MCUME/MCUME_teensy41/teensydoom/d_main.c

1879 wiersze
44 KiB
C

//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 Simon Howard
//
// This program 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.
//
// DESCRIPTION:
// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
// plus functions to determine game mode (shareware, registered),
// parse command line parameters, configure game parameters (turbo),
// and call the startup functions.
//
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
#include "deh_main.h"
#include "doomdef.h"
#include "doomstat.h"
#include "dstrings.h"
#include "doomfeatures.h"
#include "sounds.h"
#include "d_iwad.h"
#include "z_zone.h"
#include "w_main.h"
#include "w_wad.h"
#include "s_sound.h"
#include "v_video.h"
#include "f_finale.h"
#include "f_wipe.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_controls.h"
#include "m_misc.h"
#include "m_menu.h"
#include "p_saveg.h"
#include "i_endoom.h"
#include "i_joystick.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "wi_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "net_client.h"
#include "net_dedicated.h"
#include "net_query.h"
#include "p_setup.h"
#include "r_local.h"
#include "statdump.h"
#include "d_main.h"
//
// D-DoomLoop()
// Not a globally visible function,
// just included for source reference,
// called by D_DoomMain, never exits.
// Manages timing and IO,
// calls all ?_Responder, ?_Ticker, and ?_Drawer,
// calls I_GetTime, I_StartFrame, and I_StartTic
//
void D_DoomLoop (void);
// Location where savegames are stored
char * savegamedir;
// location of IWAD and WAD files
char * iwadfile;
boolean devparm; // started game with -devparm
boolean nomonsters; // checkparm of -nomonsters
boolean respawnparm; // checkparm of -respawn
boolean fastparm; // checkparm of -fast
//extern int soundVolume;
//extern int sfxVolume;
//extern int musicVolume;
extern boolean inhelpscreens;
skill_t startskill;
int startepisode;
int startmap;
boolean autostart;
int startloadgame;
boolean advancedemo;
// Store demo, do not accept any inputs
boolean storedemo;
// "BFG Edition" version of doom2.wad does not include TITLEPIC.
boolean bfgedition;
// If true, the main game loop has started.
boolean main_loop_started = false;
char wadfile[1024]; // primary wad file
char mapdir[1024]; // directory of development maps
int show_endoom = 1;
void D_ConnectNetGame(void);
void D_CheckNetGame(void);
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
event_t* ev;
// IF STORE DEMO, DO NOT ACCEPT INPUT
if (storedemo)
return;
while ((ev = D_PopEvent()) != NULL)
{
if (M_Responder (ev))
continue; // menu ate the event
G_Responder (ev);
}
}
//
// D_Display
// draw current display, possibly wiping it from the previous
//
// wipegamestate can be set to -1 to force a wipe on the next draw
gamestate_t wipegamestate = GS_DEMOSCREEN;
extern boolean setsizeneeded;
extern int showMessages;
void R_ExecuteSetViewSize (void);
void D_Display (void)
{
static boolean viewactivestate = false;
static boolean menuactivestate = false;
static boolean inhelpscreensstate = false;
static boolean fullscreen = false;
static gamestate_t oldgamestate = -1;
static int borderdrawcount;
int nowtime;
int tics;
int wipestart;
int y;
boolean done;
boolean wipe;
boolean redrawsbar;
if (nodrawers)
return; // for comparative timing / profiling
redrawsbar = false;
// change the view size if needed
if (setsizeneeded)
{
R_ExecuteSetViewSize ();
oldgamestate = -1; // force background redraw
borderdrawcount = 3;
}
// save the current screen if about to wipe
if (gamestate != wipegamestate)
{
wipe = true;
wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
}
else
wipe = false;
if (gamestate == GS_LEVEL && gametic)
HU_Erase();
// do buffered drawing
switch (gamestate)
{
case GS_LEVEL:
if (!gametic)
break;
if (automapactive)
AM_Drawer ();
if (wipe || (viewheight != 200 && fullscreen) )
redrawsbar = true;
if (inhelpscreensstate && !inhelpscreens)
redrawsbar = true; // just put away the help screen
ST_Drawer (viewheight == 200, redrawsbar );
fullscreen = viewheight == 200;
break;
case GS_INTERMISSION:
WI_Drawer ();
break;
case GS_FINALE:
F_Drawer ();
break;
case GS_DEMOSCREEN:
D_PageDrawer ();
break;
}
// draw buffered stuff to screen
I_UpdateNoBlit ();
// draw the view directly
if (gamestate == GS_LEVEL && !automapactive && gametic)
R_RenderPlayerView (&players[displayplayer]);
if (gamestate == GS_LEVEL && gametic)
HU_Drawer ();
// clean up border stuff
if (gamestate != oldgamestate && gamestate != GS_LEVEL)
I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
{
viewactivestate = false; // view was not active
R_FillBackScreen (); // draw the pattern into the back screen
}
// see if the border needs to be updated to the screen
if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
{
if (menuactive || menuactivestate || !viewactivestate)
borderdrawcount = 3;
if (borderdrawcount)
{
R_DrawViewBorder (); // erase old menu stuff
borderdrawcount--;
}
}
if (testcontrols)
{
// Box showing current mouse speed
V_DrawMouseSpeedBox(testcontrols_mousespeed);
}
menuactivestate = menuactive;
viewactivestate = viewactive;
inhelpscreensstate = inhelpscreens;
oldgamestate = wipegamestate = gamestate;
// draw pause pic
if (paused)
{
if (automapactive)
y = 4;
else
y = viewwindowy+4;
V_DrawPatchDirect(viewwindowx + (scaledviewwidth - 68) / 2, y,
W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
}
// menus go directly to the screen
M_Drawer (); // menu is drawn even on top of everything
NetUpdate (); // send out any new accumulation
// normal update
if (!wipe)
{
I_FinishUpdate (); // page flip or blit buffer
return;
}
// wipe update
wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
wipestart = I_GetTime () - 1;
do
{
do
{
nowtime = I_GetTime ();
tics = nowtime - wipestart;
I_Sleep(1);
} while (tics <= 0);
wipestart = nowtime;
done = wipe_ScreenWipe(wipe_Melt
, 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
I_UpdateNoBlit ();
M_Drawer (); // menu is drawn even on top of wipes
I_FinishUpdate (); // page flip or blit buffer
} while (!done);
}
//
// Add configuration file variable bindings.
