they are skipped over by the first check in the loop.
|
|
// The Russian text file contains a line starting with two quotation marks.
|
|
// Unfortunately we need to get across that because important stuff comes afterward.
|
|
// The Japanese text also has a fatal error, but it comes after all the texts we actually need so it is easier to handle by just aborting the parse.
|
|
|
|
if (!stricmp(langid, "ru"))
|
|
{
|
|
for (unsigned i = 1; i < buffer.Size(); i++)
|
|
{
|
|
if (buffer[i] == '"' && buffer[i - 1] == '"')
|
|
{
|
|
buffer.Delete(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
sc.OpenMem(fileSystem.GetFileFullName(lumpnum), buffer);
|
|
while (sc.GetString())
|
|
{
|
|
|
|
if (sc.String[0] != '#') sc.MustGetString();// there's a few fucked up texts in the files.
|
|
if (sc.String[0] != '#') return;
|
|
FName strName(sc.String);
|
|
sc.MustGetString();
|
|
GStrings.InsertString(lumpnum, activeMap, strName, sc.String);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
void InitLanguages()
|
|
{
|
|
GStrings.LoadStrings(language);
|
|
if (g_gameType & GAMEFLAG_DUKE) // these are for World Tour but at this point we do not know yet, do just look for them anyway
|
|
{
|
|
static const struct wt_lang
|
|
{
|
|
const char* filename;
|
|
const char* langid;
|
|
} langfiles[] = {
|
|
{ "locale/english/strings.txt", "default" },
|
|
{ "locale/brazilian/brazilian.txt", "pt" },
|
|
{ "locale/french/french.txt", "fr" },
|
|
{ "locale/german/german.txt", "de" },
|
|
{ "locale/italian/italian.txt", "it" },
|
|
{ "locale/japanese/japanese.txt", "jp" },
|
|
{ "locale/russian/russian.txt", "ru" },
|
|
{ "locale/spanish/spanish.txt", "es" } };
|
|
|
|
for (const auto& li : langfiles)
|
|
{
|
|
auto buffer = fileSystem.LoadFile(li.filename, 1);
|
|
if (buffer.Size() > 0) LoadLanguageWT(fileSystem.FindFile(li.filename), buffer, li.langid);
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
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();
|
|
sfx_empty = fileSystem.FindFile("engine/dsempty.lmp"); // this must be done outside the sound code because it's initialized late.
|
|
I_InitSound();
|
|
Mus_InitMusic();
|
|
S_ParseSndInfo();
|
|
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);
|
|
}
|
|
|
|
auto exec = C_ParseCmdLineParams(nullptr);
|
|
if (exec) exec->ExecCommands();
|
|
|
|
SetupGameButtons();
|
|
gi->app_init();
|
|
M_Init();
|
|
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();
|
|
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;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Load crosshair definitions
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
FGameTexture* CrosshairImage;
|
|
int CrosshairNum;
|
|
|
|
CVAR(Int, crosshair, 0, CVAR_ARCHIVE)
|
|
CVAR(Color, crosshaircolor, 0xff0000, CVAR_ARCHIVE);
|
|
CVAR(Int, crosshairhealth, 2, CVAR_ARCHIVE);
|
|
|
|
void ST_LoadCrosshair(int num, bool alwaysload)
|
|
{
|
|
char name[16];
|
|
|
|
if (!alwaysload && CrosshairNum == num && CrosshairImage != NULL)
|
|
{ // No change.
