//------------------------------------------------------------------------- /* 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 #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 "engineerrors.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" #include "gi.h" #include "vm.h" #include "g_mapinfo.h" #include "gamefuncs.h" #include "hw_voxels.h" #include "hw_palmanager.h" #include "razefont.h" #include "coreactor.h" #include "wipe.h" #include "findfile.h" #include "version.h" #include "hw_material.h" void LoadHexFont(const char* filename); CVAR(Bool, autoloadlights, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Bool, autoloadbrightmaps, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, autoloadwidescreen, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR (Bool, i_pauseinbackground, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // Note: For the automap label there is a separate option "am_textfont". CVARD(Bool, hud_textfont, false, CVAR_ARCHIVE, "Use the regular text font as replacement for the tiny 3x5 font for HUD messages whenever possible") 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; } } void I_UpdateWindowTitle(); CUSTOM_CVAR (Bool, i_discordrpc, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) { I_UpdateWindowTitle(); } CUSTOM_CVAR(Int, I_FriendlyWindowTitle, 1, CVAR_GLOBALCONFIG|CVAR_ARCHIVE|CVAR_NOINITCALL) { I_UpdateWindowTitle(); } // The last remains of sdlayer.cpp GameInterface* gi; int myconnectindex, numplayers; int connecthead, connectpoint2[MAXPLAYERS]; 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; int g_bossexit; FILE* hashfile; FStartupInfo GameStartupInfo; InputState inputState; int ShowStartupWindow(TArray &); TArray GetGameFronUserFiles(); void InitFileSystem(TArray&); void I_SetWindowTitle(const char* caption); void S_ParseSndInfo(); void I_DetectOS(void); void LoadScripts(); void MainLoop(); void SetConsoleNotifyBuffer(); bool PreBindTexture(FRenderState* state, FGameTexture*& tex, EUpscaleFlags& flags, int& scaleflags, int& clampmode, int& translation, int& overrideshader); void highTileSetup(); void FontCharCreated(FGameTexture* base, FGameTexture* untranslated); void LoadVoxelModels(); void MarkMap(); void BuildFogTable(); void ParseGLDefs(); void I_UpdateDiscordPresence(bool SendPresence, const char* curstatus, const char* appid, const char* steamappid); DStatusBarCore* StatusBar; bool AppActive = true; FString currentGame; FString LumpFilter; 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) extern int hud_size_max; int paused; bool pausedWithKey; bool gamesetinput = false; int PlayClock; extern int nextwipe; 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() { int viewbottom = windowxy2.Y + 1; int viewheight = viewbottom - windowxy1.Y; int viewright = windowxy2.X + 1; int viewwidth = viewright - windowxy1.X; int renderheight; if (viewheight == screen->GetHeight()) renderheight = viewheight; else renderheight = (viewwidth * screen->GetHeight() / screen->GetWidth()) & ~7; IntRect mSceneViewport; mSceneViewport.left = windowxy1.X; mSceneViewport.top = screen->GetHeight() - (renderheight + windowxy1.Y - ((renderheight - viewheight) / 2)); mSceneViewport.width = viewwidth; mSceneViewport.height = renderheight; 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; DEFINE_GLOBAL(userConfig) DEFINE_FIELD_X(UserConfigStruct, UserConfig, nomonsters) DEFINE_FIELD_X(UserConfigStruct, UserConfig, nosound) DEFINE_FIELD_X(UserConfigStruct, UserConfig, nologo) 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"); UserDef = 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; if (FindMapByName(userConfig.CommandMap)) { return; // we already got a record for this map so no need for further checks. } FString startupMap = userConfig.CommandMap; DefaultExtension(startupMap, ".map"); startupMap.Substitute("\\", "/"); NormalizeFileName(startupMap); if (!fileSystem.FileExists(startupMap)) { Printf(PRINT_HIGH, "Level \"%s\" not found.