raze-gles/source/core/gamecontrol.cpp

1873 lines
48 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 "razemenu.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"
#include "statusbar.h"
#include "uiinput.h"
#include "d_net.h"
#include "automap.h"
#include "v_draw.h"
CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVARD(Bool, invertmousex, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert horizontal mouse movement")
CVARD(Bool, invertmouse, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG, "invert vertical mouse movement")
EXTERN_CVAR(Bool, ui_generic)
CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
{
GStrings.UpdateLanguage(self);
UpdateGenericUI(ui_generic);
}
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
GameInterface* gi;
int myconnectindex, numplayers;
int connecthead, connectpoint2[MAXMULTIPLAYERS];
auto vsnprintfptr = vsnprintf; // This is an inline in Visual Studio but we need an address for it to satisfy the MinGW compiled libraries.
int lastTic;
extern bool pauseext;
cycle_t thinktime, actortime, gameupdatetime, drawtime;
gamestate_t gamestate = GS_STARTUP;
gameaction_t gameaction = ga_nothing;
// gameaction state
MapRecord* g_nextmap;
int g_nextskill;
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 S_ParseSndInfo();
void I_DetectOS(void);
void LoadScripts();
void MainLoop();
bool AppActive = true;
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);
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_DispatchEvent(event_t* ev)
{
if (ev->type == EV_Mouse && !System_WantGuiCapture())
{
inputState.MouseAddToPos(ev->x, -ev->y);
return true;
}
inputState.AddEvent(ev);
return false;
}
bool System_WantLeftButton()
{
return false;// (gamestate == GS_MENUSCREEN || 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");
}
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", "-nocreatures", 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();
}
void CheckFrontend(int flags)
{
if (flags & GAMEFLAG_BLOOD)
{
gi = Blood::CreateInterface();
}
else if (flags & GAMEFLAG_SW)
{
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;
sysCallbacks =
{
System_WantGuiCapture,
System_WantLeftButton,
System_NetGame,
System_WantNativeMouse,
System_CaptureModeInGame,
nullptr,
nullptr,
nullptr,
System_DisableTextureFilter,
nullptr,
System_GetSceneRect,
nullptr,
nullptr,
nullptr,
System_DispatchEvent,
validFilter,
StrTable_GetGender,
};
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();
if (gi)
{
gi->FreeGameData(); // Must be done before taking down any subsystems.
}
S_StopMusic(true);
if (soundEngine) delete soundEngine;
soundEngine = nullptr;
I_CloseSound();
I_ShutdownInput();
G_SaveConfig();
C_DeinitConsole();
V_ClearFonts();
vox_deinit();
TexMan.DeleteAll();
TileFiles.CloseAll(); // delete the texture data before shutting down graphics.
GLInterface.Deinit();
I_ShutdownGraphics();
engineUnInit();
if (gi)
{
delete gi;
gi = nullptr;
}
DeleteStartupScreen();
PClass::StaticShutdown();
if (Args) delete Args;
return r;
}
//==========================================================================
//
//
//
//==========================================================================
void SetDefaultStrings()
{
if ((g_gameType & GAMEFLAG_DUKE) && fileSystem.FindFile("E4L1.MAP") < 0)
{
// Pre-Atomic releases do not define this.
gVolumeNames[0] = "$L.A. Meltdown";
gVolumeNames[1] = "$Lunar Apocalypse";
gVolumeNames[2] = "$Shrapnel City";
if (g_gameType & GAMEFLAG_SHAREWARE) gVolumeNames[3] = "$The Birth";
gSkillNames[0] = "$Piece of Cake";
gSkillNames[1] = "$Let's Rock";
gSkillNames[2] = "$Come get Some";
gSkillNames[3] = "$Damn I'm Good";
}
// Blood hard codes its skill names, so we have to define them manually.