//
void D_BindVariables(void)
{
int i;
M_ApplyPlatformDefaults();
I_BindVideoVariables();
I_BindJoystickVariables();
I_BindSoundVariables();
M_BindBaseControls();
M_BindWeaponControls();
M_BindMapControls();
M_BindMenuControls();
M_BindChatControls(MAXPLAYERS);
key_multi_msgplayer[0] = HUSTR_KEYGREEN;
key_multi_msgplayer[1] = HUSTR_KEYINDIGO;
key_multi_msgplayer[2] = HUSTR_KEYBROWN;
key_multi_msgplayer[3] = HUSTR_KEYRED;
#ifdef FEATURE_MULTIPLAYER
NET_BindVariables();
#endif
M_BindVariable("mouse_sensitivity", &mouseSensitivity);
M_BindVariable("sfx_volume", &sfxVolume);
M_BindVariable("music_volume", &musicVolume);
M_BindVariable("show_messages", &showMessages);
M_BindVariable("screenblocks", &screenblocks);
M_BindVariable("detaillevel", &detailLevel);
M_BindVariable("snd_channels", &snd_channels);
M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
M_BindVariable("vanilla_demo_limit", &vanilla_demo_limit);
M_BindVariable("show_endoom", &show_endoom);
// Multiplayer chat macros
for (i=0; i<10; ++i)
{
char buf[12];
M_snprintf(buf, sizeof(buf), "chatmacro%i", i);
M_BindVariable(buf, &chat_macros[i]);
}
}
//
// D_GrabMouseCallback
//
// Called to determine whether to grab the mouse pointer
//
boolean D_GrabMouseCallback(void)
{
// Drone players don't need mouse focus
if (drone)
return false;
// when menu is active or game is paused, release the mouse
if (menuactive || paused)
return false;
// only grab mouse when playing levels (but not demos)
return (gamestate == GS_LEVEL) && !demoplayback && !advancedemo;
}
//
// D_DoomLoop
//
void D_DoomLoop (void)
{
//while (1)
//{
// frame syncronous IO operations
I_StartFrame ();
TryRunTics (); // will run at least one tic
S_UpdateSounds (players[consoleplayer].mo);// move positional sounds
// Update display, next frame, with current state.
if (screenvisible)
{
D_Display ();
}
//}
}
//
// DEMO LOOP
//
int demosequence;
int pagetic;
char *pagename;
//
// D_PageTicker
// Handles timing for warped projection
//
void D_PageTicker (void)
{
if (--pagetic < 0)
D_AdvanceDemo ();
}
//
// D_PageDrawer
//
void D_PageDrawer (void)
{
V_DrawPatch (0, 0, W_CacheLumpName(pagename, PU_CACHE));
}
//
// D_AdvanceDemo
// Called after each demo or intro demosequence finishes
//
void D_AdvanceDemo (void)
{
advancedemo = true;
}
//
// This cycles through the demo sequences.
// FIXME - version dependend demo numbers?
//
void D_DoAdvanceDemo (void)
{
players[consoleplayer].playerstate = PST_LIVE; // not reborn
advancedemo = false;
usergame = false; // no save / end game here
paused = false;
gameaction = ga_nothing;
// The Ultimate Doom executable changed the demo sequence to add
// a DEMO4 demo. Final Doom was based on Ultimate, so also
// includes this change; however, the Final Doom IWADs do not
// include a DEMO4 lump, so the game bombs out with an error
// when it reaches this point in the demo sequence.
