// // D_DoomMain // void D_DoomMain (void) { unsigned p; extern std::string defdemoname; gamestate = GS_STARTUP; M_FindResponseFile(); // [ML] 23/1/07 - Add Response file support back in if (lzo_init () != LZO_E_OK) // [RH] Initialize the minilzo package. I_FatalError ("Could not initialize LZO routines"); C_ExecCmdLineParams (false, true); // [Nes] test for +logfile command Printf (PRINT_HIGH, "Heapsize: %u megabytes\n", got_heapsize); M_LoadDefaults (); // load before initing other systems C_ExecCmdLineParams (true, false); // [RH] do all +set commands on the command line const char* iwad = Args.CheckValue("-iwad"); if (!iwad) iwad = ""; std::vector<std::string> newwadfiles, newpatchfiles; newwadfiles.push_back(iwad); D_AddWadCommandLineFiles(newwadfiles); D_AddDehCommandLineFiles(newpatchfiles); D_LoadResourceFiles(newwadfiles, newpatchfiles); I_Init(); V_Init(); atterm(V_Close); #ifdef _WIN32 const char *sdlv = getenv("SDL_VIDEODRIVER"); Printf (PRINT_HIGH, "Using %s video driver.\n",sdlv); #endif C_InitConsole(screen->width, screen->height, true); atterm(C_ShutdownConsole); // SDL needs video mode set up first before input code can be used I_InitInput(); D_Init(); atterm(D_Shutdown); // Base systems have been inited; enable cvar callbacks cvar_t::EnableCallbacks(); // [RH] User-configurable startup strings. Because BOOM does. if (GStrings(STARTUP1)[0]) Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP1)); if (GStrings(STARTUP2)[0]) Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP2)); if (GStrings(STARTUP3)[0]) Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP3)); if (GStrings(STARTUP4)[0]) Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP4)); if (GStrings(STARTUP5)[0]) Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP5)); // Nomonsters sv_nomonsters = Args.CheckParm("-nomonsters"); // Respawn sv_monstersrespawn = Args.CheckParm("-respawn"); // Fast sv_fastmonsters = Args.CheckParm("-fast"); // developer mode devparm = Args.CheckParm ("-devparm"); // Record a vanilla demo p = Args.CheckParm ("-record"); if (p) { autorecord = true; autostart = true; demorecordfile = Args.GetArg (p+1); } // get skill / episode / map from parms strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1"); // Check for -playdemo, play a single demo then quit. p = Args.CheckParm ("-playdemo"); // Hack to check for +playdemo command, since if you just add it normally // it won't run because it's attempting to run a demo and still set up the // first map as normal. if (!p) p = Args.CheckParm ("+playdemo"); if (p && p < Args.NumArgs()-1) { Printf (PRINT_HIGH, "Playdemo parameter found on command line.\n"); singledemo = true; defdemoname = Args.GetArg (p+1); } // [SL] check for -timedemo (was removed at some point) p = Args.CheckParm("-timedemo"); if (p && p < Args.NumArgs() - 1) { singledemo = true; G_TimeDemo(Args.GetArg(p + 1)); } const char *val = Args.CheckValue ("-skill"); if (val) { sv_skill.Set (val[0]-'0'); } p = Args.CheckParm ("-warp"); if (p && p < Args.NumArgs() - (1+(gameinfo.flags & GI_MAPxx ? 0 : 1))) { int ep, map; if (gameinfo.flags & GI_MAPxx) { ep = 1; map = atoi (Args.GetArg(p+1)); } else { ep = Args.GetArg(p+1)[0]-'0'; map = Args.GetArg(p+2)[0]-'0'; } strncpy (startmap, CalcMapName (ep, map), 8); autostart = true; } // [RH] Hack to handle +map p = Args.CheckParm ("+map"); if (p && p < Args.NumArgs()-1) { strncpy (startmap, Args.GetArg (p+1), 8); ((char *)Args.GetArg (p))[0] = '-'; autostart = true; } if (devparm) Printf (PRINT_HIGH, "%s", GStrings(D_DEVSTR)); // D_DEVSTR // [RH] Now that all text strings are set up, // insert them into the level and cluster data. G_SetLevelStrings(); // [RH] Parse through all loaded mapinfo lumps G_ParseMapInfo(); // [ML] Parse musinfo lump G_ParseMusInfo(); // [RH] Parse any SNDINFO lumps S_ParseSndInfo(); // NOTE(jsd): Set up local player color EXTERN_CVAR(cl_color); R_BuildPlayerTranslation (0, V_GetColorFromString (NULL, cl_color.cstring())); I_FinishClockCalibration (); Printf (PRINT_HIGH, "D_CheckNetGame: Checking network game status.\n"); D_CheckNetGame (); // [RH] Initialize items. Still only used for the give command. :-( InitItems (); // [RH] Lock any cvars that should be locked now that we're // about to begin the game. cvar_t::EnableNoSet (); // [RH] Now that all game subsystems have been initialized, // do all commands on the command line other than +set C_ExecCmdLineParams (false, false); Printf_Bold("\n\35\36\36\36\36 Odamex Client Initialized \36\36\36\36\37\n"); if(gamestate != GS_CONNECTING) Printf(PRINT_HIGH, "Type connect <address> or use the Odamex Launcher to connect to a game.