if (g_gameType & GAMEFLAG_BLOOD)
{
gSkillNames[0] = "$STILL KICKING";
gSkillNames[1] = "$PINK ON THE INSIDE";
gSkillNames[2] = "$LIGHTLY BROILED";
gSkillNames[3] = "$WELL DONE";
gSkillNames[4] = "$EXTRA CRISPY";
}
//Set a few quotes which are used for common handling of a few status messages
quoteMgr.InitializeQuote(23, "$MESSAGES: ON");
quoteMgr.InitializeQuote(24, "$MESSAGES: OFF");
quoteMgr.InitializeQuote(83, "$FOLLOW MODE OFF");
quoteMgr.InitializeQuote(84, "$FOLLOW MODE ON");
quoteMgr.InitializeQuote(85, "$AUTORUNOFF");
quoteMgr.InitializeQuote(86, "$AUTORUNON");
}
//==========================================================================
//
//
//
//==========================================================================
static TArray<GrpEntry> SetupGame()
{
// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
auto groups = GrpScan();
if (groups.Size() == 0)
{
// Abort if no game data found.
G_SaveConfig();
I_Error("Unable to find any game data. Please verify your settings.");
}
decltype(groups) usedgroups;
int groupno = -1;
// If the user has specified a file name, let's see if we know it.
//
FString game = GetGameFronUserFiles();
if (userConfig.gamegrp.IsEmpty())
{
userConfig.gamegrp = game;
}
if (userConfig.gamegrp.Len())
{
FString gamegrplower = "/" + userConfig.gamegrp.MakeLower();
int g = 0;
for (auto& grp : groups)
{
auto grplower = grp.FileName.MakeLower();
grplower.Substitute("\\", "/");
if (grplower.LastIndexOf(gamegrplower) == grplower.Len() - gamegrplower.Len())
{
groupno = g;
break;
}
g++;
}
}
if (groupno == -1)
{
int pick = 0;
// We got more than one so present the IWAD selection box.
if (groups.Size() > 1)
{
// Locate the user's prefered IWAD, if it was found.
if (defaultiwad[0] != '\0')
{
for (unsigned i = 0; i < groups.Size(); ++i)
{
FString& basename = groups[i].FileName;
if (stricmp(basename, defaultiwad) == 0)
{
pick = i;
break;
}
}
}
if (groups.Size() > 1)
{
TArray<WadStuff> wads;
for (auto& found : groups)
{
WadStuff stuff;
stuff.Name = found.FileInfo.name;
stuff.Path = ExtractFileBase(found.FileName);
wads.Push(stuff);
}
pick = I_PickIWad(&wads[0], (int)wads.Size(), queryiwad, pick);
if (pick >= 0)
{
// The newly selected IWAD becomes the new default
defaultiwad = groups[pick].FileName;
}
groupno = pick;
}
}
else if (groups.Size() == 1)
{
groupno = 0;
}
}
if (groupno == -1) return TArray<GrpEntry>();
auto& group = groups[groupno];
if (GameStartupInfo.Name.IsNotEmpty()) I_SetWindowTitle(GameStartupInfo.Name);
else I_SetWindowTitle(group.FileInfo.name);
// Now filter out the data we actually need and delete the rest.
usedgroups.Push(group);
auto crc = group.FileInfo.dependencyCRC;
if (crc != 0) for (auto& dep : groups)
{
if (dep.FileInfo.CRC == crc)
{
usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data.
}
}
groups.Reset();
FString selectedScript;
FString selectedDef;
for (auto& ugroup : usedgroups)
{
// For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same.
if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname;
if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname;
// CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok.
if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname);
// For the game filter the last non-empty one wins.
if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter;
g_gameType |= ugroup.FileInfo.flags;
}
if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript;
if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef;
// This can only happen with a custom game that does not define any filter.
// In this case take the display name and strip all whitespace and invaliid path characters from it.
if (LumpFilter.IsEmpty())
{
LumpFilter = usedgroups.Last().FileInfo.name;
LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n");
}
currentGame = LumpFilter;
currentGame.Truncate(currentGame.IndexOf("."));
CheckFrontend(g_gameType);
return usedgroups;
}
//==========================================================================
//
//
//
//==========================================================================
void InitLanguages()
{
GStrings.LoadStrings(language);
}
//==========================================================================
//
//
//
//==========================================================================
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();
SetDefaultMenuColors();
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 ydelta, double scale, PalEntry color)
{
int type = -1;
if (automapMode == am_off && cl_crosshair)
{
if (deftile < MAXTILES && crosshair == 0)
{
auto tile = tileGetTexture(deftile);
if (tile)
{
double crosshair_scale = cl_crosshairscale * .01 * scale;
DrawTexture(twod, tile, 160 + xdelta, 100 + ydelta, DTA_Color, color,
DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, crosshair_scale, DTA_ScaleY, crosshair_scale, DTA_CenterOffsetRel, true,
DTA_ViewportX, windowxy1.x, DTA_ViewportY, windowxy1.y, DTA_ViewportWidth, windowxy2.x - windowxy1.x + 1, DTA_ViewportHeight, windowxy2.y - windowxy1.y + 1, TAG_DONE);
return;
}
}
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 movement function, called from game's ticker or from gi->GetInput() as required.
