raze/source/games/duke/src/game.cpp
Christoph Oelckers 435e13dfa4 cleanup of the timer interface.
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway.
* Use a more precise timer to animate the menu transition.
* uncouple other menu animations from the game timer.
2020-08-25 19:42:11 +02:00

413 lines
9.9 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
// all code related to startup, up to entering the main loop.
#include "ns.h" // Must come before everything else!
#include "duke3d.h"
#include "baselayer.h"
#include "m_argv.h"
#include "mapinfo.h"
#include "texturemanager.h"
#include "statusbar.h"
#include "st_start.h"
#include "i_interface.h"
#include "prediction.h"
#include "glbackend/glbackend.h"
#include "gamestate.h"
BEGIN_DUKE_NS
void SetDispatcher();
void InitCheats();
int registerosdcommands(void);
void registerinputcommands(void);
//---------------------------------------------------------------------------
//
// game specific command line args go here.
//
//---------------------------------------------------------------------------
static void checkcommandline()
{
auto val = Args->CheckValue("-skill");
if (!val) val = Args->CheckValue("-s");
if (val)
{
ud.m_player_skill = ud.player_skill = clamp((int)strtol(val, nullptr, 0), 0, 5);
if (ud.m_player_skill == 4) ud.m_respawn_monsters = ud.respawn_monsters = 1;
}
val = Args->CheckValue("-respawn");
if (!val) val = Args->CheckValue("-t");
if (val)
{
if (*val == '1') ud.m_respawn_monsters = 1;
else if (*val == '2') ud.m_respawn_items = 1;
else if (*val == '3') ud.m_respawn_inventory = 1;
else
{
ud.m_respawn_monsters = 1;
ud.m_respawn_items = 1;
ud.m_respawn_inventory = 1;
}
Printf("Respawn on.\n");
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void genspriteremaps(void)
{
int j;
auto fr = fileSystem.OpenFileReader("lookup.dat");
if (!fr.isOpen())
return;
j = lookups.loadTable(fr);
if (j < 0)
{
if (j == -1)
Printf("ERROR loading \"lookup.dat\": failed reading enough data.\n");
return;
}
uint8_t paldata[768];
for (j = 1; j <= 5; j++)
{
if (fr.Read(paldata, 768) != 768)
return;
for (int k = 0; k < 768; k++) // Build uses 6 bit VGA palettes.
paldata[k] = (paldata[k] << 2) | (paldata[k] >> 6);
paletteSetColorTable(j, paldata, j == DREALMSPAL || j == ENDINGPAL, j > SLIMEPAL);
}
for (int i = 0; i < 256; i++)
{
// swap red and blue channels.
paldata[i * 3] = GPalette.BaseColors[i].b;
paldata[i * 3 + 1] = GPalette.BaseColors[i].g;
paldata[i * 3 + 2] = GPalette.BaseColors[i].r;
}
paletteSetColorTable(DRUGPAL, paldata, false, false); // todo: implement this as a shader effect (swap R and B in postprocessing.)
if (isRR())
{
uint8_t table[256];
for (j = 0; j < 256; j++)
table[j] = j;
for (j = 0; j < 32; j++)
table[j] = j + 32;
lookups.makeTable(7, table, 0, 0, 0, 0);
for (j = 0; j < 256; j++)
table[j] = j;
lookups.makeTable(30, table, 0, 0, 0, 0);
lookups.makeTable(31, table, 0, 0, 0, 0);
lookups.makeTable(32, table, 0, 0, 0, 0);
lookups.makeTable(33, table, 0, 0, 0, 0);
if (isRRRA())
lookups.makeTable(105, table, 0, 0, 0, 0);
int unk = 63;
for (j = 64; j < 80; j++)
{
unk--;
table[j] = unk;
table[j + 16] = j - 24;
}
table[80] = 80;
table[81] = 81;
for (j = 0; j < 32; j++)
{
table[j] = j + 32;
}
lookups.makeTable(34, table, 0, 0, 0, 0);
for (j = 0; j < 256; j++)
table[j] = j;
for (j = 0; j < 16; j++)
table[j] = j + 129;
for (j = 16; j < 32; j++)
table[j] = j + 192;
lookups.makeTable(35, table, 0, 0, 0, 0);
if (isRRRA())
{
lookups.makeTable(50, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
lookups.makeTable(51, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
lookups.makeTable(54, lookups.getTable(8), 32 * 4, 32 * 4, 32 * 4, 0);
}
}
}
//---------------------------------------------------------------------------
//
// Define sky layouts.
