ref: be3d314a61d68281f02af1248a85e6aa069c4980
dir: /src/d_main.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: d_main.c 680 2006-09-29 21:25:13Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 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. // // 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. // // $Log$ // Revision 1.42 2006/02/03 18:41:26 fraggle // Support NWT-style WAD merging (-af and -as command line parameters). // Restructure WAD loading so that merged WADs are always loaded before // normal PWADs. Remove W_InitMultipleFiles(). // // Revision 1.41 2006/01/23 00:47:16 fraggle // Rearrange the order of startup code to allow replacing the IWAD filename via dehacked // // Revision 1.40 2006/01/22 21:19:14 fraggle // Dehacked string replacements for startup messages, IWAD names, demo names and backgrounds // // Revision 1.39 2006/01/14 02:06:48 fraggle // Include the game version in the settings structure. // // Revision 1.38 2006/01/13 23:56:00 fraggle // Add text-mode I/O functions. // Use text-mode screen for the waiting screen. // // Revision 1.37 2006/01/10 22:14:13 fraggle // Shut up compiler warnings // // Revision 1.36 2006/01/09 01:50:51 fraggle // Deduce a sane player name by examining environment variables. Add // a "player_name" setting to chocolate-doom.cfg. Transmit the name // to the server and use the names players send in the waiting data list. // // Revision 1.35 2006/01/02 21:52:06 fraggle // Move I_InitGraphics call to be invoked earlier in D_DoomMain. Call the // NET_WaitForStart function to wait for a start signal in network games. // // Revision 1.34 2006/01/02 00:17:42 fraggle // Encapsulate the event queue code properly. Add a D_PopEvent function // to read a new event from the event queue. // // Revision 1.33 2006/01/01 23:53:14 fraggle // Remove GS_WAITINGSTART gamestate. This will be independent of the main // loop to avoid interfering with the main game code too much. // // Revision 1.32 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.31 2005/10/24 18:50:39 fraggle // Allow the game version to emulate to be specified from the command line // and set compatibility options accordingly. // // Revision 1.30 2005/10/17 23:48:05 fraggle // DEH_CheckCommandLine -> DEH_Init, for consistency with other Init // functions // // Revision 1.29 2005/10/16 20:55:50 fraggle // Fix the '-cdrom' command-line option. // // Revision 1.28 2005/10/16 01:18:10 fraggle // Global "configdir" variable with directory to store config files in. // Create a function to find the filename for a savegame slot. Store // savegames in the config dir. // // Revision 1.27 2005/10/15 17:57:47 fraggle // Add warning message for WADs with FF_START or SS_START in, suggesting // the -merge option. // // Revision 1.26 2005/10/15 17:38:49 fraggle // Print startup banners which have been modified by dehacked. // // Revision 1.25 2005/10/12 21:52:01 fraggle // doomfeatures.h to allow certain features to be disabled in the build // // Revision 1.24 2005/10/09 14:34:19 fraggle // Fix banner string for ultimate doom // // Revision 1.23 2005/10/09 00:20:24 fraggle // Detect registered DOOM banner in dehacked patches // // Revision 1.22 2005/10/08 21:01:55 fraggle // Change dehacked startup message // // Revision 1.21 2005/10/08 20:10:51 fraggle // Shut up compiler warning // // Revision 1.20 2005/10/08 19:33:48 fraggle // Allow dehacked patches to override the name of the game via the // startup banner. // // Revision 1.19 2005/10/08 18:23:18 fraggle // WAD merging code // // Revision 1.18 2005/10/04 00:41:49 fraggle // Move call to dehacked entrypoint to stop crashes // // Revision 1.17 2005/10/02 23:49:01 fraggle // The beginnings of dehacked support // // Revision 1.16 2005/10/02 04:16:47 fraggle // Fixes for Final Doom // // Revision 1.15 2005/09/22 13:13:47 