// However! There is an alternate version of Final Doom that
// includes a fixed executable.
if (gameversion == exe_ultimate || gameversion == exe_final)
demosequence = (demosequence+1)%7;
else
demosequence = (demosequence+1)%6;
switch (demosequence)
{
case 0:
if ( gamemode == commercial )
pagetic = TICRATE * 11;
else
pagetic = 170;
gamestate = GS_DEMOSCREEN;
pagename = DEH_String("TITLEPIC");
if ( gamemode == commercial )
S_StartMusic(mus_dm2ttl);
else
S_StartMusic (mus_intro);
break;
case 1:
G_DeferedPlayDemo(DEH_String("demo1"));
break;
case 2:
pagetic = 200;
gamestate = GS_DEMOSCREEN;
pagename = DEH_String("CREDIT");
break;
case 3:
G_DeferedPlayDemo(DEH_String("demo2"));
break;
case 4:
gamestate = GS_DEMOSCREEN;
if ( gamemode == commercial)
{
pagetic = TICRATE * 11;
pagename = DEH_String("TITLEPIC");
S_StartMusic(mus_dm2ttl);
}
else
{
pagetic = 200;
if ( gamemode == retail )
pagename = DEH_String("CREDIT");
else
pagename = DEH_String("HELP2");
}
break;
case 5:
G_DeferedPlayDemo(DEH_String("demo3"));
break;
// THE DEFINITIVE DOOM Special Edition demo
case 6:
G_DeferedPlayDemo(DEH_String("demo4"));
break;
}
// The Doom 3: BFG Edition version of doom2.wad does not have a
// TITLETPIC lump. Use INTERPIC instead as a workaround.
if (bfgedition && !strcasecmp(pagename, "TITLEPIC")
&& W_CheckNumForName("titlepic") < 0)
{
pagename = DEH_String("INTERPIC");
}
}
//
// D_StartTitle
//
void D_StartTitle (void)
{
gameaction = ga_nothing;
demosequence = -1;
D_AdvanceDemo ();
}
// Strings for dehacked replacements of the startup banner
//
// These are from the original source: some of them are perhaps
// not used in any dehacked patches
static char *banners[] =
{
// doom2.wad
" "
"DOOM 2: Hell on Earth v%i.%i"
" ",
// doom1.wad
" "
"DOOM Shareware Startup v%i.%i"
" ",
// doom.wad
" "
"DOOM Registered Startup v%i.%i"
" ",
// Registered DOOM uses this
" "
"DOOM System Startup v%i.%i"
" ",
// doom.wad (Ultimate DOOM)
" "
"The Ultimate DOOM Startup v%i.%i"
" ",
// tnt.wad
" "
"DOOM 2: TNT - Evilution v%i.%i"
" ",
// plutonia.wad
" "
"DOOM 2: Plutonia Experiment v%i.%i"
" ",
};
//
// Get game name: if the startup banner has been replaced, use that.
// Otherwise, use the name given
//
static char *GetGameName(char *gamename)
{
size_t i;
char *deh_sub;
for (i=0; i<arrlen(banners); ++i)
{
// Has the banner been replaced?
deh_sub = DEH_String(banners[i]);
if (deh_sub != banners[i])
{
size_t gamename_size;
int version;
// Has been replaced.
// We need to expand via printf to include the Doom version number
// We also need to cut off spaces to get the basic name
gamename_size = strlen(deh_sub) + 10;
gamename = Z_Malloc(gamename_size, PU_STATIC, 0);
version = G_VanillaVersionCode();
M_snprintf(gamename, gamename_size, deh_sub,
version / 100, version % 100);
while (gamename[0] != '\0' && isspace((int)gamename[0]))
{
memmove(gamename, gamename + 1, gamename_size - 1);
}
while (gamename[0] != '\0' && isspace((int)gamename[strlen(gamename)-1]))
{
gamename[strlen(gamename) - 1] = '\0';
}
return gamename;
}
}
return gamename;
}
static void SetMissionForPackName(char *pack_name)
{
int i;
static const struct
{
char *name;
int mission;
} packs[] = {
{ "doom2", doom2 },
{ "tnt", pack_tnt },
{ "plutonia", pack_plut },
};
for (i = 0; i < arrlen(packs); ++i)
{
if (!strcasecmp(pack_name, packs[i].name))
{
gamemission = packs[i].mission;
return;
}
}
#ifdef HAS_PRINTF
printf("Valid mission packs are:\n");
for (i = 0; i < arrlen(packs); ++i)
{
printf("\t%s\n", packs[i].name);
}
#endif
I_Error("Unknown mission pack name: %s", pack_name);
}
//
// Find out what version of Doom is playing.
//
void D_IdentifyVersion(void)
{
// gamemission is set up by the D_FindIWAD function. But if
// we specify '-iwad', we have to identify using
// IdentifyIWADByName. However, if the iwad does not match
// any known IWAD name, we may have a dilemma. Try to
// identify by its contents.
if (gamemission == none)
{
unsigned int i;
for (i=0; i<numlumps; ++i)
{
if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
{
gamemission = doom2;
break;
}
else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
{
gamemission = doom;
break;
}
}
if (gamemission == none)
{
// Still no idea. I don't think this is going to work.
I_Error("Unknown or invalid IWAD file.");
}
}
// Make sure gamemode is set up correctly
if (logical_gamemission == doom)
{
// Doom 1. But which version?
if (W_CheckNumForName("E4M1") > 0)
{
// Ultimate Doom
gamemode = retail;
}
else if (W_CheckNumForName("E3M1") > 0)
{
gamemode = registered;
}
else
{
gamemode = shareware;
}
}
else
{
int p;
// Doom 2 of some kind.
gamemode = commercial;
// We can manually override the gamemission that we got from the
// IWAD detection code. This allows us to eg. play Plutonia 2
// with Freedoom and get the right level names.
//!