//
//---------------------------------------------------------------------------
void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlInfo* const hidInput, double const scaleAdjust, int const drink_amt, bool const allowstrafe, double const turnscale)
{
// set up variables
int const running = !!(inputBuffer->actions & SB_RUN);
int const keymove = gi->playerKeyMove() << running;
int const cntrlvelscale = g_gameType & GAMEFLAG_PSEXHUMED ? 8 : 1;
float const mousevelscale = keymove / 160.f;
// process mouse and initial controller input.
if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
currInput->svel -= xs_CRoundToInt(hidInput->mousemovex * mousevelscale + (scaleAdjust * (hidInput->dyaw / 60) * keymove * cntrlvelscale));
else
currInput->q16avel += FloatToFixed(hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw));
if (!(inputBuffer->actions & SB_AIMMODE))
currInput->q16horz -= FloatToFixed(hidInput->mouseturny);
else
currInput->fvel -= xs_CRoundToInt(hidInput->mousemovey * mousevelscale);
if (invertmouse)
currInput->q16horz = -currInput->q16horz;
if (invertmousex)
currInput->q16avel = -currInput->q16avel;
// process remaining controller input.
currInput->q16horz -= FloatToFixed(scaleAdjust * hidInput->dpitch);
currInput->svel -= xs_CRoundToInt(scaleAdjust * hidInput->dx * keymove * cntrlvelscale);
currInput->fvel -= xs_CRoundToInt(scaleAdjust * hidInput->dz * keymove * cntrlvelscale);
// process keyboard turning keys.
if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
{
if (abs(inputBuffer->svel) < keymove)
{
if (buttonMap.ButtonDown(gamefunc_Turn_Left))
currInput->svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Turn_Right))
currInput->svel -= keymove;
}
}
else
{
static double turnheldtime;
int const turnheldamt = 120 / GameTicRate;
double const turboturntime = 590. / GameTicRate;
double turnamount = ((running ? 43375. / 27. : 867.5) / GameTicRate) * turnscale;
double preambleturn = turnamount / (347. / 92.);
// allow Exhumed to use its legacy values given the drastic difference from the other games.
if ((g_gameType & GAMEFLAG_PSEXHUMED) && cl_exhumedoldturn)
{
preambleturn = turnamount = running ? 12 : 8;
}
if (buttonMap.ButtonDown(gamefunc_Turn_Left) || (buttonMap.ButtonDown(gamefunc_Strafe_Left) && !allowstrafe))
{
turnheldtime += scaleAdjust * turnheldamt;
currInput->q16avel -= FloatToFixed(scaleAdjust * (turnheldtime >= turboturntime ? turnamount : preambleturn));
}
else if (buttonMap.ButtonDown(gamefunc_Turn_Right) || (buttonMap.ButtonDown(gamefunc_Strafe_Right) && !allowstrafe))
{
turnheldtime += scaleAdjust * turnheldamt;
currInput->q16avel += FloatToFixed(scaleAdjust * (turnheldtime >= turboturntime ? turnamount : preambleturn));
}
else
{
turnheldtime = 0;
}
}
// process keyboard forward/side velocity keys.