\n"); Printf(PRINT_HIGH, "\n"); setmodeneeded = false; // [Fly] we don't need to set a video mode here! //gamestate = GS_FULLCONSOLE; // [SL] allow the user to pass the name of a netdemo as the first argument. // This allows easy launching of netdemos from Windows Explorer or other GUIs. // [Xyltol] if (Args.GetArg(1)) { std::string demoarg = Args.GetArg(1); if (demoarg.find(".odd") != std::string::npos) CL_NetDemoPlay(demoarg); } p = Args.CheckParm("-netplay"); if (p) { if (Args.GetArg(p + 1)) { std::string filename = Args.GetArg(p + 1); CL_NetDemoPlay(filename); } else { Printf(PRINT_HIGH, "No netdemo filename specified.\n"); } } // denis - bring back the demos if ( gameaction != ga_loadgame ) { if (autostart || netgame || singledemo) { if (singledemo) G_DoPlayDemo(); else { if(autostart) { // single player warp (like in g_level) serverside = true; sv_allowexit = "1"; sv_freelook = "1"; sv_allowjump = "1"; sv_allowredscreen = "1"; sv_gametype = GM_COOP; players.clear(); players.push_back(player_t()); players.back().playerstate = PST_REBORN; consoleplayer_id = displayplayer_id = players.back().id = 1; } G_InitNew (startmap); if (autorecord) if (G_RecordDemo(demorecordfile.c_str())) G_BeginRecording(); } } else { if (gamestate != GS_CONNECTING) gamestate = GS_HIDECONSOLE; C_HideConsole(); if (gamemode == commercial_bfg) // DOOM 2 BFG Edtion AddCommandString("menu_main"); D_StartTitle (); // start up intro loop } } // denis - this will run a demo and quit p = Args.CheckParm ("+demotest"); if (p && p < Args.NumArgs()-1) { demotest = 1; defdemoname = Args.GetArg (p+1); G_DoPlayDemo(); while(demoplayback) { DObject::BeginFrame (); G_Ticker(); DObject::EndFrame (); gametic++; } } else { demotest = 0; D_DoomLoop (); // never returns } }
int main (int argc, char **argv) { #if !defined (__APPLE__) { int s[4] = { SIGSEGV, SIGILL, SIGFPE, SIGBUS }; cc_install_handlers(argc, argv, 4, s, "zdoom-crash.log", DoomSpecificInfo); } #endif // !__APPLE__ printf(GAMENAME" %s - %s - SDL version\nCompiled on %s\n", GetVersionString(), GetGitTime(), __DATE__); seteuid (getuid ()); std::set_new_handler (NewFailure); #if defined(__MACH__) && !defined(NOASM) unprotect_rtext(); #endif // Set LC_NUMERIC environment variable in case some library decides to // clear the setlocale call at least this will be correct. // Note that the LANG environment variable is overridden by LC_* setenv ("LC_NUMERIC", "C", 1); #ifndef NO_GTK GtkAvailable = gtk_init_check (&argc, &argv); #endif setlocale (LC_ALL, "C"); if (SDL_Init (SDL_INIT_VIDEO|SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE|SDL_INIT_JOYSTICK) == -1) { fprintf (stderr, "Could not initialize SDL:\n%s\n", SDL_GetError()); return -1; } atterm (SDL_Quit); { char viddriver[80]; if (SDL_VideoDriverName(viddriver, sizeof(viddriver)) != NULL) { printf("Using video driver %s\n", viddriver); #ifdef USE_XCURSOR UseXCursor = (strcmp(viddriver, "x11") == 0); #endif } printf("\n"); } char caption[100]; mysnprintf(caption, countof(caption), GAMESIG " %s (%s)", GetVersionString(), GetGitTime()); SDL_WM_SetCaption(caption, caption); #ifdef __APPLE__ const SDL_VideoInfo* videoInfo = SDL_GetVideoInfo(); if ( NULL != videoInfo ) { EXTERN_CVAR( Int, vid_defwidth ) EXTERN_CVAR( Int, vid_defheight ) EXTERN_CVAR( Int, vid_defbits ) EXTERN_CVAR( Bool, vid_vsync ) EXTERN_CVAR( Bool, fullscreen ) vid_defwidth = videoInfo->current_w; vid_defheight = videoInfo->current_h; vid_defbits = videoInfo->vfmt->BitsPerPixel; vid_vsync = true; fullscreen = true; } #endif // __APPLE__ try { Args = new DArgs(argc, argv); /* killough 1/98: This fixes some problems with exit handling during abnormal situations. The old code called I_Quit() to end program, while now I_Quit() is installed as an exit handler and exit() is called to exit, either normally or abnormally. Seg faults are caught and the error handler is used, to prevent being left in graphics mode or having very loud SFX noise because the sound card is left in an unstable state. */ atexit (call_terms); atterm (I_Quit); // Should we even be doing anything with progdir on Unix systems? char program[PATH_MAX]; if (realpath (argv[0], program) == NULL) strcpy (program, argv[0]); char *slash = strrchr (program, '/'); if (slash != NULL) { *(slash + 1) = '\0'; progdir = program; } else { progdir = "./"; } I_StartupJoysticks(); C_InitConsole (80*8, 25*8, false); D_DoomMain (); } catch (class CDoomError &error) { I_ShutdownJoysticks(); if (error.GetMessage ()) fprintf (stderr, "%s\n", error.GetMessage ()); exit (-1); } catch (...) { call_terms (); throw; } return 0; }