// @arg <pack>
//
// Explicitly specify a Doom II "mission pack" to run as, instead of
// detecting it based on the filename. Valid values are: "doom2",
// "tnt" and "plutonia".
//
p = M_CheckParmWithArgs("-pack", 1);
if (p > 0)
{
SetMissionForPackName(myargv[p + 1]);
}
}
}
// Set the gamedescription string
void D_SetGameDescription(void)
{
boolean is_freedoom = W_CheckNumForName("FREEDOOM") >= 0,
is_freedm = W_CheckNumForName("FREEDM") >= 0;
gamedescription = "Unknown";
if (logical_gamemission == doom)
{
// Doom 1. But which version?
if (is_freedoom)
{
gamedescription = GetGameName("Freedoom: Phase 1");
}
else if (gamemode == retail)
{
// Ultimate Doom
gamedescription = GetGameName("The Ultimate DOOM");
}
else if (gamemode == registered)
{
gamedescription = GetGameName("DOOM Registered");
}
else if (gamemode == shareware)
{
gamedescription = GetGameName("DOOM Shareware");
}
}
else
{
// Doom 2 of some kind. But which mission?
if (is_freedoom)
{
if (is_freedm)
{
gamedescription = GetGameName("FreeDM");
}
else
{
gamedescription = GetGameName("Freedoom: Phase 2");
}
}
else if (logical_gamemission == doom2)
{
gamedescription = GetGameName("DOOM 2: Hell on Earth");
}
else if (logical_gamemission == pack_plut)
{
gamedescription = GetGameName("DOOM 2: Plutonia Experiment");
}
else if (logical_gamemission == pack_tnt)
{
gamedescription = GetGameName("DOOM 2: TNT - Evilution");
}
}
}
// print title for every printed line
char title[128];
static boolean D_AddFile(char *filename)
{
wad_file_t *handle;
#ifdef HAS_PRINTF
printf(" adding %s\n", filename);
#endif
handle = W_AddFile(filename);
return handle != NULL;
}
// Copyright message banners
// Some dehacked mods replace these. These are only displayed if they are
// replaced by dehacked.
static char *copyright_banners[] =
{
"===========================================================================\n"
"ATTENTION: This version of DOOM has been modified. If you would like to\n"
"get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n"
" You will not receive technical support for modified games.\n"
" press enter to continue\n"
"===========================================================================\n",
"===========================================================================\n"
" Commercial product - do not distribute!\n"
" Please report software piracy to the SPA: 1-800-388-PIR8\n"
"===========================================================================\n",
"===========================================================================\n"
" Shareware!\n"
"===========================================================================\n"
};
// Prints a message only if it has been modified by dehacked.
void PrintDehackedBanners(void)
{
#ifdef HAS_PRINTF
size_t i;
for (i=0; i<arrlen(copyright_banners); ++i)
{
char *deh_s;
deh_s = DEH_String(copyright_banners[i]);
if (deh_s != copyright_banners[i])
{
printf("%s", deh_s);
// Make sure the modified banner always ends in a newline character.
// If it doesn't, add a newline. This fixes av.wad.
if (deh_s[strlen(deh_s) - 1] != '\n')
{
printf("\n");
}
}
}
#endif
}
static struct
{
char *description;
char *cmdline;
GameVersion_t version;
} gameversions[] = {
{"Doom 1.666", "1.666", exe_doom_1_666},
{"Doom 1.7/1.7a", "1.7", exe_doom_1_7},
{"Doom 1.8", "1.8", exe_doom_1_8},
{"Doom 1.9", "1.9", exe_doom_1_9},
{"Hacx", "hacx", exe_hacx},
{"Ultimate Doom", "ultimate", exe_ultimate},
{"Final Doom", "final", exe_final},
{"Final Doom (alt)", "final2", exe_final2},
{"Chex Quest", "chex", exe_chex},
{ NULL, NULL, 0},
};
// Initialize the game version
static void InitGameVersion(void)
{
int p;
int i;
//!
// @arg <version>
// @category compat
//
// Emulate a specific version of Doom. Valid values are "1.9",
// "ultimate", "final", "final2", "hacx" and "chex".
//
p = M_CheckParmWithArgs("-gameversion", 1);
if (p)
{
for (i=0; gameversions[i].description != NULL; ++i)
{
if (!strcmp(myargv[p+1], gameversions[i].cmdline))
{
gameversion = gameversions[i].version;
break;
}
}
if (gameversions[i].description == NULL)
{
#ifdef HAS_PRINTF
printf("Supported game versions:\n");
for (i=0; gameversions[i].description != NULL; ++i)
{
printf("\t%s (%s)\n", gameversions[i].cmdline,
gameversions[i].description);
}
#endif
I_Error("Unknown game version '%s'", myargv[p+1]);
}
}
else
{
// Determine automatically
if (gamemission == pack_chex)
{
// chex.exe - identified by iwad filename
gameversion = exe_chex;
}
else if (gamemission == pack_hacx)
{
// hacx.exe: identified by iwad filename
gameversion = exe_hacx;
}
else if (gamemode == shareware || gamemode == registered)
{
// original
gameversion = exe_doom_1_9;
// TODO: Detect IWADs earlier than Doom v1.9.