if (abs(inputBuffer->svel) < keymove)
{
if (buttonMap.ButtonDown(gamefunc_Strafe_Left) && allowstrafe)
currInput->svel += keymove;
if (buttonMap.ButtonDown(gamefunc_Strafe_Right) && allowstrafe)
currInput->svel -= keymove;
}
if (abs(inputBuffer->fvel) < keymove)
{
if (isRR() && drink_amt >= 66 && drink_amt <= 87)
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
{
currInput->fvel += keymove;
if (drink_amt & 1)
currInput->svel += keymove;
else
currInput->svel -= keymove;
}
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
{
currInput->fvel -= keymove;
if (drink_amt & 1)
currInput->svel -= keymove;
else
currInput->svel += keymove;
}
}
else
{
if (buttonMap.ButtonDown(gamefunc_Move_Forward))
currInput->fvel += keymove;
if (buttonMap.ButtonDown(gamefunc_Move_Backward))
currInput->fvel -= keymove;
}
}
// add collected input to game's local input accumulation packet.
inputBuffer->fvel = clamp(inputBuffer->fvel + currInput->fvel, -keymove, keymove);
inputBuffer->svel = clamp(inputBuffer->svel + currInput->svel, -keymove, keymove);
inputBuffer->q16avel += currInput->q16avel;
inputBuffer->q16horz += currInput->q16horz;
}
//---------------------------------------------------------------------------
//
// 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 crouching)
{
// return q16rotscrnang to 0 and set to 0 if less than a quarter of a FRACUNIT (16384)
*q16rotscrnang -= xs_CRoundToInt(scaleAdjust * (*q16rotscrnang * (15. / GameTicRate)));
if (abs(*q16rotscrnang) < (FRACUNIT >> 2)) *q16rotscrnang = 0;
// return q16look_ang to 0 and set to 0 if less than a quarter of a FRACUNIT (16384)
*q16look_ang -= xs_CRoundToInt(scaleAdjust * (*q16look_ang * (7.5 / GameTicRate)));
if (abs(*q16look_ang) < (FRACUNIT >> 2)) *q16look_ang = 0;
if (*actions & SB_LOOK_LEFT)
{
// start looking left
*q16look_ang -= FloatToFixed(scaleAdjust * (4560. / GameTicRate));
*q16rotscrnang += FloatToFixed(scaleAdjust * (720. / GameTicRate));
}
if (*actions & SB_LOOK_RIGHT)
{
// start looking right
*q16look_ang += FloatToFixed(scaleAdjust * (4560. / GameTicRate));
*q16rotscrnang -= FloatToFixed(scaleAdjust * (720. / GameTicRate));
}
if (*actions & SB_TURNAROUND)
{
if (*spin == 0)
{
// currently not spinning, so start a spin
*spin = IntToFixed(-1024);
}
*actions &= ~SB_TURNAROUND;
}
if (*spin < 0)
{
// return spin to 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)
{
// add player's input
*q16ang = (*q16ang + q16avel) & 0x7FFFFFF;
}
}
//---------------------------------------------------------------------------
//
// Player's ticrate helper functions.
//
//---------------------------------------------------------------------------
void playerAddAngle(fixed_t* q16ang, double* helper, double adjustment)
{
if (!cl_syncinput)
{
*helper += adjustment;
}
else
{
*q16ang = (*q16ang + FloatToFixed(adjustment)) & 0x7FFFFFF;
}
}
void playerSetAngle(fixed_t* q16ang, fixed_t* helper, double adjustment)
{
if (!cl_syncinput)
{
// Add slight offset if adjustment is coming in as absolute 0.
if (adjustment == 0) adjustment += (1. / (FRACUNIT >> 1));
*helper = *q16ang + getincangleq16(*q16ang, FloatToFixed(adjustment));
}
else
{
*q16ang = FloatToFixed(adjustment);
}
}
void playerAddHoriz(fixed_t* q16horiz, double* helper, double adjustment)
{
if (!cl_syncinput)
{
*helper += adjustment;
}
else
{
*q16horiz += FloatToFixed(adjustment);
}
}
void playerSetHoriz(fixed_t* q16horiz, fixed_t* helper, double adjustment)
{
if (!cl_syncinput)
{
// Add slight offset if adjustment is coming in as absolute 0.
if (adjustment == 0) adjustment += (1. / (FRACUNIT >> 1));
*helper = FloatToFixed(adjustment);
}
else
{
*q16horiz = FloatToFixed(adjustment);
}
}
//---------------------------------------------------------------------------
//
// Player's ticrate helper processor.
