raze/source/common/gamecontrol.cpp

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//-------------------------------------------------------------------------
/*
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"
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#include "c_cvars.h"
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#include "gameconfigfile.h"
#include "gamecvars.h"
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#include "build.h"
#include "inputstate.h"
#include "m_argv.h"
#include "rts.h"
#include "printf.h"
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#include "c_bind.h"
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#include "v_font.h"
#include "c_console.h"
#include "c_dispatch.h"
#include "i_specialpaths.h"
#include "z_music.h"
#include "statistics.h"
#include "menu.h"
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#include "gstrings.h"
#include "quotemgr.h"
#include "mapinfo.h"
#include "s_soundinternal.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"
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#ifndef NETCODE_DISABLE
#include "enet.h"
#endif
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.
MapRecord *currentLevel; // level that is currently played. (The real level, not what script hacks modfifying the current level index can pretend.)
MapRecord* lastLevel; // Same here, for the last level.
MapRecord userMapRecord; // stand-in for the user map.
FStartupInfo RazeStartupInfo;
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();
InputState inputState;
void SetClipshapes();
int ShowStartupWindow(TArray<GrpEntry> &);
FString GetGameFronUserFiles();
void InitFileSystem(TArray<GrpEntry>&);
void I_SetWindowTitle(const char* caption);
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bool gHaveNetworking;
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bool AppActive;
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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.
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CVAR(Int, cl_defaultconfiguration, 2, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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)
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//==========================================================================
//
//
//
//==========================================================================
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bool grab_mouse;
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void mouseGrabInput(bool grab)
{
grab_mouse = grab;
if (grab) GUICapture &= ~1;
else GUICapture |= 1;
}
//==========================================================================
//
//
//
//==========================================================================
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"))
{
initprintf("Build-format config files not supported and will be ignored\n");
}
#if 0 // MP disabled pending evaluation
auto v = Args->CheckValue("-port");
if (v) netPort = strtol(v, nullptr, 0);
netServerMode = Args->CheckParm("-server");
netServerAddress = Args->CheckValue("-connect");
netPassword = Args->CheckValue("-password");
#endif
auto v = Args->CheckValue("-addon");
if (v)
{
auto val = strtol(v, nullptr, 0);
static const char* const addons[] = { "DUKE3D.GRP", "DUKEDC.GRP", "NWINTER.GRP", "VACATION.GRP" };
if (val > 0 && val < 4) gamegrp = addons[val];
else initprintf("%s: Unknown Addon\n", v);
}
else if (Args->CheckParm("-nam"))
{
gamegrp = "NAM.GRP";
}
else if (Args->CheckParm("-napalm"))
{
gamegrp = "NAPALM.GRP";
}
else if (Args->CheckParm("-ww2gi"))
{
gamegrp = "WW2GI.GRP";
}
// Set up all needed content for these two mod which feature a very messy distribution.
// As an alternative they can be zipped up - the launcher will be able to detect and set up such versions automatically.
else if (Args->CheckParm("-route66"))
{
gamegrp = "REDNECK.GRP";
DefaultCon = "GAME66.CON";
const char* argv[] = { "tilesa66.art" , "tilesb66.art" };
AddArt.reset(new FArgs(2, argv));
toBeDeleted.Push("turd66.anm*turdmov.anm");
toBeDeleted.Push("turd66.voc*turdmov.voc");
toBeDeleted.Push("end66.anm*rr_outro.anm");
toBeDeleted.Push("end66.voc*rr_outro.voc");
}
else if (Args->CheckParm("-cryptic"))
{
gamegrp = "BLOOD.RFF";
DefaultCon = "CRYPTIC.INI";
const char* argv[] = { "cpart07.ar_" , "cpart15.ar_" };
AddArt.reset(new FArgs(2, argv));
}
v = Args->CheckValue("-gamegrp");
if (v)
{
gamegrp = v;
}
else
{
// This is to enable the use of Doom launchers. that are limited to -iwad for specifying the game's main resource.