}
else if (gamemode == retail)
{
gameversion = exe_ultimate;
}
else if (gamemode == commercial)
{
if (gamemission == doom2)
{
gameversion = exe_doom_1_9;
}
else
{
// Final Doom: tnt or plutonia
// Defaults to emulating the first Final Doom executable,
// which has the crash in the demo loop; however, having
// this as the default should mean that it plays back
// most demos correctly.
gameversion = exe_final;
}
}
}
// The original exe does not support retail - 4th episode not supported
if (gameversion < exe_ultimate && gamemode == retail)
{
gamemode = registered;
}
// EXEs prior to the Final Doom exes do not support Final Doom.
if (gameversion < exe_final && gamemode == commercial
&& (gamemission == pack_tnt || gamemission == pack_plut))
{
gamemission = doom2;
}
}
void PrintGameVersion(void)
{
#ifdef HAS_PRINTF
int i;
for (i=0; gameversions[i].description != NULL; ++i)
{
if (gameversions[i].version == gameversion)
{
printf("Emulating the behavior of the "
"'%s' executable.\n", gameversions[i].description);
break;
}
}
#endif
}
// Function called at exit to display the ENDOOM screen
static void D_Endoom(void)
{
byte *endoom;
// Don't show ENDOOM if we have it disabled, or we're running
// in screensaver or control test mode. Only show it once the
// game has actually started.
if (!show_endoom || !main_loop_started
|| screensaver_mode || M_CheckParm("-testcontrols") > 0)
{
return;
}
endoom = W_CacheLumpName(DEH_String("ENDOOM"), PU_STATIC);
I_Endoom(endoom);
}
#if ORIGCODE
// Load dehacked patches needed for certain IWADs.
static void LoadIwadDeh(void)
{
// The Freedoom IWADs have DEHACKED lumps that must be loaded.
if (W_CheckNumForName("FREEDOOM") >= 0)
{
// Old versions of Freedoom (before 2014-09) did not have technically
// valid DEHACKED lumps, so ignore errors and just continue if this
// is an old IWAD.
DEH_LoadLumpByName("DEHACKED", false, true);
}
// If this is the HACX IWAD, we need to load the DEHACKED lump.
if (gameversion == exe_hacx)
{
if (!DEH_LoadLumpByName("DEHACKED", true, false))
{
I_Error("DEHACKED lump not found. Please check that this is the "
"Hacx v1.2 IWAD.");
}
}
// Chex Quest needs a separate Dehacked patch which must be downloaded
// and installed next to the IWAD.
if (gameversion == exe_chex)
{
char *chex_deh = NULL;
char *sep;
// Look for chex.deh in the same directory as the IWAD file.
sep = strrchr(iwadfile, DIR_SEPARATOR);
if (sep != NULL)
{
size_t chex_deh_len = strlen(iwadfile) + 9;
chex_deh = malloc(chex_deh_len);
M_StringCopy(chex_deh, iwadfile, chex_deh_len);
chex_deh[sep - iwadfile + 1] = '\0';
M_StringConcat(chex_deh, "chex.deh", chex_deh_len);
}
else
{
chex_deh = strdup("chex.deh");
}
// If the dehacked patch isn't found, try searching the WAD
// search path instead. We might find it...
if (!M_FileExists(chex_deh))
{
free(chex_deh);
chex_deh = D_FindWADByName("chex.deh");
}
// Still not found?
if (chex_deh == NULL)
{
I_Error("Unable to find Chex Quest dehacked file (chex.deh).\n"
"The dehacked file is required in order to emulate\n"
"chex.exe correctly. It can be found in your nearest\n"
"/idgames repository mirror at:\n\n"
" utils/exe_edit/patches/chexdeh.zip");
}
if (!DEH_LoadFile(chex_deh))
{
I_Error("Failed to load chex.deh needed for emulating chex.exe.");
}
}
}
#endif
//
// D_DoomMain
//
void D_DoomMain (char * wad)
{
int p;
char file[256];
char demolumpname[9];
#if ORIGCODE
int numiwadlumps;
#endif
I_AtExit(D_Endoom, false);
// print banner
I_PrintBanner(PACKAGE_STRING);
DEH_printf("Z_Init: Init zone memory allocation daemon. \n");
Z_Init ();
#ifdef FEATURE_MULTIPLAYER
//!
// @category net
//
// Start a dedicated server, routing packets but not participating
// in the game itself.
//
if (M_CheckParm("-dedicated") > 0)
{
#ifdef HAS_PRINTF
printf("Dedicated server mode.\n");
#endif
NET_DedicatedServer();
// Never returns
}
//!
// @category net
//
// Query the Internet master server for a global list of active
// servers.
//
if (M_CheckParm("-search"))
{
NET_MasterQuery();
exit(0);
}
//!
// @arg <address>
// @category net
//
// Query the status of the server running on the given IP
// address.
//
p = M_CheckParmWithArgs("-query", 1);
if (p)
{
NET_QueryAddress(myargv[p+1]);
exit(0);
}
//!
// @category net
//
// Search the local LAN for running servers.
//
if (M_CheckParm("-localsearch"))
{
NET_LANQuery();
exit(0);
}
#endif
//!
// @vanilla
//
// Disable monsters.
//
nomonsters = M_CheckParm ("-nomonsters");
//!