\n", startupMap.GetChars()); startupMap = ""; } userConfig.CommandMap = startupMap; } //========================================================================== // // // //========================================================================== namespace Duke3d { ::GameInterface* CreateInterface(); } namespace Blood { ::GameInterface* CreateInterface(); } namespace ShadowWarrior { ::GameInterface* CreateInterface(); } namespace Exhumed { ::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 = Exhumed::CreateInterface(); } else { gi = Duke3d::CreateInterface(); } } static void System_ToggleFullConsole() { gameaction = ga_fullconsole; } static void System_StartCutscene(bool blockui) { gameaction = blockui ? ga_intro : ga_intermission; } static void System_SetTransition(int type) { nextwipe = type; } void I_StartupJoysticks(); void I_ShutdownInput(); int RunGame(); void System_MenuClosed(); void System_MenuDim(); int GameMain() { int r; SetConsoleNotifyBuffer(); sysCallbacks = { System_WantGuiCapture, System_WantLeftButton, System_NetGame, System_WantNativeMouse, System_CaptureModeInGame, nullptr, nullptr, nullptr, System_DisableTextureFilter, nullptr, System_GetSceneRect, nullptr, System_MenuDim, nullptr, System_DispatchEvent, validFilter, StrTable_GetGender, System_MenuClosed, nullptr, nullptr, PreBindTexture, FontCharCreated, System_ToggleFullConsole, System_StartCutscene, System_SetTransition, }; 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(); if (gi) gi->FreeLevelData(); DeinitMenus(); if (StatusBar) StatusBar->Destroy(); StatusBar = nullptr; 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(); voxClear(); ClearPalManager(); TexMan.DeleteAll(); TileFiles.CloseAll(); // delete the texture data before shutting down graphics. I_ShutdownGraphics(); freeallmodels(); if (gi) { delete gi; gi = nullptr; } DeleteStartupScreen(); PClass::StaticShutdown(); if (Args) delete Args; return r; } //========================================================================== // // // //========================================================================== void SetDefaultStrings() { // Blood hard codes its skill names, so we have to define them manually. if (isBlood()) { gSkillNames[0] = "$STILL KICKING"; gSkillNames[1] = "$PINK ON THE INSIDE"; gSkillNames[2] = "$LIGHTLY BROILED"; gSkillNames[3] = "$WELL DONE"; gSkillNames[4] = "$EXTRA CRISPY"; } // Exhumed has no skills, but we still need a menu with one entry. else if (isExhumed()) { gSkillNames[0] = "Default"; } //Set a few quotes which are used for common handling of a few status messages quoteMgr.InitializeQuote(23, "$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 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." #ifdef WIN32 ); #else "\nInstall game data files in subfolders of '%s'\n\n", M_GetAppDataPath(false).GetChars()); #endif } decltype(groups) usedgroups; int groupno = -1; auto game = GetGameFronUserFiles(); if (userConfig.gamegrp.IsEmpty()) { for (auto& str : game) { int g = 0; for (auto& grp : groups) { if (grp.FileInfo.gameid.CompareNoCase(str) == 0) { userConfig.gamegrp = grp.FileName; groupno = g; goto foundit; } g++; } } } foundit: // If the user has specified a file name, let's see if we know it. // if (groupno == -1 && userConfig.gamegrp.Len()) { FString gamegrplower = userConfig.gamegrp.MakeLower(); if (gamegrplower[1] != ':' || gamegrplower[2] != '/') gamegrplower.Insert(0, "/"); int g = 0; for (auto& grp : groups) { auto grplower = grp.FileName.MakeLower(); FixPathSeperator(grplower); auto pos = grplower.LastIndexOf(gamegrplower); if (pos >= 0 && pos == ptrdiff_t(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 