fraggle // Remove external statistics driver support (-statcopy): // nonfunctional on modern systems and never used. // Fix for systems where sizeof(int) != sizeof(void *) // // Revision 1.14 2005/09/11 20:25:56 fraggle // Second configuration file to allow chocolate doom-specific settings. // Adjust some existing command line logic (for graphics settings and // novert) to adjust for this. // // Revision 1.13 2005/09/08 22:05:17 fraggle // Allow alt-tab away while running fullscreen // // Revision 1.12 2005/09/04 18:44:22 fraggle // shut up compiler warnings // // Revision 1.11 2005/09/04 15:59:45 fraggle // 'novert' command line option to disable vertical mouse movement // // Revision 1.10 2005/08/31 21:50:57 fraggle // Nicer banner showing the game type (once we know). Remove dead code. // Find the config file properly. // // Revision 1.9 2005/08/31 21:35:42 fraggle // Display the game name in the title bar. Move game start code to later // in initialisation because of the IWAD detection changes. // // Revision 1.8 2005/08/31 21:24:24 fraggle // Remove the last traces of NORMALUNIX // // Revision 1.7 2005/08/31 21:21:18 fraggle // Better IWAD detection and identification. Support '-iwad' to specify // the IWAD to use. // // Revision 1.6 2005/08/30 22:11:10 fraggle // Windows fixes // // Revision 1.5 2005/08/04 22:55:07 fraggle // Use DOOM_VERSION to define the Doom version (don't conflict with // automake's config.h). Display GPL message instead of anti-piracy // messages. // // Revision 1.4 2005/08/04 21:48:32 fraggle // Turn on compiler optimisation and warning options // Add SDL_mixer sound code // // Revision 1.3 2005/08/04 18:42:15 fraggle // Silence compiler warnings // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:34 fraggle // Initial import // // // 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. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: d_main.c 680 2006-09-29 21:25:13Z fraggle $"; #define BGCOLOR 7 #define FGCOLOR 8 #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #ifdef _WIN32 #include <io.h> #else #include <sys/stat.h> #include <sys/types.h> #endif #include "config.h" #include "deh_main.h" #include "doomdef.h" #include "doomstat.h" #include "dstrings.h" #include "doomfeatures.h" #include "sounds.h" #include "z_zone.h" #include "w_wad.h" #include "w_merge.h" #include "s_sound.h" #include "v_video.h" #include "f_finale.h" #include "f_wipe.h" #include "m_argv.h" #include "m_misc.h" #include "m_menu.h" #include "p_saveg.h" #include "i_system.h" #include "i_sound.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 "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 all configuration data is stored - // default.cfg, savegames, etc. char * configdir; // 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 boolean singletics = false; // debug flag to cancel adaptiveness //extern int soundVolume; //extern int sfxVolume; //extern int musicVolume; extern boolean inhelpscreens; skill_t startskill; int startepisode; int startmap; boolean autostart; int startloadgame; FILE* debugfile; boolean advancedemo; // Store demo, do not accept any inputs boolean storedemo; char wadfile[1024]; // primary wad file char mapdir[1024]; // directory of development maps void D_CheckNetGame (void); void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t* cmd); void D_DoAdvanceDemo (void); // // EVENT HANDLING // // Events are asynchronous inputs generally generated by the game user. // Events can be discarded if no responder claims them // #define MAXEVENTS 64 static event_t events[MAXEVENTS]; static int eventhead; static int eventtail; // // D_PostEvent // Called by the I/O functions when input is detected // void D_PostEvent (event_t* ev) { events[eventhead] = *ev; eventhead = (eventhead + 1) % MAXEVENTS; } // Read an event from the queue. event_t *D_PopEvent(void) { event_t *result; // No more events waiting. if (eventtail == eventhead) { return NULL; } result = &events[eventtail]; // Advance to the next event in the queue. eventtail = (eventtail + 1) % MAXEVENTS; return result; } // // 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 G_DrawMouseSpeedBox(); } 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,0,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); } // // D_DoomLoop // extern boolean demorecording; void D_DoomLoop (void) { if (demorecording) G_BeginRecording (); if (M_CheckParm ("-debugfile")) { char filename[20]; sprintf (filename,"debug%i.txt",consoleplayer); printf ("debug output to: %s\n",filename); debugfile = fopen (filename,"w"); } TryRunTics(); I_InitGraphics (); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); // process one or more tics if (singletics) { I_StartTic (); D_ProcessEvents (); G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]); if (advancedemo) D_DoAdvanceDemo (); M_Ticker (); G_Ticker (); gametic++; maketic++; } else { 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, 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; if ( gamemode == retail ) demosequence = (demosequence+1)%7; else demosequence = (demosequence+1)%6; switch (demosequence) { case 0: if ( gamemode == commercial ) pagetic = 35 * 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 = 35 * 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; } } // // D_StartTitle // void D_StartTitle (void) { gameaction = ga_nothing; demosequence = -1; D_AdvanceDemo (); } // print title for every printed line char title[128]; static boolean D_AddFile(char *filename) { FILE *handle; printf(" adding %s\n", filename); handle = W_AddFile(filename); return handle != NULL; } // Check if a file exists static int FileExists(char *filename) { FILE *fstream; fstream = fopen(filename, "r"); if (fstream != NULL) { fclose(fstream); return 1; } else { return 0; } } struct { char *name; GameMission_t mission; } iwads[] = { {"doom2.wad", doom2}, {"plutonia.wad", pack_plut}, {"tnt.wad", pack_tnt}, {"doom.wad", doom}, {"doom1.wad", doom}, }; // Search a directory to try to find an IWAD // Returns the location of the IWAD if found, otherwise NULL. static char *SearchDirectoryForIWAD(char *dir) { size_t i; for (i=0; i<sizeof(iwads) / sizeof(*iwads); ++i) { char *filename; char *iwadname; iwadname = DEH_String(iwads[i].name); filename = malloc(strlen(dir) + strlen(iwadname) + 3); sprintf(filename, "%s/%s", dir, iwadname); if (FileExists(filename)) { iwadfile = filename; gamemission = iwads[i].mission; return filename; } free(filename); } return NULL; } // When given an IWAD with the '-iwad' parameter, // attempt to identify it by its name. static void IdentifyIWADByName(char *name) { size_t i; gamemission = none; for (i=0; i<sizeof(iwads) / sizeof(*iwads); ++i) { char *iwadname; iwadname = DEH_String(iwads[i].name); if (strlen(name) < strlen(iwadname)) continue; // Check if it ends in this IWAD name. if (!strcasecmp(name + strlen(name) - strlen(iwadname), iwadname)) { gamemission = iwads[i].mission; break; } } } // // FindIWAD // Checks availability of IWAD files by name, // to determine whether registered/commercial features // should be executed (notably loading PWADs). // static void FindIWAD (void) { char *doomwaddir; char *result; int iwadparm; result = 0; doomwaddir = getenv("DOOMWADDIR"); iwadparm = M_CheckParm("-iwad"); if (iwadparm) { iwadfile = myargv[iwadparm + 1]; result = iwadfile; IdentifyIWADByName(iwadfile); } else if (doomwaddir != NULL) { result = SearchDirectoryForIWAD(doomwaddir); } if (result == NULL) result = SearchDirectoryForIWAD("."); if (result == NULL) result = SearchDirectoryForIWAD("/usr/share/games/doom"); if (result == NULL) result = SearchDirectoryForIWAD("/usr/local/share/games/doom"); if (result == NULL) { I_Error("Game mode indeterminate. No IWAD file was found. Try\n" "specifying one with the '-iwad' command line parameter.