// @vanilla
//
// Monsters respawn after being killed.
//
respawnparm = M_CheckParm ("-respawn");
//!
// @vanilla
//
// Monsters move faster.
//
fastparm = M_CheckParm ("-fast");
//!
// @vanilla
//
// Developer mode. F1 saves a screenshot in the current working
// directory.
//
devparm = M_CheckParm ("-devparm");
I_DisplayFPSDots(devparm);
//!
// @category net
// @vanilla
//
// Start a deathmatch game.
//
if (M_CheckParm ("-deathmatch"))
deathmatch = 1;
//!
// @category net
// @vanilla
//
// Start a deathmatch 2.0 game. Weapons do not stay in place and
// all items respawn after 30 seconds.
//
if (M_CheckParm ("-altdeath"))
deathmatch = 2;
if (devparm)
DEH_printf(D_DEVSTR);
// find which dir to use for config files
#ifdef _WIN32
//!
// @platform windows
// @vanilla
//
// Save configuration data and savegames in c:\doomdata,
// allowing play from CD.
//
if (M_ParmExists("-cdrom"))
{
#ifdef HAS_PRINTF
printf(D_CDROM);
#endif
M_SetConfigDir("c:\\doomdata\\");
}
else
#endif
{
// Auto-detect the configuration dir.
M_SetConfigDir(NULL);
}
//!
// @arg <x>
// @vanilla
//
// Turbo mode. The player's speed is multiplied by x%. If unspecified,
// x defaults to 200. Values are rounded up to 10 and down to 400.
//
if ( (p=M_CheckParm ("-turbo")) )
{
int scale = 200;
extern int forwardmove[2];
extern int sidemove[2];
if (p<myargc-1)
scale = atoi (myargv[p+1]);
if (scale < 10)
scale = 10;
if (scale > 400)
scale = 400;
DEH_printf("turbo scale: %i%%\n", scale);
forwardmove[0] = forwardmove[0]*scale/100;
forwardmove[1] = forwardmove[1]*scale/100;
sidemove[0] = sidemove[0]*scale/100;
sidemove[1] = sidemove[1]*scale/100;
}
// init subsystems
DEH_printf("V_Init: allocate screens.\n");
V_Init ();
// Load configuration files before initialising other subsystems.
DEH_printf("M_LoadDefaults: Load system defaults.\n");
M_SetConfigFilenames("default.cfg", PROGRAM_PREFIX "doom.cfg");
D_BindVariables();
M_LoadDefaults();
// Save configuration at exit.
I_AtExit(M_SaveDefaults, false);
// Find main IWAD file and load it.
iwadfile = D_FindIWAD(wad, IWAD_MASK_DOOM, &gamemission);
// None found?
if (iwadfile == NULL)
{
I_Error("Game mode indeterminate. No IWAD file was found. Try\n"
"specifying one with the '-iwad' command line parameter.\n");
}
modifiedgame = false;
DEH_printf("W_Init: Init WADfiles.\n");
D_AddFile(iwadfile);
#if ORIGCODE
numiwadlumps = numlumps;
#endif
W_CheckCorrectIWAD(doom);
// Now that we've loaded the IWAD, we can figure out what gamemission
// we're playing and which version of Vanilla Doom we need to emulate.
D_IdentifyVersion();
InitGameVersion();
#if ORIGCODE
//!
// @category mod
//
// Disable automatic loading of Dehacked patches for certain
// IWAD files.
//
if (!M_ParmExists("-nodeh"))
{
// Some IWADs have dehacked patches that need to be loaded for
// them to be played properly.
LoadIwadDeh();
}
#endif
// Doom 3: BFG Edition includes modified versions of the classic
// IWADs which can be identified by an additional DMENUPIC lump.
// Furthermore, the M_GDHIGH lumps have been modified in a way that
// makes them incompatible to Vanilla Doom and the modified version
// of doom2.wad is missing the TITLEPIC lump.
// We specifically check for DMENUPIC here, before PWADs have been
// loaded which could probably include a lump of that name.
if (W_CheckNumForName("dmenupic") >= 0)
{
#ifdef HAS_PRINTF
printf("BFG Edition: Using workarounds as needed.\n");
#endif
bfgedition = true;
// BFG Edition changes the names of the secret levels to
// censor the Wolfenstein references. It also has an extra
// secret level (MAP33). In Vanilla Doom (meaning the DOS
// version), MAP33 overflows into the Plutonia level names
// array, so HUSTR_33 is actually PHUSTR_1.
DEH_AddStringReplacement(HUSTR_31, "level 31: idkfa");
DEH_AddStringReplacement(HUSTR_32, "level 32: keen");
DEH_AddStringReplacement(PHUSTR_1, "level 33: betray");
// The BFG edition doesn't have the "low detail" menu option (fair
// enough). But bizarrely, it reuses the M_GDHIGH patch as a label
// for the options menu (says "Fullscreen:"). Why the perpetrators
// couldn't just add a new graphic lump and had to reuse this one,
// I don't know.
//
// The end result is that M_GDHIGH is too wide and causes the game
// to crash. As a workaround to get a minimum level of support for
// the BFG edition IWADs, use the "ON"/"OFF" graphics instead.