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(); auto& group = groups[groupno]; // 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 = GameStartupInfo.con.IsNotEmpty()? GameStartupInfo.con : 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(".")); PClass::StaticInit(); CheckFrontend(g_gameType); gameinfo.gametype = g_gameType; return usedgroups; } //========================================================================== // // // //========================================================================== void InitLanguages() { GStrings.LoadStrings(language); } void CreateStatusBar() { auto stbarclass = PClass::FindClass(globalCutscenes.StatusBarClass); if (!stbarclass) { I_FatalError("No status bar defined"); } StatusBar = static_cast(stbarclass->CreateNew()); StatusBar->SetSize(0, 320, 200); InitStatusBar(); GC::AddMarkerFunc([]() { GC::Mark(StatusBar); }); } void GetGames() { auto getgames = Args->CheckValue("-getgames"); if (getgames) { try { auto groups = GrpScan(); FSerializer arc; if (arc.OpenWriter()) { if (arc.BeginArray("games")) { for (auto& entry : groups) { if (arc.BeginObject(nullptr)) { arc("filename", entry.FileName) ("description", entry.FileInfo.name) ("defname", entry.FileInfo.defname) ("scriptname", entry.FileInfo.scriptname) ("gamefilter", entry.FileInfo.gamefilter) ("gameid", entry.FileInfo.gameid) ("fgcolor", entry.FileInfo.FgColor) ("bkcolor", entry.FileInfo.BgColor) ("addon", entry.FileInfo.isAddon) .EndObject(); } } arc.EndArray(); } unsigned int len; auto p = arc.GetOutput(&len); FILE* f = fopen(getgames, "wb"); if (f) { fwrite(p, 1, len, f); fclose(f); } } } catch (...) { // Ignore all errors } throw CExitEvent(0); } } //========================================================================== // // // //========================================================================== static void InitTextures() { TexMan.usefullnames = true; TexMan.Init(); TexMan.AddTextures([]() {}, [](BuildInfo&) {}); StartWindow->Progress(); mdinit(); TileFiles.Init(); TileFiles.LoadArtSet("tiles%03d.art"); // it's the same for all games. voxInit(); gi->LoadGameTextures(); // loads game-side data that must be present before processing the .def files. LoadDefinitions(); InitFont(); // InitFonts may only be called once all texture data has been initialized. lookups.postLoadTables(); highTileSetup(); lookups.postLoadLookups(); SetupFontSubstitution(); V_LoadTranslations(); // loading the translations must be delayed until the palettes have been fully set up. UpdateUpscaleMask(); TileFiles.SetBackup(); } //========================================================================== // // // //========================================================================== static uint8_t palindexmap[256]; int RunGame() { GameStartupInfo.FgColor = 0xffffff; G_LoadConfig(); auto wad = BaseFileSearch(ENGINERES_FILE, NULL, true, GameConfig); if (wad == NULL) { I_FatalError("Cannot find " ENGINERES_FILE); } LoadHexFont(wad); // load hex font early so we have it during startup. // 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(); GetGames(); auto usedgroups = SetupGame(); bool colorset = false; for (int i = usedgroups.Size()-1; i >= 0; i--) { auto& grp = usedgroups[i]; if (grp.FileInfo.name.IsNotEmpty()) { if (GameStartupInfo.Name.IsEmpty()) GameStartupInfo.Name = grp.FileInfo.name; if (!colorset && grp.FileInfo.FgColor != grp.FileInfo.BgColor && (GameStartupInfo.FgColor != 0 || GameStartupInfo.BkColor != 0)) { GameStartupInfo.FgColor = grp.FileInfo.FgColor; GameStartupInfo.BkColor = grp.FileInfo.BgColor; colorset = true; } } if (grp.FileInfo.exclepisodes.Size()) { for (auto& episode : grp.FileInfo.exclepisodes) { gi->AddExcludedEpisode(episode); } } } I_SetIWADInfo(); InitFileSystem(usedgroups); if (usedgroups.Size() == 