/* ==================== Host_Init ==================== */ static void Host_Init (void) { int i; const char* os; char vabuf[1024]; if (COM_CheckParm("-profilegameonly")) Sys_AllowProfiling(false); // LordHavoc: quake never seeded the random number generator before... heh if (COM_CheckParm("-benchmark")) srand(0); // predictable random sequence for -benchmark else srand((unsigned int)time(NULL)); // FIXME: this is evil, but possibly temporary // LordHavoc: doesn't seem very temporary... // LordHavoc: made this a saved cvar // COMMANDLINEOPTION: Console: -developer enables warnings and other notices (RECOMMENDED for mod developers) if (COM_CheckParm("-developer")) { developer.value = developer.integer = 1; developer.string = "1"; } if (COM_CheckParm("-developer2") || COM_CheckParm("-developer3")) { developer.value = developer.integer = 1; developer.string = "1"; developer_extra.value = developer_extra.integer = 1; developer_extra.string = "1"; developer_insane.value = developer_insane.integer = 1; developer_insane.string = "1"; developer_memory.value = developer_memory.integer = 1; developer_memory.string = "1"; developer_memorydebug.value = developer_memorydebug.integer = 1; developer_memorydebug.string = "1"; } if (COM_CheckParm("-developer3")) { gl_paranoid.integer = 1;gl_paranoid.string = "1"; gl_printcheckerror.integer = 1;gl_printcheckerror.string = "1"; } // COMMANDLINEOPTION: Console: -nostdout disables text output to the terminal the game was launched from if (COM_CheckParm("-nostdout")) sys_nostdout = 1; // used by everything Memory_Init(); // initialize console command/cvar/alias/command execution systems Cmd_Init(); // initialize memory subsystem cvars/commands Memory_Init_Commands(); // initialize console and logging and its cvars/commands Con_Init(); // initialize various cvars that could not be initialized earlier u8_Init(); Curl_Init_Commands(); Cmd_Init_Commands(); Sys_Init_Commands(); COM_Init_Commands(); FS_Init_Commands(); // initialize console window (only used by sys_win.c) Sys_InitConsole(); // initialize the self-pack (must be before COM_InitGameType as it may add command line options) FS_Init_SelfPack(); // detect gamemode from commandline options or executable name COM_InitGameType(); // construct a version string for the corner of the console os = DP_OS_NAME; dpsnprintf (engineversion, sizeof (engineversion), "%s %s %s", gamename, os, buildstring); Con_Printf("%s\n", engineversion); // initialize process nice level Sys_InitProcessNice(); // initialize ixtable Mathlib_Init(); // initialize filesystem (including fs_basedir, fs_gamedir, -game, scr_screenshot_name) FS_Init(); // register the cvars for session locking Host_InitSession(); // must be after FS_Init Crypto_Init(); Crypto_Init_Commands(); NetConn_Init(); Curl_Init(); //PR_Init(); //PR_Cmd_Init(); PRVM_Init(); Mod_Init(); World_Init(); SV_Init(); V_Init(); // some cvars needed by server player physics (cl_rollangle etc) Host_InitCommands(); Host_InitLocal(); Host_ServerOptions(); Thread_Init(); if (cls.state == ca_dedicated) Cmd_AddCommand ("disconnect", CL_Disconnect_f, "disconnect from server (or disconnect all clients if running a server)"); else { Con_DPrintf("Initializing client\n"); R_Modules_Init(); Palette_Init(); #ifdef CONFIG_MENU MR_Init_Commands(); #endif VID_Shared_Init(); VID_Init(); Render_Init(); S_Init(); CDAudio_Init(); Key_Init(); CL_Init(); } // save off current state of aliases, commands and cvars for later restore if FS_GameDir_f is called // NOTE: menu commands are freed by Cmd_RestoreInitState Cmd_SaveInitState(); // FIXME: put this into some neat design, but the menu should be allowed to crash // without crashing the whole game, so this should just be a short-time solution // here comes the not so critical stuff if (setjmp(host_abortframe)) { return; } Host_AddConfigText(); Cbuf_Execute(); // if stuffcmds wasn't run, then quake.rc is probably missing, use default if (!host_stuffcmdsrun) { Cbuf_AddText("exec default.cfg\nexec " CONFIGFILENAME "\nexec autoexec.cfg\nstuffcmds\n"); Cbuf_Execute(); } // put up the loading image so the user doesn't stare at a black screen... SCR_BeginLoadingPlaque(true); #ifdef CONFIG_MENU if (cls.state != ca_dedicated) { MR_Init(); } #endif // check for special benchmark mode // COMMANDLINEOPTION: Client: -benchmark <demoname> runs a timedemo and quits, results of any timedemo can be found in gamedir/benchmark.log (for example id1/benchmark.log) i = COM_CheckParm("-benchmark"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va(vabuf, sizeof(vabuf), "timedemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } // check for special demo mode // COMMANDLINEOPTION: Client: -demo <demoname> runs a playdemo and quits i = COM_CheckParm("-demo"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\n", com_argv[i + 1])); Cbuf_Execute(); } // COMMANDLINEOPTION: Client: -capturedemo <demoname> captures a playdemo and quits i = COM_CheckParm("-capturedemo"); if (i && i + 1 < com_argc) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText(va(vabuf, sizeof(vabuf), "playdemo %s\ncl_capturevideo 1\n", com_argv[i + 1])); Cbuf_Execute(); } if (cls.state == ca_dedicated || COM_CheckParm("-listen")) if (!sv.active && !cls.demoplayback && !cls.connect_trying) { Cbuf_AddText("startmap_dm\n"); Cbuf_Execute(); } if (!sv.active && !cls.demoplayback && !cls.connect_trying) { #ifdef CONFIG_MENU Cbuf_AddText("togglemenu 1\n"); #endif Cbuf_Execute(); } Con_DPrint("========Initialized=========\n"); //Host_StartVideo(); if (cls.state != ca_dedicated) SV_StartThread(); }