DEH_AddStringReplacement("M_GDHIGH", "M_MSGON");
DEH_AddStringReplacement("M_GDLOW", "M_MSGOFF");
}
#ifdef FEATURE_DEHACKED
// Load Dehacked patches specified on the command line with -deh.
// Note that there's a very careful and deliberate ordering to how
// Dehacked patches are loaded. The order we use is:
// 1. IWAD dehacked patches.
// 2. Command line dehacked patches specified with -deh.
// 3. PWAD dehacked patches in DEHACKED lumps.
DEH_ParseCommandLine();
#endif
// Load PWAD files.
modifiedgame = W_ParseCommandLine();
// Debug:
// W_PrintDirectory();
//!
// @arg <demo>
// @category demo
// @vanilla
//
// Play back the demo named demo.lmp.
//
p = M_CheckParmWithArgs ("-playdemo", 1);
if (!p)
{
//!
// @arg <demo>
// @category demo
// @vanilla
//
// Play back the demo named demo.lmp, determining the framerate
// of the screen.
//
p = M_CheckParmWithArgs("-timedemo", 1);
}
if (p)
{
// With Vanilla you have to specify the file without extension,
// but make that optional.
if (M_StringEndsWith(myargv[p + 1], ".lmp"))
{
M_StringCopy(file, myargv[p + 1], sizeof(file));
}
else
{
DEH_snprintf(file, sizeof(file), "%s.lmp", myargv[p+1]);
}
if (D_AddFile(file))
{
M_StringCopy(demolumpname, lumpinfo[numlumps - 1].name,
sizeof(demolumpname));
}
else
{
// If file failed to load, still continue trying to play
// the demo in the same way as Vanilla Doom. This makes
// tricks like "-playdemo demo1" possible.
M_StringCopy(demolumpname, myargv[p + 1], sizeof(demolumpname));
}
#ifdef HAS_PRINTF
printf("Playing demo %s.\n", file);
#endif
}
I_AtExit((atexit_func_t) G_CheckDemoStatus, true);
// Generate the WAD hash table. Speed things up a bit.
W_GenerateHashTable();
// Load DEHACKED lumps from WAD files - but only if we give the right
// command line parameter.
#if ORIGCODE
//!
// @category mod
//
// Load Dehacked patches from DEHACKED lumps contained in one of the
// loaded PWAD files.
//
if (M_ParmExists("-dehlump"))
{
int i, loaded = 0;
for (i = numiwadlumps; i < numlumps; ++i)
{
if (!strncmp(lumpinfo[i].name, "DEHACKED", 8))
{
DEH_LoadLump(i, false, false);
loaded++;
}
}
#ifdef HAS_PRINTF
printf(" loaded %i DEHACKED lumps from PWAD files.\n", loaded);
#endif
}
#endif
// Set the gamedescription string. This is only possible now that
// we've finished loading Dehacked patches.
D_SetGameDescription();
#ifdef _WIN32
// In -cdrom mode, we write savegames to c:\doomdata as well as configs.
if (M_ParmExists("-cdrom"))
{
savegamedir = configdir;
}
else
#endif
{
savegamedir = M_GetSaveGameDir(D_SaveGameIWADName(gamemission));
}
// Check for -file in shareware
if (modifiedgame)
{
// These are the lumps that will be checked in IWAD,
// if any one is not present, execution will be aborted.
char name[23][8]=
{
"e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9",
"e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9",
"dphoof","bfgga0","heada1","cybra1","spida1d1"
};
int i;
if ( gamemode == shareware)
I_Error(DEH_String("\nYou cannot -file with the shareware "
"version. Register!"));
// Check for fake IWAD with right name,
// but w/o all the lumps of the registered version.
if (gamemode == registered)
for (i = 0;i < 23; i++)
if (W_CheckNumForName(name[i])<0)
I_Error(DEH_String("\nThis is not the registered version."));
}
if (W_CheckNumForName("SS_START") >= 0
|| W_CheckNumForName("FF_END") >= 0)
{
I_PrintDivider();
#ifdef HAS_PRINTF
printf(" WARNING: The loaded WAD file contains modified sprites or\n"
" floor textures. You may want to use the '-merge' command\n"
" line option instead of '-file'.\n");
#endif
}
I_PrintStartupBanner(gamedescription);
PrintDehackedBanners();
// Freedoom's IWADs are Boom-compatible, which means they usually
// don't work in Vanilla (though FreeDM is okay). Show a warning
// message and give a link to the website.
if (W_CheckNumForName("FREEDOOM") >= 0 && W_CheckNumForName("FREEDM") < 0)
{
#ifdef HAS_PRINTF
printf(" WARNING: You are playing using one of the Freedoom IWAD\n"
" files, which might not work in this port. See this page\n"
" for more information on how to play using Freedoom:\n"
" http://www.chocolate-doom.org/wiki/index.php/Freedoom\n");
#endif
I_PrintDivider();
}
DEH_printf("I_Init: Setting up machine state.\n");
I_CheckIsScreensaver();
I_InitTimer();
I_InitJoystick();
I_InitSound(true);
I_InitMusic();
#ifdef FEATURE_MULTIPLAYER
#ifdef HAS_PRINTF
printf ("NET_Init: Init network subsystem.\n");
#endif
NET_Init ();
#endif
// Initial netgame startup. Connect to server etc.