0) return 0; // Handle CVARs with game specific defaults here. if (isBlood()) { 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 (isSWALL()) { 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(); StartWindow = FStartupScreen::CreateInstance(8, true); StartWindow->Progress(); TArray 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(); palindexmap[0] = 255; for (int i = 1; i <= 255; i++) palindexmap[i] = i; GPalette.Init(MAXPALOOKUPS + 2, palindexmap); // one slot for each translation, plus a separate one for the base palettes and the internal one gi->loadPalette(); BuildFogTable(); StartWindow->Progress(); InitTextures(); StartWindow->Progress(); I_InitSound(); StartWindow->Progress(); Mus_InitMusic(); S_ParseSndInfo(); S_ParseReverbDef(); InitStatistics(); LoadScripts(); StartWindow->Progress(); SetDefaultStrings(); Job_Init(); Local_Job_Init(); if (Args->CheckParm("-sounddebug")) C_DoCommand("stat sounddebug"); SetupGameButtons(); gameinfo.mBackButton = "engine/graphics/m_back.png"; StartWindow->Progress(); engineInit(); GC::AddMarkerFunc(MarkMap); gi->app_init(); StartWindow->Progress(); G_ParseMapInfo(); ParseGLDefs(); ReplaceMusics(true); CreateStatusBar(); SetDefaultMenuColors(); M_Init(); BuildGameMenus(); StartWindow->Progress(); if (!(paletteloaded & PALETTE_MAIN)) I_FatalError("No palette found."); FMaterial::SetLayerCallback(setpalettelayer); I_UpdateWindowTitle(); DeleteStartupScreen(); V_Init2(); while (!screen->CompileNextShader()) { // here we can do some visual updates later } twod->Begin(screen->GetWidth(), screen->GetHeight()); twod->End(); UpdateJoystickMenu(NULL); UpdateVRModes(); setVideoMode(); LoadVoxelModels(); screen->BeginFrame(); screen->SetTextureFilterMode(); setViewport(hud_size); D_CheckNetGame(); UpdateGenericUI(ui_generic); MainLoop(); return 0; // this is never reached. MainLoop only exits via exception. } //--------------------------------------------------------------------------- // // The one and only main loop in the entire engine. Yay! // //--------------------------------------------------------------------------- void updatePauseStatus() { // This must go through the network in multiplayer games. if (M_Active() || System_WantGuiCapture() || !AppActive) { paused = 1; } else if (!M_Active() || !System_WantGuiCapture()) { if (!pausedWithKey) { paused = 0; } if (sendPause) { sendPause = false; paused = pausedWithKey ? 0 : 2; pausedWithKey = !!paused; } } if (paused) S_PauseSound(!pausedWithKey, !paused); else S_ResumeSound(paused); } //========================================================================== // // // //========================================================================== void LoadVoxelModels(void); void setVideoMode() { xdim = screen->GetWidth(); ydim = screen->GetHeight(); V_UpdateModeSize(xdim, ydim); videoSetViewableArea(0, 0, xdim - 1, ydim - 1); } //========================================================================== // // // //========================================================================== 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_PauseAllCustomStreams(true); } } //========================================================================== // // 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_PauseAllCustomStreams(false); } } //========================================================================== // // S_SetSoundPaused // // Called with state non-zero when the app is active, zero when it isn't. // //========================================================================== void S_SetSoundPaused(int state) { if (!netgame && (i_pauseinbackground) #if 0 //ifdef _DEBUG && !demoplayback #endif ) { pauseext = !state; } if ((state || i_soundinbackground) && !pauseext) { 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); } } } } 