mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-25 11:10:47 +00:00
916 lines
25 KiB
C++
916 lines
25 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 "z_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 "s_soundinternal.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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MapRecord mapList[512]; // Due to how this gets used it needs to be static. EDuke defines 7 episode plus one spare episode with 64 potential levels each and relies on the static array which is freely accessible by scripts.
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MapRecord *currentLevel; // level that is currently played. (The real level, not what script hacks modfifying the current level index can pretend.)
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MapRecord* lastLevel; // Same here, for the last level.
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MapRecord userMapRecord; // stand-in for the user map.
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FStartupInfo RazeStartupInfo;
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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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FString progdir;
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void C_CON_SetAliases();
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InputState inputState;
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void SetClipshapes();
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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 InitENet();
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void ShutdownENet();
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bool AppActive;
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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(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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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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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool grab_mouse;
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void mouseGrabInput(bool grab)
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{
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grab_mouse = grab;
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if (grab) GUICapture &= ~1;
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else GUICapture |= 1;
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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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initprintf("Build-format config files not supported and will be ignored\n");
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}
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#if 0 // MP disabled pending evaluation
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auto v = Args->CheckValue("-port");
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if (v) netPort = strtol(v, nullptr, 0);
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netServerMode = Args->CheckParm("-server");
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netServerAddress = Args->CheckValue("-connect");
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netPassword = Args->CheckValue("-password");
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#endif
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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 initprintf("%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", 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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nomusic = Args->CheckParm("-nomusic");
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nosound = Args->CheckParm("-nosfx");
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if (Args->CheckParm("-nosound")) nomusic = nosound = true;
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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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namespace Duke
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{
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::GameInterface* CreateInterface();
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}
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namespace Redneck
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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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CVAR(Bool, duke_compatibility_15, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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void CheckFrontend(int flags)
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{
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bool duke_compat = duke_compatibility_15;
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// This point is too early to have cmdline CVAR checkers working so it must be with a switch.
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auto c = Args->CheckValue("-duke_compatibility_15");
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if (c)
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{
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if (strtol(c, nullptr, 0)) duke_compatibility_15 = true;
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else duke_compatibility_15 = false;
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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_RRALL)
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{
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gi = Redneck::CreateInterface();
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}
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else if (flags & GAMEFLAG_SW)
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{
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gi = ShadowWarrior::CreateInterface();
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}
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else if (flags & GAMEFLAG_PSEXHUMED)
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{
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gi = Powerslave::CreateInterface();
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}
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else if ((flags & GAMEFLAG_FURY) || RazeStartupInfo.modern > 0)
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{
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gi = Duke::CreateInterface();
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}
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else if (RazeStartupInfo.modern < 0)
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{
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gi = Redneck::CreateInterface();
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}
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else
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{
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gi = *duke_compatibility_15 ? Redneck::CreateInterface() : Duke::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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set_memerr_handler(G_HandleMemErr);
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int r;
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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 ExitEvent & 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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}
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catch (const std::exception & err)
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{
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// shut down critical systems before showing a message box.
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I_ShowFatalError(err.what());
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r = -1;
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}
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M_ClearMenus(true);
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if (gi)
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{
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gi->FreeGameData(); // Must be done before taking down any subsystems.
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}
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S_StopMusic(true);
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if (soundEngine) delete soundEngine;
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soundEngine = nullptr;
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I_CloseSound();
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I_ShutdownInput();
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G_SaveConfig();
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C_DeinitConsole();
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V_ClearFonts();
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vox_deinit();
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TileFiles.ClearTextureCache();
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TileFiles.CloseAll(); // do this before shutting down graphics.
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GLInterface.Deinit();
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I_ShutdownGraphics();
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M_DeinitMenus();
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paletteFreeColorTables();
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engineUnInit();
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if (gi)
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{
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delete gi;
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gi = nullptr;
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}
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InitENet();
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DeleteStartupScreen();
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if (Args) delete Args;
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return r;
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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 SetDefaultStrings()
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{
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if ((g_gameType & GAMEFLAG_DUKE) && fileSystem.FindFile("E4L1.MAP") < 0)
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{
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// Pre-Atomic releases do not define this.
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gVolumeNames[0] = "$L.A. Meltdown";
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gVolumeNames[1] = "$Lunar Apocalypse";
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gVolumeNames[2] = "$Shrapnel City";
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if (g_gameType & GAMEFLAG_SHAREWARE) gVolumeNames[3] = "$The Birth";
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gSkillNames[0] = "$Piece of Cake";
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gSkillNames[1] = "$Let's Rock";
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gSkillNames[2] = "$Come get Some";
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gSkillNames[3] = "$Damn I'm Good";
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}
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// Blood hard codes its skill names, so we have to define them manually.