D_ConnectNetGame();
// get skill / episode / map from parms
startskill = sk_medium;
startepisode = 1;
startmap = 1;
autostart = false;
//!
// @arg <skill>
// @vanilla
//
// Set the game skill, 1-5 (1: easiest, 5: hardest). A skill of
// 0 disables all monsters.
//
p = M_CheckParmWithArgs("-skill", 1);
if (p)
{
startskill = myargv[p+1][0]-'1';
autostart = true;
}
//!
// @arg <n>
// @vanilla
//
// Start playing on episode n (1-4)
//
p = M_CheckParmWithArgs("-episode", 1);
if (p)
{
startepisode = myargv[p+1][0]-'0';
startmap = 1;
autostart = true;
}
timelimit = 0;
//!
// @arg <n>
// @category net
// @vanilla
//
// For multiplayer games: exit each level after n minutes.
//
p = M_CheckParmWithArgs("-timer", 1);
if (p)
{
timelimit = atoi(myargv[p+1]);
}
//!
// @category net
// @vanilla
//
// Austin Virtual Gaming: end levels after 20 minutes.
//
p = M_CheckParm ("-avg");
if (p)
{
timelimit = 20;
}
//!
// @arg [<x> <y> | <xy>]
// @vanilla
//
// Start a game immediately, warping to ExMy (Doom 1) or MAPxy
// (Doom 2)
//
p = M_CheckParmWithArgs("-warp", 1);
if (p)
{
if (gamemode == commercial)
startmap = atoi (myargv[p+1]);
else
{
startepisode = myargv[p+1][0]-'0';
if (p + 2 < myargc)
{
startmap = myargv[p+2][0]-'0';
}
else
{
startmap = 1;
}
}
autostart = true;
}
// Undocumented:
// Invoked by setup to test the controls.
p = M_CheckParm("-testcontrols");
if (p > 0)
{
startepisode = 1;
startmap = 1;
autostart = true;
testcontrols = true;
}
// Check for load game parameter
// We do this here and save the slot number, so that the network code
// can override it or send the load slot to other players.
//!
// @arg <s>
// @vanilla
//
// Load the game in slot s.
//
p = M_CheckParmWithArgs("-loadgame", 1);
if (p)
{
startloadgame = atoi(myargv[p+1]);
}
else
{
// Not loading a game
startloadgame = -1;
}
DEH_printf("M_Init: Init miscellaneous info.\n");
M_Init ();
DEH_printf("R_Init: Init DOOM refresh daemon - ");
R_Init ();
DEH_printf("\nP_Init: Init Playloop state.\n");
P_Init ();
DEH_printf("S_Init: Setting up sound.\n");
S_Init (sfxVolume * 8, musicVolume * 8);
DEH_printf("D_CheckNetGame: Checking network game status.\n");
D_CheckNetGame ();
PrintGameVersion();
DEH_printf("HU_Init: Setting up heads up display.\n");
HU_Init ();
DEH_printf("ST_Init: Init status bar.\n");
ST_Init ();
// If Doom II without a MAP01 lump, this is a store demo.
// Moved this here so that MAP01 isn't constantly looked up
// in the main loop.
if (gamemode == commercial && W_CheckNumForName("map01") < 0)
storedemo = true;
if (M_CheckParmWithArgs("-statdump", 1))
{
I_AtExit(StatDump, true);
DEH_printf("External statistics registered.\n");
}
//!
// @arg <x>
// @category demo
// @vanilla
//
// Record a demo named x.lmp.
//
p = M_CheckParmWithArgs("-record", 1);
if (p)
{
G_RecordDemo (myargv[p+1]);
autostart = true;
}
p = M_CheckParmWithArgs("-playdemo", 1);
if (p)
{
singledemo = true; // quit after one demo
G_DeferedPlayDemo (demolumpname);
D_DoomLoop (); // never returns
}
p = M_CheckParmWithArgs("-timedemo", 1);
if (p)
{
G_TimeDemo (demolumpname);
D_DoomLoop (); // never returns
}
if (startloadgame >= 0)
{
M_StringCopy(file, P_SaveGameFile(startloadgame), sizeof(file));
G_LoadGame(file);
}
if (gameaction != ga_loadgame )
{
if (autostart || netgame)
G_InitNew (startskill, startepisode, startmap);
else
D_StartTitle (); // start up intro loop
}
if (bfgedition &&
(demorecording || (gameaction == ga_playdemo) || netgame))
{
#ifdef HAS_PRINTF
printf(" WARNING: You are playing using one of the Doom Classic\n"
" IWAD files shipped with the Doom 3: BFG Edition. These are\n"
" known to be incompatible with the regular IWAD files and\n"
" may cause demos and network games to get out of sync.\n");
#endif
}
if (demorecording)
G_BeginRecording ();
main_loop_started = true;
TryRunTics();
I_SetWindowTitle(gamedescription);
I_GraphicsCheckCommandLine();
I_SetGrabMouseCallback(D_GrabMouseCallback);
I_InitGraphics();
I_EnableLoadingDisk();
V_RestoreBuffer();
R_ExecuteSetViewSize();
D_StartGameLoop();
if (testcontrols)
{
wipegamestate = gamestate;
}
D_DoomLoop ();
}