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::loadPalette() { paletteLoadFromDisk(); } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GameInterface::FreeLevelData() { // Make sure that there is no more level to toy around with. InitSpriteLists(); sector.Reset(); wall.Reset(); currentLevel = nullptr; GC::FullGC(); } //--------------------------------------------------------------------------- // // DrawCrosshair // //--------------------------------------------------------------------------- void ST_DrawCrosshair(int phealth, double xpos, double ypos, double scale); //void DrawGenericCrosshair(int num, int phealth, double xdelta); void ST_LoadCrosshair(int num, bool alwaysload); CVAR(Int, crosshair, 0, CVAR_ARCHIVE) void DrawCrosshair(int deftile, int health, double xdelta, double ydelta, double scale, PalEntry color) { if (automapMode == am_off && cl_crosshair) { if (deftile < MAXTILES && crosshair == 0) { auto tile = tileGetTexture(deftile); if (tile) { double crosshair_scale = crosshairscale * 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; } } // 0 means 'game provided crosshair' - use type 2 as fallback. ST_LoadCrosshair(crosshair == 0 ? 2 : *crosshair, false); double xpos = (windowxy1.X + windowxy2.X) / 2 + xdelta * (windowxy2.Y - windowxy1.Y) / 240.; double ypos = (windowxy1.Y + windowxy2.Y) / 2; ST_DrawCrosshair(health, xpos, ypos, 1); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void LoadDefinitions() { const char* defsfile = G_DefFile(); FString razedefsfile = defsfile; razedefsfile.Substitute(".def", "-raze.def"); loaddefinitionsfile("engine/engine.def", true, true); // Internal stuff that is required. // check what we have. // user .defs override the default ones and are not cumulative. // if we fine even one Raze-specific file, all of those will be loaded cumulatively. // otherwise the default rules inherited from older ports apply. if (userConfig.UserDef.IsNotEmpty()) { loaddefinitionsfile(userConfig.UserDef, false); } else { if (fileSystem.FileExists(razedefsfile)) { loaddefinitionsfile(razedefsfile, true); } else if (fileSystem.FileExists(defsfile)) { loaddefinitionsfile(defsfile, false); } } if (userConfig.AddDefs) { for (auto& m : *userConfig.AddDefs) { loaddefinitionsfile(m, false); } userConfig.AddDefs.reset(); } if (GameStartupInfo.def.IsNotEmpty()) { loaddefinitionsfile(GameStartupInfo.def); // Stuff from gameinfo. } // load the widescreen replacements last. This ensures that mods still get the correct CRCs for their own tile replacements. if (fileSystem.FindFile("engine/widescreen.def") >= 0 && !Args->CheckParm("-nowidescreen")) { loaddefinitionsfile("engine/widescreen.def"); } fileSystem.InitHashChains(); // make sure that any resources that got added can be found again. } 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}, { "Blood", GAMEFLAG_BLOOD}, { "ShadowWarrior", GAMEFLAG_SW}, { "Exhumed", GAMEFLAG_POWERSLAVE | GAMEFLAG_EXHUMED}, { "Plutopak", GAMEFLAG_PLUTOPAK}, { "Worldtour", GAMEFLAG_WORLDTOUR}, { "Shareware", GAMEFLAG_SHAREWARE}, }; 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); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, ShadeToLight, shadeToLight) { PARAM_PROLOGUE; PARAM_INT(shade); ACTION_RETURN_INT(shadeToLight(shade)); } DEFINE_ACTION_FUNCTION(_Raze, PlayerName) { PARAM_PROLOGUE; PARAM_INT(index); ACTION_RETURN_STRING(unsigned(index) >= MAXPLAYERS ? "" : PlayerName(index)); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, bsin, bsin) { PARAM_PROLOGUE; PARAM_INT(v); PARAM_INT(shift); ACTION_RETURN_INT(bsin(v, shift)); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, bcos, bcos) { PARAM_PROLOGUE; PARAM_INT(v); PARAM_INT(shift); ACTION_RETURN_INT(bcos(v, shift)); } int raze_getangle(double x, double y) { return