// This one's easy - the other games are a total mess
//
//---------------------------------------------------------------------------
static void setupbackdrop()
{
static const uint16_t pskyoff[8] = {};
static const uint16_t moonoff[8] = { 0, 2, 3, 0, 2, 0, 1, 0 };
static const uint16_t orbitoff[8] = { 0, 0, 4, 0, 0, 1, 2, 3 };
static const uint16_t laoff[8] = { 1, 2, 1, 3, 4, 0, 2, 3 };
static const uint16_t defoff[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
static const uint16_t defoff1[8] = { 1, 2, 3, 4, 5, 6, 7, 0 };
static const uint16_t defoff4[8] = { 4, 5, 6, 7, 0, 1, 2, 3 };
static const uint16_t defoff7[8] = { 7, 0, 1, 2, 3, 4, 5, 6 };
defineSky(DEFAULTPSKY, 32768, 3, pskyoff);
defineSky(TILE_CLOUDYOCEAN, 65536, 3, pskyoff);
defineSky(TILE_MOONSKY1, 32768, 3, moonoff);
defineSky(TILE_BIGORBIT1, 32768, 3, orbitoff);
defineSky(TILE_LA, 16384 + 1024, 3, laoff);
if (isWorldTour())
{
defineSky(5284, 65536, 3, defoff);
defineSky(5412, 65536, 3, defoff, 48);
defineSky(5420, 65536, 3, defoff, 48);
defineSky(5450, 65536, 3, defoff7, 48);
defineSky(5548, 65536, 3, defoff, 48);
defineSky(5556, 65536, 3, defoff1, 48);
defineSky(5720, 65536, 3, defoff4, 48);
defineSky(5814, 65536, 3, defoff, 48);
}
// Ugh... Since we do not know up front which of these tiles are skies we have to set them all...
if (isRRRA())
{
for (int i = 0; i < MAXUSERTILES; i++)
{
if (tilesiz[i].x == 512)
{
defineSky(i, 32768, 1, pskyoff);
}
else if (tilesiz[i].x == 1024)
{
defineSky(i, 32768, 0, pskyoff);
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void SetupGameButtons()
{
static const char* actions[] = {
"Move_Forward",
"Move_Backward",
"Turn_Left",
"Turn_Right",
"Strafe",
"Fire",
"Open",
"Run",
"Jump",
"Crouch",
"Look_Up",
"Look_Down",
"Look_Left",
"Look_Right",
"Strafe_Left",
"Strafe_Right",
"Aim_Up",
"Aim_Down",
"Shrink_Screen",
"Enlarge_Screen",
"Show_Opponents_Weapon",
"See_Coop_View",
"Mouse_Aiming",
"Quick_Kick",
"Dpad_Select",
"Dpad_Aiming",
"Third_Person_View",
"Toggle_Crouch",
};
buttonMap.SetButtons(actions, NUM_ACTIONS);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void loaddefs()
{
const char* defsfile = G_DefFile();
cycle_t deftimer;
deftimer.Reset();
deftimer.Clock();
if (!loaddefinitionsfile(defsfile))
{
deftimer.Unclock();
Printf("Definitions file \"%s\" loaded in %.3f ms.\n", defsfile, deftimer.TimeMS());
}
userConfig.AddDefs.reset();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void initTiles()
{
if (TileFiles.artLoadFiles("tiles%03i.art") < 0)
I_FatalError("Failed loading art.");
tileDelete(TILE_MIRROR);
skiptile = TILE_W_FORCEFIELD + 1;
if (isRR())
tileDelete(0);
tileDelete(FOF);
}
//---------------------------------------------------------------------------
//
// set up the game module's state
//
//---------------------------------------------------------------------------
static void Startup(void)
{
if (isRR()) C_SetNotifyFontScale(2);
ud.god = 0;
ud.m_respawn_items = 0;
ud.m_respawn_monsters = 0;
ud.m_respawn_inventory = 0;
ud.cashman = 0;
ud.m_player_skill = ud.player_skill = 2;
ud.wchoice[0][0] = 3;
ud.wchoice[0][1] = 4;
ud.wchoice[0][2] = 5;
ud.wchoice[0][3] = 7;
ud.wchoice[0][4] = 8;
ud.wchoice[0][5] = 6;
ud.wchoice[0][6] = 0;
ud.wchoice[0][7] = 2;
ud.wchoice[0][8] = 9;
ud.wchoice[0][9] = 1;
ud.multimode = 1;
ud.m_monsters_off = userConfig.nomonsters;
ps[0].aim_mode = 1;
ud.camerasprite = -1;
if (fileSystem.FileExists("DUKESW.BIN"))
g_gameType |= GAMEFLAG_SHAREWARE;
numplayers = 1;
playerswhenstarted = ud.multimode;
connectpoint2[0] = -1;
SetDispatcher();
S_InitSound();
timerInit(TICRATE);
loadcons();
fi.initactorflags();
OnEvent(EVENT_INIT);
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
if (engineInit())
G_FatalEngineError();
setupbackdrop();
//Net_SendClientInfo();
initTiles();
fi.InitFonts();
genspriteremaps();
TileFiles.PostLoadSetup();
SetupGameButtons();
InitCheats();
checkcommandline();
registerosdcommands();
registerinputcommands();
screenpeek = myconnectindex;
ps[myconnectindex].palette = BASEPAL;
for (int j = numplayers; j < ud.multimode; j++)
{
mysnprintf(ud.user_name[j], sizeof(ud.user_name[j]), "%s %d", GStrings("PLAYER"), j + 1);
ps[j].auto_aim = 0;
}
loaddefs();
if (ud.multimode > 1)
{
ud.m_monsters_off = 1;
ud.m_player_skill = 0;
}
ud.last_level = -1;
}
//---------------------------------------------------------------------------
//
// main entry point, sets up the game module and the engine, then enters the main loop
//
//---------------------------------------------------------------------------
void GameInterface::app_init()
{
Startup();
enginePostInit();
videoInit();
enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;//bVanilla;
}
END_DUKE_NS