\n"); } } // 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[] = { // 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" " ", // doom2.wad " " "DOOM 2: Hell on Earth v%i.%i" " ", // tnt.wad " " "DOOM 2: TNT - Evilution v%i.%i" " ", // plutonia.wad " " "DOOM 2: Plutonia Experiment v%i.%i" " ", }; // 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" }; // // 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<sizeof(banners) / sizeof(*banners); ++i) { // Has the banner been replaced? deh_sub = DEH_String(banners[i]); if (deh_sub != banners[i]) { // 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 = Z_Malloc(strlen(deh_sub) + 10, PU_STATIC, 0); sprintf(gamename, deh_sub, DOOM_VERSION / 100, DOOM_VERSION % 100); while (gamename[0] != '\0' && isspace(gamename[0])) strcpy(gamename, gamename+1); while (gamename[0] != '\0' && isspace(gamename[strlen(gamename)-1])) gamename[strlen(gamename) - 1] = '\0'; return gamename; } } return gamename; } // // Find out what version of Doom is playing. // static void IdentifyVersion(void) { // gamemission is set up by the 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) { 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 (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 { // Doom 2 of some kind. gamemode = commercial; } } // Set the gamedescription string static void SetGameDescription(void) { gamedescription = "Unknown"; if (gamemission == doom) { // Doom 1. But which version? 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 (gamemission == doom2) gamedescription = GetGameName("DOOM 2: Hell on Earth"); else if (gamemission == pack_plut) gamedescription = GetGameName("DOOM 2: Plutonia Experiment"); else if (gamemission == pack_tnt) gamedescription = GetGameName("DOOM 2: TNT - Evilution"); } } #define MAXARGVS 100 static void LoadResponseFile(int argv_index) { FILE *handle; int size; char *infile; char *file; char *response_filename; char **newargv; int newargc; int i, k; response_filename = myargv[argv_index] + 1; // READ THE RESPONSE FILE INTO MEMORY handle = fopen(response_filename, "r"); if (handle == NULL) { printf ("\nNo such response file!"); exit(1); } printf("Found response file %s!\n", response_filename); // Find size of file fseek(handle, 0, SEEK_END); size = ftell(handle); fseek(handle, 0, SEEK_SET); // Read in the entire file // Allocate one byte extra - this is incase there is an argument // at the end of the response file, in which case a '\0' will be // needed. file = malloc(size + 1); fread(file, size, 1, handle); fclose(handle); // Create new arguments list array newargv = malloc(sizeof(char *) * MAXARGVS); newargc = 0; memset(newargv, 0, sizeof(char *) * MAXARGVS); // Copy all the arguments in the list up to the response file for (i=0; i<argv_index; ++i) { newargv[i] = myargv[i]; ++newargc; } infile = file; k = 0; while(k < size) { // Skip past space characters to the next argument while(k < size && isspace(infile[k])) { ++k; } if (k >= size) { break; } // If the next argument is enclosed in quote marks, treat // the contents as a single argument. This allows long filenames // to be specified. if (infile[k] == '\"') { // Skip the first character(") ++k; newargv[newargc++] = &infile[k]; // Read all characters between quotes while (k < size && infile[k] != '\"' && infile[k] != '\n') { ++k; } if (k >= size || infile[k] == '\n') { I_Error("Quotes unclosed in response file '%s'", response_filename); } // Cut off the string at the closing quote infile[k] = '\0'; ++k; } else { // Read in the next argument until a space is reached newargv[newargc++] = &infile[k]; while(k < size && !isspace(infile[k])) { ++k; } // Cut off the end of the argument at the first space