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if (g_gameType & GAMEFLAG_BLOOD)
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{
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gSkillNames[0] = "$STILL KICKING";
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gSkillNames[1] = "$PINK ON THE INSIDE";
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gSkillNames[2] = "$LIGHTLY BROILED";
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gSkillNames[3] = "$WELL DONE";
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gSkillNames[4] = "$EXTRA CRISPY";
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}
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//Set a few quotes which are used for common handling of a few status messages
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quoteMgr.InitializeQuote(23, "$MESSAGES: ON");
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quoteMgr.InitializeQuote(24, "$MESSAGES: OFF");
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quoteMgr.InitializeQuote(83, "$FOLLOW MODE OFF");
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quoteMgr.InitializeQuote(84, "$FOLLOW MODE ON");
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quoteMgr.InitializeQuote(85, "$AUTORUNOFF");
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quoteMgr.InitializeQuote(86, "$AUTORUNON");
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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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static TArray<GrpEntry> SetupGame()
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{
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// Startup dialog must be presented here so that everything can be set up before reading the keybinds.
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auto groups = GrpScan();
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if (groups.Size() == 0)
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{
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// Abort if no game data found.
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G_SaveConfig();
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I_Error("Unable to find any game data. Please verify your settings.");
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}
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decltype(groups) usedgroups;
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int groupno = -1;
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// If the user has specified a file name, let's see if we know it.
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//
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FString game = GetGameFronUserFiles();
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if (userConfig.gamegrp.IsEmpty())
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{
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userConfig.gamegrp = game;
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}
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if (userConfig.gamegrp.Len())
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{
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FString gamegrplower = "/" + userConfig.gamegrp.MakeLower();
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int g = 0;
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for (auto& grp : groups)
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{
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auto grplower = grp.FileName.MakeLower();
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grplower.Substitute("\\", "/");
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if (grplower.LastIndexOf(gamegrplower) == grplower.Len() - gamegrplower.Len())
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{
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groupno = g;
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break;
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}
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g++;
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}
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}
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if (groupno == -1)
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{
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int pick = 0;
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// We got more than one so present the IWAD selection box.
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if (groups.Size() > 1)
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{
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// Locate the user's prefered IWAD, if it was found.
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if (defaultiwad[0] != '\0')
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{
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for (unsigned i = 0; i < groups.Size(); ++i)
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{
|
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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 (RazeStartupInfo.Name.IsNotEmpty()) I_SetWindowTitle(RazeStartupInfo.Name);
|
|
else I_SetWindowTitle(group.FileInfo.name);
|
|
|
|
// Now filter out the data we actually need and delete the rest.
|
|
|
|
usedgroups.Push(group);
|
|
|
|
auto crc = group.FileInfo.dependencyCRC;
|
|
if (crc != 0) for (auto& dep : groups)
|
|
{
|
|
if (dep.FileInfo.CRC == crc)
|
|
{
|
|
usedgroups.Insert(0, dep); // Order from least dependent to most dependent, which is the loading order of data.
|
|
}
|
|
}
|
|
groups.Reset();
|
|
|
|
FString selectedScript;
|
|
FString selectedDef;
|
|
for (auto& ugroup : usedgroups)
|
|
{
|
|
// For CONs the command line has priority, aside from that, the last one wins. For Blood this handles INIs - the rules are the same.
|
|
if (ugroup.FileInfo.scriptname.IsNotEmpty()) selectedScript = ugroup.FileInfo.scriptname;
|
|
if (ugroup.FileInfo.defname.IsNotEmpty()) selectedDef = ugroup.FileInfo.defname;
|
|
|
|
// CVAR has priority. This also overwrites the global variable each time. Init here is lazy so this is ok.
|
|
if (ugroup.FileInfo.rtsname.IsNotEmpty() && **rtsname == 0) RTS_Init(ugroup.FileInfo.rtsname);
|
|
|
|
// For the game filter the last non-empty one wins.
|
|
if (ugroup.FileInfo.gamefilter.IsNotEmpty()) LumpFilter = ugroup.FileInfo.gamefilter;
|
|
g_gameType |= ugroup.FileInfo.flags;
|
|
}
|
|
if (userConfig.DefaultCon.IsEmpty()) userConfig.DefaultCon = selectedScript;
|
|
if (userConfig.DefaultDef.IsEmpty()) userConfig.DefaultDef = selectedDef;
|
|
|
|
// This can only happen with a custom game that does not define any filter.
|
|
// In this case take the display name and strip all whitespace and invaliid path characters from it.
|
|
if (LumpFilter.IsEmpty())
|
|
{
|
|
LumpFilter = usedgroups.Last().FileInfo.name;
|
|
LumpFilter.StripChars(".:/\\<>?\"*| \t\r\n");
|
|
}
|
|
|
|
currentGame = LumpFilter;
|
|
currentGame.Truncate(currentGame.IndexOf("."));
|
|
CheckFrontend(g_gameType);
|
|
return usedgroups;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
int RunGame()
|
|
{
|
|
// Set up the console before anything else so that it can receive text.
