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61f5247b71
The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not. pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
441 lines
10 KiB
C++
441 lines
10 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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// all code related to startup, up to entering the main loop.
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#include "ns.h" // Must come before everything else!
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#include "duke3d.h"
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#include "baselayer.h"
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#include "m_argv.h"
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#include "mapinfo.h"
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#include "texturemanager.h"
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#include "statusbar.h"
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#include "st_start.h"
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#include "i_interface.h"
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#include "prediction.h"
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#include "glbackend/glbackend.h"
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#include "gamestate.h"
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BEGIN_DUKE_NS
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void SetDispatcher();
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void InitCheats();
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int registerosdcommands(void);
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void registerinputcommands(void);
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//---------------------------------------------------------------------------
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//
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// game specific command line args go here.
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//
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//---------------------------------------------------------------------------
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static void checkcommandline()
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{
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auto val = Args->CheckValue("-skill");
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if (!val) val = Args->CheckValue("-s");
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if (val)
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{
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ud.m_player_skill = ud.player_skill = clamp((int)strtol(val, nullptr, 0), 0, 5);
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if (ud.m_player_skill == 4) ud.m_respawn_monsters = ud.respawn_monsters = 1;
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}
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val = Args->CheckValue("-respawn");
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if (!val) val = Args->CheckValue("-t");
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if (val)
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{
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if (*val == '1') ud.m_respawn_monsters = 1;
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else if (*val == '2') ud.m_respawn_items = 1;
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else if (*val == '3') ud.m_respawn_inventory = 1;
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else
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{
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ud.m_respawn_monsters = 1;
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ud.m_respawn_items = 1;
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ud.m_respawn_inventory = 1;
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}
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Printf("Respawn on.\n");
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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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static void genspriteremaps(void)
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{
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int j;
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auto fr = fileSystem.OpenFileReader("lookup.dat");
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if (!fr.isOpen())
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return;
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j = lookups.loadTable(fr);
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if (j < 0)
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{
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if (j == -1)
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Printf("ERROR loading \"lookup.dat\": failed reading enough data.\n");
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return;
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}
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uint8_t paldata[768];
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for (j = 1; j <= 5; j++)
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{
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if (fr.Read(paldata, 768) != 768)
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return;
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for (int k = 0; k < 768; k++) // Build uses 6 bit VGA palettes.
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paldata[k] = (paldata[k] << 2) | (paldata[k] >> 6);
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paletteSetColorTable(j, paldata, j == DREALMSPAL || j == ENDINGPAL, j < DREALMSPAL);
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}
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for (int i = 0; i < 256; i++)
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{
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// swap red and blue channels.
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paldata[i * 3] = GPalette.BaseColors[i].b;
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paldata[i * 3 + 1] = GPalette.BaseColors[i].g;
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paldata[i * 3 + 2] = GPalette.BaseColors[i].r;
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}
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paletteSetColorTable(DRUGPAL, paldata, false, false); // todo: implement this as a shader effect (swap R and B in postprocessing.)
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if (isRR())
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{
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uint8_t table[256];
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for (j = 0; j < 256; j++)
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table[j] = j;
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for (j = 0; j < 32; j++)
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table[j] = j + 32;
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lookups.makeTable(7, table, 0, 0, 0, 0);
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for (j = 0; j < 256; j++)
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table[j] = j;
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lookups.makeTable(30, table, 0, 0, 0, 0);
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lookups.makeTable(31, table, 0, 0, 0, 0);
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lookups.makeTable(32, table, 0, 0, 0, 0);
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lookups.makeTable(33, table, 0, 0, 0, 0);
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if (isRRRA())
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lookups.makeTable(105, table, 0, 0, 0, 0);
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int unk = 63;
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for (j = 64; j < 80; j++)
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{
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unk--;
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table[j] = unk;
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table[j + 16] = j - 24;
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}
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table[80] = 80;
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table[81] = 81;
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for (j = 0; j < 32; j++)
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{
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table[j] = j + 32;
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}
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lookups.makeTable(34, table, 0, 0, 0, 0);
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for (j = 0; j < 256; j++)
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table[j] = j;
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for (j = 0; j < 16; j++)
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table[j] = j + 129;
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for (j = 16; j < 32; j++)
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table[j] = j + 192;
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lookups.makeTable(35, table, 0, 0, 0, 0);
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if (isRRRA())
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{
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lookups.makeTable(50, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
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lookups.makeTable(51, nullptr, 12 * 4, 12 * 4, 12 * 4, 0);
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lookups.makeTable(54, lookups.getTable(8), 32 * 4, 32 * 4, 32 * 4, 0);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// Define sky layouts.