infile[k] = '\0'; printf("added arg: '%s'\n", newargv[newargc - 1]); ++k; } } // Add arguments following the response file argument for (i=argv_index + 1; i<myargc; ++i) { newargv[newargc] = myargv[i]; ++newargc; } myargv = newargv; myargc = newargc; // Display arguments printf("%d command-line args:\n", myargc); for (k=1; k<myargc; k++) { printf("'%s'\n", myargv[k]); } } // // Find a Response File // void FindResponseFile (void) { int i; for (i = 1; i < myargc; i++) { if (myargv[i][0] == '@') { LoadResponseFile(i); } } } // Startup banner void PrintBanner(char *msg) { int i; int spaces = 35 - (strlen(msg) / 2); for (i=0; i<spaces; ++i) putchar(' '); puts(msg); } // Prints a message only if it has been modified by dehacked. void PrintDehackedBanners(void) { size_t i; for (i=0; i<sizeof(copyright_banners) / sizeof(char *); ++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"); } } } } static void MakeDirectory(char *path) { #ifdef _WIN32 mkdir(path); #else mkdir(path, 0755); #endif } // // SetConfigDir: // // Sets the location of the configuration directory, where configuration // files are stored - default.cfg, chocolate-doom.cfg, savegames, etc. // static void SetConfigDir(void) { char *homedir; homedir = getenv("HOME"); if (homedir != NULL) { // put all configuration in a config directory off the // homedir configdir = malloc(strlen(homedir) + strlen(PACKAGE_TARNAME) + 5); sprintf(configdir, "%s/.%s/", homedir, PACKAGE_TARNAME); // make the directory if it doesnt already exist MakeDirectory(configdir); } else { #ifdef _WIN32 // when given the -cdrom option, save config+savegames in // c:\doomdata. This only applies under Windows. if (M_CheckParm("-cdrom") > 0) { printf(D_CDROM); configdir = strdup("c:\\doomdata\\"); } else #endif { configdir = strdup(""); } } } // // SetSaveGameDir // // Chooses the directory used to store saved games. // static void SetSaveGameDir(void) { size_t i; if (!strcmp(configdir, "")) { // Use the current directory, just like configdir. savegamedir = strdup(""); } else { // Directory for savegames savegamedir = malloc(strlen(configdir) + 30); sprintf(savegamedir, "%ssavegames", configdir); MakeDirectory(savegamedir); // Find what subdirectory to use for savegames // // They should be stored in something like // ~/.chocolate-doom/savegames/doom.wad/ // // The directory depends on the IWAD, so that savegames for // different IWADs are kept separate. // // Note that we match on gamemission rather than on IWAD name. // This ensures that doom1.wad and doom.wad saves are stored // in the same place. for (i=0; i<sizeof(iwads) / sizeof(*iwads); ++i) { if (gamemission == iwads[i].mission) { strcat(savegamedir, "/"); strcat(savegamedir, iwads[i].name); strcat(savegamedir, "/"); MakeDirectory(savegamedir); break; } } } } static struct { char *description; char *cmdline; GameVersion_t version; } gameversions[] = { {"Doom 1.9", "1.9", exe_doom_1_9}, {"Ultimate Doom", "ultimate", exe_ultimate}, {"Final Doom", "final", exe_final}, { NULL, NULL, 0}, }; // Initialise the game version static void InitGameVersion(void) { int p; int i; p = M_CheckParm("-gameversion"); if (p > 0) { 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) { printf("Supported game versions:\n"); for (i=0; gameversions[i].description != NULL; ++i) { printf("\t%s (%s)\n", gameversions[i].cmdline, gameversions[i].description); } I_Error("Unknown game version '%s'", myargv[p+1]); } } else { // Determine automatically if (gamemode == shareware || gamemode == registered) { // original gameversion = exe_doom_1_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 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 = doom2; } } void PrintGameVersion(void) { 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; } } } // // D_DoomMain // void D_DoomMain (void) { int p; char file[256]; char demolumpname[9]; FindResponseFile (); // print banner PrintBanner(PACKAGE_STRING); printf (DEH_String("Z_Init: Init zone memory allocation daemon. \n")); Z_Init (); if (M_CheckParm("-dedicated") > 0) { printf("Dedicated server mode.