|
|
C_InitConsole(1024, 768, true);
|
|
|
|
// +logfile gets checked too late to catch the full startup log in the logfile so do some extra check for it here.
|
|
FString logfile = Args->TakeValue("+logfile");
|
|
|
|
// As long as this engine is still in prerelease mode let's always write a log file.
|
|
if (logfile.IsEmpty()) logfile.Format("%s" GAMENAMELOWERCASE ".log", M_GetDocumentsPath().GetChars());
|
|
|
|
if (logfile.IsNotEmpty())
|
|
{
|
|
execLogfile(logfile);
|
|
}
|
|
I_DetectOS();
|
|
SetClipshapes();
|
|
userConfig.ProcessOptions();
|
|
G_LoadConfig();
|
|
ShutdownENet();
|
|
auto usedgroups = SetupGame();
|
|
|
|
|
|
InitFileSystem(usedgroups);
|
|
if (usedgroups.Size() == 0) return 0;
|
|
|
|
// Handle CVARs with game specific defaults here.
|
|
if (g_gameType & GAMEFLAG_BLOOD)
|
|
{
|
|
mus_redbook.SetGenericRepDefault(false, CVAR_Bool); // Blood should default to CD Audio off - all other games must default to on.
|
|
hud_size.SetGenericRepDefault(6, CVAR_Int);
|
|
hud_size_max = 7;
|
|
}
|
|
if (g_gameType & GAMEFLAG_SW)
|
|
{
|
|
hud_size.SetGenericRepDefault(8, CVAR_Int);
|
|
hud_size_max = 9;
|
|
cl_weaponswitch.SetGenericRepDefault(1, CVAR_Int);
|
|
if (cl_weaponswitch > 1) cl_weaponswitch = 1;
|
|
}
|
|
if (g_gameType & GAMEFLAG_PSEXHUMED)
|
|
{
|
|
hud_size.SetGenericRepDefault(7, CVAR_Int);
|
|
hud_size_max = 8;
|
|
}
|
|
|
|
G_ReadConfig(currentGame);
|
|
|
|
V_InitFontColors();
|
|
GStrings.LoadStrings();
|
|
|
|
I_Init();
|
|
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;
|
|
}
|
|
V_InitFonts();
|
|
C_CON_SetAliases();
|
|
sfx_empty = fileSystem.FindFile("engine/dsempty.lmp"); // this must be done outside the sound code because it's initialized late.
|
|
Mus_Init();
|
|
InitStatistics();
|
|
M_Init();
|
|
SetDefaultStrings();
|
|
if (g_gameType & (GAMEFLAG_RR|GAMEFLAG_RRRA)) InitRREndMap(); // this needs to be done better later
|
|
if (Args->CheckParm("-sounddebug"))
|
|
C_DoCommand("stat sounddebug");
|
|
|
|
if (enginePreInit())
|
|
{
|
|
I_FatalError("app_main: There was a problem initializing the Build engine: %s\n", engineerrstr);
|
|
}
|
|
|
|
mouseGrabInput(true); // the intros require the mouse to be grabbed.
|
|
|
|
auto exec = C_ParseCmdLineParams(nullptr);
|
|
if (exec) exec->ExecCommands();
|
|
|
|
return gi->app_main();
|
|
}
|
|
|
|
void G_HandleMemErr(int32_t lineNum, const char* fileName, const char* funcName)
|
|
{
|
|
I_FatalError("Out of memory in %s:%d (%s)\n", fileName, lineNum, funcName);
|
|
}
|
|
|
|
void G_FatalEngineError(void)
|
|
{
|
|
I_FatalError("There was a problem initializing the engine: %s\n\nThe application will now close.", engineerrstr);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
CVAR(String, combatmacro0, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro1, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro2, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro3, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro4, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro5, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro6, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro7, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro8, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
CVAR(String, combatmacro9, "", CVAR_ARCHIVE | CVAR_USERINFO)
|
|
FStringCVar* const CombatMacros[] = { &combatmacro0, &combatmacro1, &combatmacro2, &combatmacro3, &combatmacro4, &combatmacro5, &combatmacro6, &combatmacro7, &combatmacro8, &combatmacro9};
|
|
|
|
void CONFIG_ReadCombatMacros()
|
|
{
|
|
FScanner sc;
|
|
try
|
|
{
|
|
sc.Open("engine/combatmacros.txt");
|
|
for (auto s : CombatMacros)
|
|
{
|
|
sc.MustGetToken(TK_StringConst);
|
|
if (strlen(*s) == 0)
|
|
*s = sc.String;
|
|
}
|
|
}
|
|
catch (const std::runtime_error &)
|
|
{
|
|
// We do not want this to error out. Just ignore if it fails.