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// This one's easy - the other games are a total mess
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//
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//---------------------------------------------------------------------------
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static void setupbackdrop()
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{
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static const uint16_t pskyoff[8] = {};
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static const uint16_t moonoff[8] = { 0, 2, 3, 0, 2, 0, 1, 0 };
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static const uint16_t orbitoff[8] = { 0, 0, 4, 0, 0, 1, 2, 3 };
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static const uint16_t laoff[8] = { 1, 2, 1, 3, 4, 0, 2, 3 };
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static const uint16_t defoff[8] = { 0, 1, 2, 3, 4, 5, 6, 7 };
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static const uint16_t defoff1[8] = { 1, 2, 3, 4, 5, 6, 7, 0 };
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static const uint16_t defoff4[8] = { 4, 5, 6, 7, 0, 1, 2, 3 };
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static const uint16_t defoff7[8] = { 7, 0, 1, 2, 3, 4, 5, 6 };
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defineSky(DEFAULTPSKY, 32768, 3, pskyoff);
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defineSky(TILE_CLOUDYOCEAN, 65536, 3, pskyoff);
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defineSky(TILE_MOONSKY1, 32768, 3, moonoff);
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defineSky(TILE_BIGORBIT1, 32768, 3, orbitoff);
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defineSky(TILE_LA, 16384 + 1024, 3, laoff);
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if (isWorldTour())
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{
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defineSky(5284, 65536, 3, defoff);
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defineSky(5412, 65536, 3, defoff, 48);
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defineSky(5420, 65536, 3, defoff, 48);
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defineSky(5450, 65536, 3, defoff7, 48);
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defineSky(5548, 65536, 3, defoff, 48);
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defineSky(5556, 65536, 3, defoff1, 48);
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defineSky(5720, 65536, 3, defoff4, 48);
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defineSky(5814, 65536, 3, defoff, 48);
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}
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// Ugh... Since we do not know up front which of these tiles are skies we have to set them all...
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if (isRRRA())
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{
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for (int i = 0; i < MAXUSERTILES; i++)
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{
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if (tilesiz[i].x == 512)
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{
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defineSky(i, 32768, 1, pskyoff);
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}
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else if (tilesiz[i].x == 1024)
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{
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defineSky(i, 32768, 0, pskyoff);
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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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//
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//---------------------------------------------------------------------------
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static void SetupGameButtons()
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{
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static const char* actions[] = {
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"Move_Forward",
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"Move_Backward",
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"Turn_Left",
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"Turn_Right",
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"Strafe",
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"Fire",
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"Open",
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"Run",
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"Jump",
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"Crouch",
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"Look_Up",
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"Look_Down",
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"Look_Left",
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"Look_Right",
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"Strafe_Left",
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"Strafe_Right",
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"Aim_Up",
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"Aim_Down",
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"Map",
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"Shrink_Screen",
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"Enlarge_Screen",
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"Show_Opponents_Weapon",
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"Map_Follow_Mode",
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"See_Coop_View",
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"Mouse_Aiming",
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"Toggle_Crosshair",
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"Quick_Kick",
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"Dpad_Select",
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"Dpad_Aiming",
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"Third_Person_View",
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"Toggle_Crouch",
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};
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buttonMap.SetButtons(actions, NUM_ACTIONS);
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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 void ticker(void)
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{
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S_Update();
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// we need CONTROL_GetInput in order to pick up joystick button presses
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if (gamestate != GS_LEVEL || (paused && !System_WantGuiCapture()))
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{
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ControlInfo noshareinfo;
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CONTROL_GetInput(&noshareinfo);
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C_RunDelayedCommands();
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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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static void loaddefs()
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{
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const char* defsfile = G_DefFile();
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cycle_t deftimer;
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deftimer.Reset();
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deftimer.Clock();
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if (!loaddefinitionsfile(defsfile))
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{