|
|
return;
|
|
}
|
|
|
|
if (num == 0)
|
|
{
|
|
CrosshairNum = 0;
|
|
CrosshairImage = NULL;
|
|
return;
|
|
}
|
|
if (num < 0)
|
|
{
|
|
num = -num;
|
|
}
|
|
|
|
mysnprintf(name, countof(name), "XHAIRB%d", num);
|
|
FTextureID texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
|
|
if (!texid.isValid())
|
|
{
|
|
mysnprintf(name, countof(name), "XHAIRB1");
|
|
texid = TexMan.CheckForTexture(name, ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
|
|
if (!texid.isValid())
|
|
{
|
|
texid = TexMan.CheckForTexture("XHAIRS1", ETextureType::MiscPatch, FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ShortNameOnly);
|
|
}
|
|
}
|
|
CrosshairNum = num;
|
|
CrosshairImage = TexMan.GetGameTexture(texid);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// DrawCrosshair
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawGenericCrosshair(int num, int phealth, double xdelta)
|
|
{
|
|
uint32_t color;
|
|
double size;
|
|
int w, h;
|
|
|
|
ST_LoadCrosshair(num, false);
|
|
|
|
// Don't draw the crosshair if there is none
|
|
if (CrosshairImage == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
float crosshairscale = cl_crosshairscale * 0.005;
|
|
if (crosshairscale > 0.0f)
|
|
{
|
|
size = twod->GetHeight() * crosshairscale / 200.;
|
|
}
|
|
else
|
|
{
|
|
size = 1.;
|
|
}
|
|
|
|
w = int(CrosshairImage->GetDisplayWidth() * size);
|
|
h = int(CrosshairImage->GetDisplayHeight() * size);
|
|
|
|
if (crosshairhealth == 1)
|
|
{
|
|
// "Standard" crosshair health (green-red)
|
|
int health = phealth;
|
|
|
|
if (health >= 85)
|
|
{
|
|
color = 0x00ff00;
|
|
}
|
|
else
|
|
{
|
|
int red, green;
|
|
health -= 25;
|
|
if (health < 0)
|
|
{
|
|
health = 0;
|
|
}
|
|
if (health < 30)
|
|
{
|
|
red = 255;
|
|
green = health * 255 / 30;
|
|
}
|
|
else
|
|
{
|
|
red = (60 - health) * 255 / 30;
|
|
green = 255;
|
|
}
|
|
color = (red << 16) | (green << 8);
|
|
}
|
|
}
|
|
else if (crosshairhealth == 2)
|
|
{
|
|
// "Enhanced" crosshair health (blue-green-yellow-red)
|
|
int health = clamp(phealth, 0, 200);
|
|
float rr, gg, bb;
|
|
|
|
float saturation = health < 150 ? 1.f : 1.f - (health - 150) / 100.f;
|
|
|
|
HSVtoRGB(&rr, &gg, &bb, health * 1.2f, saturation, 1);
|
|
int red = int(rr * 255);
|
|
int green = int(gg * 255);
|
|
int blue = int(bb * 255);
|
|
|
|
color = (red << 16) | (green << 8) | blue;
|
|
}
|
|
else
|
|
{
|
|
color = crosshaircolor;
|
|
}
|
|
|
|
DrawTexture(twod, CrosshairImage,
|
|
(windowxy1.x + windowxy2.x) / 2 + xdelta * (windowxy2.y - windowxy1.y) / 240.,
|
|
(windowxy1.y + windowxy2.y) / 2,
|
|
DTA_DestWidth, w,
|
|
DTA_DestHeight, h,
|
|
DTA_AlphaChannel, true,
|
|
DTA_FillColor, color & 0xFFFFFF,
|
|
TAG_DONE);
|
|
}
|
|
|
|
|
|
void DrawCrosshair(int deftile, int health, double xdelta, 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, 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;
|
|
}
|
|
}
|
|
DrawGenericCrosshair(crosshair == 0 ? 2 : *crosshair, health, xdelta);
|
|
}
|
|
}
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
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");
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// code fron gameexec/conrun
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
int getincangle(int a, int na)
|
|
{
|
|
a &= 2047;
|
|
na &= 2047;
|
|
|
|
if(abs(a-na) < 1024)
|
|
return (na-a);
|
|
else
|
|
{
|
|
if(na > 1024) na -= 2048;
|
|
if(a > 1024) a -= 2048;
|
|
|
|
na -= 2048;
|
|
a -= 2048;
|
|
return (na-a);
|
|
}
|
|
}
|
|
|
|
fixed_t getincangleq16(fixed_t a, fixed_t na)
|
|
{
|
|
a &= 0x7FFFFFF;
|
|
na &= 0x7FFFFFF;
|
|
|
|
if(abs(a-na) < IntToFixed(1024))
|
|
return (na-a);
|
|
else
|
|
{
|
|
if(na > IntToFixed(1024)) na -= IntToFixed(2048);
|
|
if(a > IntToFixed(1024)) a -= IntToFixed(2048);
|
|
|
|
na -= IntToFixed(2048);
|
|
a -= IntToFixed(2048);
|
|
return (na-a);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Player's horizon function, called from game's ticker or from gi->GetInput() as required.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void sethorizon(fixed_t* q16horiz, fixed_t const q16horz, ESyncBits* actions, double const scaleAdjust)
|
|
{
|
|
// Calculate adjustment as true pitch (Fixed point math really sucks...)