v = Args->CheckValue("-iwad");
if (v)
{
gamegrp = v;
}
}
Args->CollectFiles("-rts", ".rts");
auto rts = Args->CheckValue("-rts");
if (rts) RTS_Init(rts);
Args->CollectFiles("-map", ".map");
CommandMap = Args->CheckValue("-map");
static const char* defs[] = { "-def", "-h", nullptr };
Args->CollectFiles("-def", defs, ".def");
DefaultDef = Args->CheckValue("-def");
if (DefaultCon.IsEmpty())
{
static const char* cons[] = { "-con", "-x", nullptr };
Args->CollectFiles("-con", cons, ".con");
DefaultCon = Args->CheckValue("-con");
if (DefaultCon.IsEmpty()) DefaultCon = Args->CheckValue("-ini");
}
static const char* demos[] = { "-playback", "-d", "-demo", nullptr };
Args->CollectFiles("-demo", demos, ".dmo");
CommandDemo = Args->CheckValue("-demo");
static const char* names[] = { "-pname", "-name", nullptr };
Args->CollectFiles("-name", names, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
CommandName = Args->CheckValue("-name");
static const char* nomos[] = { "-nomonsters", "-nodudes", nullptr };
Args->CollectFiles("-nomonsters", nomos, ".---"); // this shouldn't collect any file names at all so use a nonsense extension
nomonsters = Args->CheckParm("-nomonsters");
static const char* acons[] = { "-addcon", "-mx", nullptr };
Args->CollectFiles("-addcon", acons, ".con");
AddCons.reset(Args->GatherFiles("-addcon"));
static const char* adefs[] = { "-adddef", "-mh", nullptr };
Args->CollectFiles("-adddef", adefs, ".def");
AddDefs.reset(Args->GatherFiles("-adddef"));
Args->CollectFiles("-art", ".art");
AddArt.reset(Args->GatherFiles("-art"));
nologo = Args->CheckParm("-nologo") || Args->CheckParm("-quick");
nomusic = Args->CheckParm("-nomusic");
nosound = Args->CheckParm("-nosfx");
if (Args->CheckParm("-nosound")) nomusic = nosound = true;
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");
}
}
//==========================================================================
//
//
//
//==========================================================================
namespace Duke
{
::GameInterface* CreateInterface();
}
namespace Redneck
{
::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_RR)
{
gi = Redneck::CreateInterface();
}
else if (flags & GAMEFLAG_SW)
{
gi = ShadowWarrior::CreateInterface();
}
else if (flags & GAMEFLAG_PSEXHUMED)
{
gi = Powerslave::CreateInterface();
}
else
{
gi = Duke::CreateInterface();
}
}
void I_StartupJoysticks();
void I_ShutdownInput();
int RunGame();
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int GameMain()
{
set_memerr_handler(G_HandleMemErr);
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int r;
try
{
r = RunGame();
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}
catch (const ExitEvent & 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;
}
M_ClearMenus(true);
if (gi)
{
gi->FreeGameData(); // Must be done before taking down any subsystems.
}
S_StopMusic(true);
if (soundEngine) delete soundEngine;
soundEngine = nullptr;
I_CloseSound();
I_ShutdownInput();
G_SaveConfig();
C_DeinitConsole();
V_ClearFonts();
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vox_deinit();
TileFiles.ClearTextureCache();
TileFiles.CloseAll(); // do this before shutting down graphics.
GLInterface.Deinit();
I_ShutdownGraphics();
M_DeinitMenus();
paletteFreeColorTables();
engineUnInit();
if (gi)
{
delete gi;
gi = nullptr;
}
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#ifndef NETCODE_DISABLE
if (gHaveNetworking) enet_deinitialize();
#endif
DeleteStartupScreen();
if (Args) delete Args;
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return r;
}
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//==========================================================================
//
//
//
//==========================================================================
void SetDefaultStrings()
{
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if ((g_gameType & GAMEFLAG_DUKE) && fileSystem.FindFile("E4L1.MAP") < 0)
{
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// Pre-Atomic releases do not define this.
gVolumeNames[0] = "$L.A. Meltdown";
gVolumeNames[1] = "$Lunar Apocalypse";
gVolumeNames[2] = "$Shrapnel City";
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if (g_gameType & GAMEFLAG_SHAREWARE) gVolumeNames[3] = "$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");
}
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//==========================================================================
//
//
//
//==========================================================================
static TArray<GrpEntry> SetupGame()
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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();
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())
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{
FString gamegrplower = "/" + userConfig.gamegrp.MakeLower();
int g = 0;
for (auto& grp : groups)
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{
auto grplower = grp.FileName.MakeLower();
grplower.Substitute("\\", "/");
if (grplower.LastIndexOf(gamegrplower) == grplower.Len() - gamegrplower.Len())
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{
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groupno = g;
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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 (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;
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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.
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}
}
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");
}
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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();
#ifndef NETCODE_DISABLE
gHaveNetworking = !enet_initialize();
if (!gHaveNetworking)
initprintf("An error occurred while initializing ENet.\n");
#endif
auto usedgroups = SetupGame();
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InitFileSystem(usedgroups);
if (usedgroups.Size() == 0) return 0;
if (g_gameType & GAMEFLAG_BLOOD)
{
UCVarValue v;
v.Bool = false;
mus_redbook.SetGenericRepDefault(v, CVAR_Bool); // Blood should default to CD Audio off - all other games must default to on.
}
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);
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inputState.ClearAllInput();
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if (!GameConfig->IsInitialized())
{
CONFIG_ReadCombatMacros();
}
if (userConfig.CommandName.IsNotEmpty())
{
playername = userConfig.CommandName;
}
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V_InitFonts();
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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) 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.
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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;
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try
{
sc.Open("engine/combatmacros.txt");
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for (auto s : CombatMacros)
{
sc.MustGetToken(TK_StringConst);
if (strlen(*s) == 0)
*s = sc.String;
}
}
catch (const std::runtime_error &)
{
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// 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);
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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);
#ifdef _WIN32
OutputDebugStringA(errortext);
#endif
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);
#ifdef _WIN32
OutputDebugStringA(errortext);
#endif
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);
}