//
//---------------------------------------------------------------------------
void playerProcessHelpers(fixed_t* q16ang, double* angAdjust, fixed_t* angTarget, fixed_t* q16horiz, double* horizAdjust, fixed_t* horizTarget, double const scaleAdjust)
{
// Process angle amendments from the game's ticker.
if (*angTarget)
{
fixed_t angDelta = getincangleq16(*q16ang, *angTarget);
*q16ang = (*q16ang + xs_CRoundToInt(scaleAdjust * angDelta));
if (abs(*q16ang - *angTarget) < FRACUNIT)
{
*q16ang = *angTarget;
*angTarget = 0;
}
}
else if (*angAdjust)
{
*q16ang = (*q16ang + FloatToFixed(scaleAdjust * *angAdjust)) & 0x7FFFFFF;
}
// Process horizon amendments from the game's ticker.
if (*horizTarget)
{
fixed_t horizDelta = *horizTarget - *q16horiz;
*q16horiz += xs_CRoundToInt(scaleAdjust * horizDelta);
if (abs(*q16horiz - *horizTarget) < FRACUNIT)
{
*q16horiz = *horizTarget;
*horizTarget = 0;
}
}
else if (*horizAdjust)
{
*q16horiz += FloatToFixed(scaleAdjust * *horizAdjust);
}
}
void GameInterface::DrawCenteredTextScreen(const DVector2& origin, const char* text, int position, bool bg)
{
double scale = SmallFontScale();
int formatwidth = int(320 / scale);
auto lines = V_BreakLines(SmallFont, formatwidth, text, true);
auto fheight = bg ? 10 : SmallFont->GetHeight() * scale; // Fixme: Get spacing for text pages from elsewhere.
if (!bg)
{
auto totaltextheight = lines.Size() * fheight;
position -= totaltextheight / 2;
}
double y = origin.Y + position;
for (auto& line : lines)
{
double x = origin.X + 160 - line.Width * scale * 0.5;
DrawText(twod, SmallFont, CR_UNTRANSLATED, x, y, line.Text, DTA_FullscreenScale, FSMode_Fit320x200, DTA_ScaleX, scale, DTA_ScaleY, scale, TAG_DONE);
y += fheight;
}
}
bool M_Active()
{
return CurrentMenu != nullptr || ConsoleState == c_down || ConsoleState == c_falling;
}
struct gamefilter
{
const char* gamename;
int gameflag;
};
static const gamefilter games[] = {
{ "Duke", GAMEFLAG_DUKE},
{ "Nam", GAMEFLAG_NAM | GAMEFLAG_NAPALM},
{ "NamOnly", GAMEFLAG_NAM}, // for cases where the difference matters.
{ "Napalm", GAMEFLAG_NAPALM},
{ "WW2GI", GAMEFLAG_WW2GI},
{ "Redneck", GAMEFLAG_RR},
{ "RedneckRides", GAMEFLAG_RRRA},
{ "Deer", GAMEFLAG_DEER},
{ "Blood", GAMEFLAG_BLOOD},
{ "ShadowWarrior", GAMEFLAG_SW},
{ "Exhumed", GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED},
{ "Worldtour", GAMEFLAG_WORLDTOUR},
};
bool validFilter(const char* str)
{
for (auto& gf : games)
{
if (g_gameType & gf.gameflag)
{
if (!stricmp(str, gf.gamename)) return true;
}
}
return false;
}
#include "vm.h"
DEFINE_ACTION_FUNCTION(_Screen, GetViewWindow)
{
PARAM_PROLOGUE;
if (numret > 0) ret[0].SetInt(windowxy1.x);
if (numret > 1) ret[1].SetInt(windowxy1.y);
if (numret > 2) ret[2].SetInt(windowxy2.x - windowxy1.x + 1);
if (numret > 3) ret[3].SetInt(windowxy2.y - windowxy1.y + 1);
return MIN(numret, 4);
}
extern bool demoplayback;
DEFINE_GLOBAL(multiplayer)
DEFINE_GLOBAL(netgame)
DEFINE_GLOBAL(gameaction)
DEFINE_GLOBAL(gamestate)
DEFINE_GLOBAL(demoplayback)
DEFINE_GLOBAL(consoleplayer)