bvectangbam(x, y).asbuild(); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, getangle, raze_getangle) { PARAM_PROLOGUE; PARAM_FLOAT(x); PARAM_FLOAT(y); ACTION_RETURN_INT(raze_getangle(x, y)); } DEFINE_ACTION_FUNCTION_NATIVE(_Raze, GetBuildTime, I_GetBuildTime) { ACTION_RETURN_INT(I_GetBuildTime()); } DEFINE_ACTION_FUNCTION(_Raze, PickTexture) { PARAM_PROLOGUE; PARAM_INT(texid); TexturePick pick; if (PickTexture(TexMan.GetGameTexture(FSetTextureID(texid)), TRANSLATION(Translation_Remap, 0), pick)) { ACTION_RETURN_INT(pick.texture->GetID().GetIndex()); } ACTION_RETURN_INT(texid); } DEFINE_ACTION_FUNCTION(_MapRecord, GetCluster) { PARAM_SELF_STRUCT_PROLOGUE(MapRecord); ACTION_RETURN_POINTER(FindCluster(self->cluster)); } DEFINE_ACTION_FUNCTION(_Screen, GetTextScreenSize) { ACTION_RETURN_VEC2(DVector2(640, 480)); } extern bool demoplayback; DEFINE_GLOBAL(multiplayer) DEFINE_GLOBAL(netgame) DEFINE_GLOBAL(gameaction) DEFINE_GLOBAL(gamestate) DEFINE_GLOBAL(demoplayback) DEFINE_GLOBAL(consoleplayer) DEFINE_GLOBAL(currentLevel) DEFINE_GLOBAL(paused) DEFINE_GLOBAL(automapMode) DEFINE_GLOBAL(PlayClock) DEFINE_FIELD_X(ClusterDef, ClusterDef, name) DEFINE_FIELD_X(ClusterDef, ClusterDef, InterBackground) DEFINE_FIELD_X(MapRecord, MapRecord, parTime) DEFINE_FIELD_X(MapRecord, MapRecord, designerTime) DEFINE_FIELD_X(MapRecord, MapRecord, fileName) DEFINE_FIELD_X(MapRecord, MapRecord, labelName) DEFINE_FIELD_X(MapRecord, MapRecord, name) DEFINE_FIELD_X(MapRecord, MapRecord, music) DEFINE_FIELD_X(MapRecord, MapRecord, cdSongId) DEFINE_FIELD_X(MapRecord, MapRecord, flags) DEFINE_FIELD_X(MapRecord, MapRecord, levelNumber) DEFINE_FIELD_X(MapRecord, MapRecord, cluster) DEFINE_FIELD_X(MapRecord, MapRecord, NextMap) DEFINE_FIELD_X(MapRecord, MapRecord, NextSecret) //native readonly String messages[MAX_MESSAGES]; DEFINE_FIELD_X(MapRecord, MapRecord, Author) DEFINE_FIELD_X(MapRecord, MapRecord, InterBackground) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, kills) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, maxkills) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, secrets) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, maxsecrets) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, supersecrets) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, playercount) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, time) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, cheated) DEFINE_FIELD_X(SummaryInfo, SummaryInfo, endofgame) void InitBuildTiles() { // need to find a better way to handle this thing. } static FString LevelName; void TITLE_InformName(const char* newname) { LevelName = newname; if (newname[0] == '$') LevelName = GStrings(newname + 1); I_UpdateWindowTitle(); } void I_UpdateWindowTitle() { FString titlestr; if (!(GameStartupInfo.Name.IsNotEmpty())) return; switch (I_FriendlyWindowTitle) { case 1: if (LevelName.IsNotEmpty()) { titlestr.Format("%s - %s", LevelName.GetChars(), GameStartupInfo.Name.GetChars()); break; } [[fallthrough]]; case 2: titlestr = GameStartupInfo.Name; break; default: I_UpdateDiscordPresence(false, NULL, GameStartupInfo.DiscordAppId.GetChars(), GameStartupInfo.SteamAppId.GetChars()); I_SetWindowTitle(NULL); return; } // Strip out any color escape sequences before setting a window title TArray copy(titlestr.Len() + 1); const char* srcp = titlestr; char* dstp = copy.Data(); while (*srcp != 0) { if (*srcp != TEXTCOLOR_ESCAPE) { *dstp++ = *srcp++; } else if (srcp[1] == '[') { srcp += 2; while (*srcp != ']' && *srcp != 0) srcp++; if (*srcp == ']') srcp++; } else { if (srcp[1] != 0) srcp += 2; else break; } } *dstp = 0; if (i_discordrpc) I_UpdateDiscordPresence(true, copy.Data(), GameStartupInfo.DiscordAppId.GetChars(), GameStartupInfo.SteamAppId.GetChars()); else I_UpdateDiscordPresence(false, nullptr, nullptr, nullptr); I_SetWindowTitle(copy.Data()); }