\n"); NET_DedicatedServer(); // Never returns } // Query network servers? p = M_CheckParm("-query"); if (p > 0) { NET_QueryAddress(myargv[p+1]); } if (M_CheckParm("-search")) NET_LANQuery(); #ifdef FEATURE_DEHACKED printf("DEH_Init: Init Dehacked support.\n"); DEH_Init(); #endif FindIWAD (); setbuf (stdout, NULL); modifiedgame = false; nomonsters = M_CheckParm ("-nomonsters"); respawnparm = M_CheckParm ("-respawn"); fastparm = M_CheckParm ("-fast"); devparm = M_CheckParm ("-devparm"); if (M_CheckParm ("-altdeath")) deathmatch = 2; else if (M_CheckParm ("-deathmatch")) deathmatch = 1; if (devparm) printf(DEH_String(D_DEVSTR)); // find which dir to use for config files SetConfigDir(); // turbo option 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; printf (DEH_String("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 printf (DEH_String("V_Init: allocate screens.\n")); V_Init (); printf (DEH_String("M_LoadDefaults: Load system defaults.\n")); M_LoadDefaults (); // load before initing other systems printf (DEH_String("W_Init: Init WADfiles.\n")); D_AddFile(iwadfile); #ifdef FEATURE_WAD_MERGE // Merged PWADs are loaded first, because they are supposed to be // modified IWADs. p = M_CheckParm("-merge"); if (p > 0) { for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p) { printf(" merging %s\n", myargv[p]); W_MergeFile(myargv[p]); } } // NWT-style merging: // NWT's -merge option: p = M_CheckParm("-nwtmerge"); if (p > 0) { for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p) { printf(" performing NWT-style merge of %s\n", myargv[p]); W_NWTDashMerge(myargv[p]); } } // Add flats p = M_CheckParm("-af"); if (p > 0) { for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p) { printf(" merging flats from %s\n", myargv[p]); W_NWTMergeFile(myargv[p], W_NWT_MERGE_FLATS); } } // Add sprites p = M_CheckParm("-as"); if (p > 0) { for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p) { printf(" merging sprites from %s\n", myargv[p]); W_NWTMergeFile(myargv[p], W_NWT_MERGE_SPRITES); } } // Add sprites AND flats p = M_CheckParm("-aa"); if (p > 0) { for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p) { printf(" merging sprites and flats from %s\n", myargv[p]); W_NWTMergeFile(myargv[p], W_NWT_MERGE_SPRITES | W_NWT_MERGE_FLATS); } } #endif // Load normal PWADs p = M_CheckParm ("-file"); if (p) { // the parms after p are wadfile/lump names, // until end of parms or another - preceded parm modifiedgame = true; // homebrew levels while (++p != myargc && myargv[p][0] != '-') D_AddFile (myargv[p]); } // Debug: // W_PrintDirectory(); // add any files specified on the command line with -file wadfile // to the wad list // // convenience hack to allow -wart e m to add a wad file // prepend a tilde to the filename so wadfile will be reloadable p = M_CheckParm ("-wart"); if (p) { myargv[p][4] = 'p'; // big hack, change to -warp // Map name handling. switch (gamemode ) { case shareware: case retail: case registered: sprintf (file,"~"DEVMAPS"E%cM%c.wad", myargv[p+1][0], myargv[p+2][0]); printf("Warping to Episode %s, Map %s.\n", myargv[p+1],myargv[p+2]); break; case commercial: default: p = atoi (myargv[p+1]); if (p<10) sprintf (file,"~"DEVMAPS"cdata/map0%i.wad", p); else sprintf (file,"~"DEVMAPS"cdata/map%i.wad", p); break; } D_AddFile (file); } p = M_CheckParm ("-playdemo"); if (!p) p = M_CheckParm ("-timedemo"); if (p && p < myargc-1) { if (!strcasecmp(myargv[p+1] + strlen(myargv[p+1]) - 4, ".lmp")) { strcpy(file, myargv[p + 1]); } else { sprintf (file,"%s.lmp", myargv[p+1]); } if (D_AddFile (file)) { strncpy(demolumpname, lumpinfo[numlumps - 1].name, 8); demolumpname[8] = '\0'; printf("Playing demo %s.