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deftimer.Unclock();
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Printf("Definitions file \"%s\" loaded in %.3f ms.\n", defsfile, deftimer.TimeMS());
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}
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userConfig.AddDefs.reset();
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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 void initTiles()
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{
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if (TileFiles.artLoadFiles("tiles%03i.art") < 0)
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I_FatalError("Failed loading art.");
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tileDelete(TILE_MIRROR);
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skiptile = TILE_W_FORCEFIELD + 1;
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if (isRR())
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tileDelete(0);
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tileDelete(FOF);
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}
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//---------------------------------------------------------------------------
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//
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// set up the game module's state
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//
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//---------------------------------------------------------------------------
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static void Startup(void)
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{
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ud.god = 0;
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ud.m_respawn_items = 0;
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ud.m_respawn_monsters = 0;
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ud.m_respawn_inventory = 0;
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ud.cashman = 0;
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ud.m_player_skill = ud.player_skill = 2;
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ud.wchoice[0][0] = 3;
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ud.wchoice[0][1] = 4;
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ud.wchoice[0][2] = 5;
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ud.wchoice[0][3] = 7;
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ud.wchoice[0][4] = 8;
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ud.wchoice[0][5] = 6;
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ud.wchoice[0][6] = 0;
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ud.wchoice[0][7] = 2;
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ud.wchoice[0][8] = 9;
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ud.wchoice[0][9] = 1;
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ud.multimode = 1;
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ud.m_monsters_off = userConfig.nomonsters;
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ps[0].aim_mode = 1;
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ud.camerasprite = -1;
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if (fileSystem.FileExists("DUKESW.BIN"))
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g_gameType |= GAMEFLAG_SHAREWARE;
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numplayers = 1;
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playerswhenstarted = ud.multimode;
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connectpoint2[0] = -1;
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SetDispatcher();
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S_InitSound();
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timerInit(TICRATE);
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timerSetCallback(ticker);
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loadcons();
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fi.initactorflags();
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OnEvent(EVENT_INIT);
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enginecompatibility_mode = ENGINECOMPATIBILITY_19961112;
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if (engineInit())
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G_FatalEngineError();
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setupbackdrop();
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//Net_SendClientInfo();
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initTiles();
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fi.InitFonts();
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genspriteremaps();
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TileFiles.PostLoadSetup();
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SetupGameButtons();
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InitCheats();
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checkcommandline();
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registerosdcommands();
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registerinputcommands();
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screenpeek = myconnectindex;
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ps[myconnectindex].palette = BASEPAL;
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for (int j = numplayers; j < ud.multimode; j++)
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{
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mysnprintf(ud.user_name[j], sizeof(ud.user_name[j]), "%s %d", GStrings("PLAYER"), j + 1);
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ps[j].weaponswitch = 3;
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ps[j].auto_aim = 0;
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}
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loaddefs();
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if (ud.multimode > 1)
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{
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ud.m_monsters_off = 1;
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ud.m_player_skill = 0;
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}
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ud.last_level = -1;
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hud_size.Callback();
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hud_scale.Callback();
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}
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//---------------------------------------------------------------------------
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//
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// main entry point, sets up the game module and the engine, then enters the main loop
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//
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//---------------------------------------------------------------------------
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void app_loop();
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int GameInterface::app_main()
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{
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Startup();
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enginePostInit();
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videoInit();
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videoSetPalette(BASEPAL);
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app_loop();
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return 0;
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}
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END_DUKE_NS
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