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
//
|
|
//
|
|
//==========================================================================
|
|
|
|
static FString CONFIG_GetMD4EntryName(uint8_t const* const md4)
|
|
{
|
|
return FStringf("MD4_%08x%08x%08x%08x",
|
|
B_BIG32(B_UNBUF32(&md4[0])), B_BIG32(B_UNBUF32(&md4[4])),
|
|
B_BIG32(B_UNBUF32(&md4[8])), B_BIG32(B_UNBUF32(&md4[12])));
|
|
}
|
|
|
|
int32_t CONFIG_GetMapBestTime(char const* const mapname, uint8_t const* const mapmd4)
|
|
{
|
|
|
|
auto m = CONFIG_GetMD4EntryName(mapmd4);
|
|
if (GameConfig->SetSection("MapTimes"))
|
|
{
|
|
auto s = GameConfig->GetValueForKey(m);
|
|
if (s) return (int)strtoull(s, nullptr, 0);
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
int CONFIG_SetMapBestTime(uint8_t const* const mapmd4, int32_t tm)
|
|
{
|
|
FStringf t("%d", tm);
|
|
auto m = CONFIG_GetMD4EntryName(mapmd4);
|
|
if (GameConfig->SetSection("MapTimes"))
|
|
{
|
|
GameConfig->SetValueForKey(m, t);
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
CCMD(snd_reset)
|
|
{
|
|
Mus_Stop();
|
|
if (soundEngine) soundEngine->Reset();
|
|
Mus_ResumeSaved();
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// S_SetSoundPaused
|
|
//
|
|
// Called with state non-zero when the app is active, zero when it isn't.
|
|
//
|
|
//==========================================================================
|
|
|
|
void S_SetSoundPaused(int state)
|
|
{
|
|
#if 0
|
|
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(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
|
|
SoundRenderer::INACTIVE_Complete :
|
|
SoundRenderer::INACTIVE_Mute);
|
|
}
|
|
}
|
|
}
|
|
if (!netgame
|
|
#ifdef _DEBUG
|
|
&& !demoplayback
|
|
#endif
|
|
)
|
|
{
|
|
pauseext = !state;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
#define MAX_ERRORTEXT 4096
|
|
|
|
//==========================================================================
|
|
//
|
|
// I_Error
|
|
//
|
|
// Throw an error that will send us to the console if we are far enough
|
|
// along in the startup process.
|
|
//
|
|
//==========================================================================
|
|
|
|
void I_Error(const char* error, ...)
|
|
{
|
|
va_list argptr;
|
|
char errortext[MAX_ERRORTEXT];
|
|
|
|
va_start(argptr, error);
|
|
vsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
|
|
va_end(argptr);
|
|
I_DebugPrint(errortext);
|
|
|
|
throw std::runtime_error(errortext);
|
|
}
|
|
|
|
void I_FatalError(const char* error, ...)
|
|
{
|
|
va_list argptr;
|
|
char errortext[MAX_ERRORTEXT];
|
|
|
|
va_start(argptr, error);
|
|
vsnprintf(errortext, MAX_ERRORTEXT, error, argptr);
|
|
va_end(argptr);
|
|
I_DebugPrint(errortext);
|
|
|
|
throw std::runtime_error(errortext);
|
|
}
|
|
|
|
//
|
|
// debugprintf() -- sends a debug string to the debugger
|
|
//
|
|
void debugprintf(const char* f, ...)
|
|
{
|
|
va_list va;
|
|
va_start(va, f);
|
|
FString out;
|
|
out.VFormat(f, va);
|
|
I_DebugPrint(out);
|
|
}
|
|
|
|
int CalcSmoothRatio(const ClockTicks &totalclk, const ClockTicks &ototalclk, int realgameticspersec)
|
|
{
|
|
const double TICRATE = 120.;
|
|
|
|
double rfreq = (refreshfreq != -1 ? refreshfreq : 60);
|
|
rfreq = rfreq * TICRATE / timerGetClockRate();
|
|
|
|
double elapsedTime = (totalclk - ototalclk).toScale16F();
|
|
double elapsedFrames = elapsedTime * rfreq * (1. / TICRATE);
|
|
double ratio = (elapsedFrames * realgameticspersec) / rfreq;
|
|
return clamp(xs_RoundToInt(ratio * 65536), 0, 65536);
|
|
}
|
|
|
|
|
|
FString G_GetDemoPath()
|
|
{
|
|
FString path = M_GetDemoPath();
|
|
|
|
path << LumpFilter << '/';
|
|
CreatePath(path);
|
|
|
|
return path;
|
|
}
|
|
|
|
CCMD(printinterface)
|
|
{
|
|
Printf("Current interface is %s\n", gi->Name());
|
|
}
|