\n", file); } 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. strncpy(demolumpname, myargv[p + 1], 8); demolumpname[8] = '\0'; } } // Generate the WAD hash table. Speed things up a bit. W_GenerateHashTable(); IdentifyVersion(); InitGameVersion(); SetGameDescription(); SetSaveGameDir(); // 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.")); } // get skill / episode / map from parms startskill = sk_medium; startepisode = 1; startmap = 1; autostart = false; p = M_CheckParm ("-skill"); if (p && p < myargc-1) { startskill = myargv[p+1][0]-'1'; autostart = true; } p = M_CheckParm ("-episode"); if (p && p < myargc-1) { startepisode = myargv[p+1][0]-'0'; startmap = 1; autostart = true; } timelimit = 0; p = M_CheckParm ("-timer"); if (p && p < myargc-1 && deathmatch) { timelimit = atoi(myargv[p+1]); printf("timer: %i\n", timelimit); } p = M_CheckParm ("-avg"); if (p && p < myargc-1 && deathmatch) { printf(DEH_String("Austin Virtual Gaming: Levels will end " "after 20 minutes\n")); timelimit = 20; } p = M_CheckParm ("-warp"); if (p && p < myargc-1) { if (gamemode == commercial) startmap = atoi (myargv[p+1]); else { startepisode = myargv[p+1][0]-'0'; startmap = myargv[p+2][0]-'0'; } autostart = true; } // 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. p = M_CheckParm ("-loadgame"); if (p && p < myargc-1) { startloadgame = atoi(myargv[p+1]); } else { // Not loading a game startloadgame = -1; } if (M_CheckParm("-novert")) novert = true; else if (M_CheckParm("-nonovert")) novert = false; if (W_CheckNumForName("SS_START") >= 0 || W_CheckNumForName("FF_END") >= 0) { printf ("===========================================================================\n"); 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"); } printf ("===========================================================================\n"); PrintBanner(gamedescription); printf ( "===========================================================================\n" " " PACKAGE_NAME " is free software, covered by the GNU General Public\n" " License. There is NO warranty; not even for MERCHANTABILITY or FITNESS\n" " FOR A PARTICULAR PURPOSE. You are welcome to change and distribute\n" " copies under certain conditions. See the source for more information.\n" "===========================================================================\n" ); PrintDehackedBanners(); printf (DEH_String("M_Init: Init miscellaneous info.\n")); M_Init (); printf (DEH_String("R_Init: Init DOOM refresh daemon - ")); R_Init (); printf (DEH_String("\nP_Init: Init Playloop state.\n")); P_Init (); printf (DEH_String("I_Init: Setting up machine state.\n")); I_Init (); #ifdef FEATURE_MULTIPLAYER printf ("NET_Init: Initialise network subsystem.\n"); NET_Init (); #endif printf (DEH_String("D_CheckNetGame: Checking network game status.\n")); D_CheckNetGame (); PrintGameVersion(); printf (DEH_String("S_Init: Setting up sound.\n")); S_Init (sfxVolume * 8, musicVolume * 8); printf (DEH_String("HU_Init: Setting up heads up display.\n")); HU_Init (); printf (DEH_String("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; // start the apropriate game based on parms p = M_CheckParm ("-record"); if (p && p < myargc-1) { G_RecordDemo (myargv[p+1]); autostart = true; } p = M_CheckParm ("-playdemo"); if (p && p < myargc-1) { singledemo = true; // quit after one demo G_DeferedPlayDemo (demolumpname); D_DoomLoop (); // never returns } p = M_CheckParm ("-timedemo"); if (p && p < myargc-1) { G_TimeDemo (demolumpname); D_DoomLoop (); // never returns } if (startloadgame >= 0) { strcpy(file, P_SaveGameFile(startloadgame)); G_LoadGame (file); } if (gameaction != ga_loadgame ) { if (autostart || netgame) G_InitNew (startskill, startepisode, startmap); else D_StartTitle (); // start up intro loop } D_DoomLoop (); // never returns }