|
|
double horizAngle = atan2(*q16horiz - IntToFixed(100), IntToFixed(128)) * (512. / pi::pi());
|
|
|
|
if (q16horz)
|
|
{
|
|
*actions &= ~SB_CENTERVIEW;
|
|
horizAngle = clamp(horizAngle + FixedToFloat(q16horz), -180, 180);
|
|
}
|
|
|
|
// this is the locked type
|
|
if (*actions & (SB_AIM_UP|SB_AIM_DOWN))
|
|
{
|
|
*actions &= ~SB_CENTERVIEW;
|
|
double const amount = 250. / GameTicRate;
|
|
|
|
if (*actions & SB_AIM_DOWN)
|
|
horizAngle -= scaleAdjust * amount;
|
|
|
|
if (*actions & SB_AIM_UP)
|
|
horizAngle += scaleAdjust * amount;
|
|
}
|
|
|
|
// this is the unlocked type
|
|
if (*actions & (SB_LOOK_UP|SB_LOOK_DOWN))
|
|
{
|
|
*actions |= SB_CENTERVIEW;
|
|
double const amount = 500. / GameTicRate;
|
|
|
|
if (*actions & SB_LOOK_DOWN)
|
|
horizAngle -= scaleAdjust * amount;
|
|
|
|
if (*actions & SB_LOOK_UP)
|
|
horizAngle += scaleAdjust * amount;
|
|
}
|
|
|
|
// convert back to Build's horizon
|
|
*q16horiz = IntToFixed(100) + xs_CRoundToInt(IntToFixed(128) * tan(horizAngle * (pi::pi() / 512.)));
|
|
|
|
// return to center if conditions met.
|
|
if ((*actions & SB_CENTERVIEW) && !(*actions & (SB_LOOK_UP|SB_LOOK_DOWN)))
|
|
{
|
|
if (*q16horiz < FloatToFixed(99.75) || *q16horiz > FloatToFixed(100.25))
|
|
{
|
|
// move *q16horiz back to 100
|
|
*q16horiz += xs_CRoundToInt(scaleAdjust * (((1000. / GameTicRate) * FRACUNIT) - (*q16horiz * (10. / GameTicRate))));
|
|
}
|
|
else
|
|
{
|
|
// not looking anymore because *q16horiz is back at 100
|
|
*q16horiz = IntToFixed(100);
|
|
*actions &= ~SB_CENTERVIEW;
|
|
}
|
|
}
|
|
|
|
// clamp before returning
|
|
*q16horiz = clamp(*q16horiz, gi->playerHorizMin(), gi->playerHorizMax());
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Player's angle function, called from game's ticker or from gi->GetInput() as required.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void applylook(fixed_t* q16ang, fixed_t* q16look_ang, fixed_t* q16rotscrnang, fixed_t* spin, fixed_t const q16avel, ESyncBits* actions, double const scaleAdjust, bool const dead, bool const crouching)
|
|
{
|
|
if (!dead)
|
|
{
|
|
*q16rotscrnang -= xs_CRoundToInt(scaleAdjust * (*q16rotscrnang * (15. / GameTicRate)));
|
|
if (abs(*q16rotscrnang) < (FRACUNIT >> 2)) *q16rotscrnang = 0;
|
|
|
|
*q16look_ang -= xs_CRoundToInt(scaleAdjust * (*q16look_ang * (7.5 / GameTicRate)));
|
|
if (abs(*q16look_ang) < (FRACUNIT >> 2)) *q16look_ang = 0;
|
|
|
|
if (*actions & SB_LOOK_LEFT)
|
|
{
|
|
*q16look_ang -= FloatToFixed(scaleAdjust * (4560. / GameTicRate));
|
|
*q16rotscrnang += FloatToFixed(scaleAdjust * (720. / GameTicRate));
|
|
}
|
|
|
|
if (*actions & SB_LOOK_RIGHT)
|
|
{
|
|
*q16look_ang += FloatToFixed(scaleAdjust * (4560. / GameTicRate));
|
|
*q16rotscrnang -= FloatToFixed(scaleAdjust * (720. / GameTicRate));
|
|
}
|
|
|
|
if (*actions & SB_TURNAROUND)
|
|
{
|
|
if (*spin == 0)
|
|
{
|
|
*spin = IntToFixed(-1024);
|
|
}
|
|
*actions &= ~SB_TURNAROUND;
|
|
}
|
|
|
|
if (*spin < 0)
|
|
{
|
|
fixed_t add = FloatToFixed(scaleAdjust * ((!crouching ? 3840. : 1920.) / GameTicRate));
|
|
*spin += add;
|
|
if (*spin > 0)
|
|
{
|
|
// Don't overshoot our target. With variable factor this is possible.
|
|
add -= *spin;
|
|
*spin = 0;
|
|
}
|
|
*q16ang += add;
|
|
}
|
|
|
|
if (q16avel)
|
|
{
|
|
*q16ang = (*q16ang + q16avel) & 0x7FFFFFF;
|
|
}
|
|
}
|
|
}
|