/* ==================== Host_Init ==================== */ void Host_Init (quakeparms_t *parms) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm ("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) Sys_Error ("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float)0x100000); com_argc = parms->argc; com_argv = parms->argv; Memory_Init (parms->membase, parms->memsize); Cbuf_Init (); Cmd_Init (); V_Init (); // jkrige - removed chase //Chase_Init (); // jkrige - removed chase Host_InitVCR (parms); COM_Init (parms->basedir); Host_InitLocal (); W_LoadWadFile ("gfx.wad"); Key_Init (); Con_Init (); M_Init (); PR_Init (); Mod_Init (); NET_Init (); SV_Init (); Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0)); R_InitTextures (); // needed even for dedicated servers if (cls.state != ca_dedicated) { host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp"); if (!host_basepal) Sys_Error ("Couldn't load gfx/palette.lmp"); host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp"); if (!host_colormap) Sys_Error ("Couldn't load gfx/colormap.lmp"); #ifndef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif VID_Init (host_basepal); Draw_Init (); SCR_Init (); R_Init (); #ifndef _WIN32 // on Win32, sound initialization has to come before video initialization, so we // can put up a popup if the sound hardware is in use S_Init (); // jkrige - fmod sound system (system) FMOD_Init(); // jkrige - fmod sound system (system) #else #ifdef GLQUAKE // FIXME: doesn't use the new one-window approach yet S_Init (); // jkrige - fmod sound system (system) FMOD_Init(); // jkrige - fmod sound system (system) #endif #endif // _WIN32 // jkrige - fmod sound system (music) //CDAudio_Init (); // jkrige - fmod sound system (music) Sbar_Init (); CL_Init (); #ifdef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif } Cbuf_InsertText ("exec quake.rc\n"); Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark (); host_initialized = true; Sys_Printf ("========Quake Initialized=========\n"); }
/* ==================== Host_Init ==================== */ void Host_Init (void) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm ("-minmemory")) host_parms->memsize = minimum_memory; if (host_parms->memsize < minimum_memory) Sys_Error ("Only %4.1f megs of memory available, can't execute game", host_parms->memsize / (float)0x100000); com_argc = host_parms->argc; com_argv = host_parms->argv; Memory_Init (host_parms->membase, host_parms->memsize); Cbuf_Init (); Cmd_Init (); LOG_Init (host_parms); Cvar_Init (); //johnfitz COM_Init (); COM_InitFilesystem (); Host_InitLocal (); W_LoadWadFile (); //johnfitz -- filename is now hard-coded for honesty if (cls.state != ca_dedicated) { Key_Init (); Con_Init (); } PR_Init (); Mod_Init (); NET_Init (); SV_Init (); Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); Con_Printf ("%4.1f megabyte heap\n", host_parms->memsize/ (1024*1024.0)); if (cls.state != ca_dedicated) { host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp", NULL); if (!host_colormap) Sys_Error ("Couldn't load gfx/colormap.lmp"); V_Init (); Chase_Init (); M_Init (); ExtraMaps_Init (); //johnfitz Modlist_Init (); //johnfitz DemoList_Init (); //ericw VID_Init (); IN_Init (); TexMgr_Init (); //johnfitz Draw_Init (); SCR_Init (); R_Init (); S_Init (); CDAudio_Init (); BGM_Init(); Sbar_Init (); CL_Init (); } Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark (); host_initialized = true; Con_Printf ("\n========= Quake Initialized =========\n\n"); if (cls.state != ca_dedicated) { Cbuf_InsertText ("exec quake.rc\n"); // johnfitz -- in case the vid mode was locked during vid_init, we can unlock it now. // note: two leading newlines because the command buffer swallows one of them. Cbuf_AddText ("\n\nvid_unlock\n"); } if (cls.state == ca_dedicated) { Cbuf_AddText ("exec autoexec.cfg\n"); Cbuf_AddText ("stuffcmds"); Cbuf_Execute (); if (!sv.active) Cbuf_AddText ("map start\n"); } }
void Host_Init(void) { VID_Init(); }
void host_init(void) { COM_FileInit(); VID_Init(); W_loadWadFile("gfx.wad"); void* mem = W_getLumpName("num_0"); }
void Host_Init(quakeparms_t *parms) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) Sys_Error("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float) 0x100000); com_argc = parms->argc; com_argv = parms->argv; Memory_Init(parms->membase, parms->memsize); Cbuf_Init(); Cmd::Init(); V_Init(); NN_init(); COM_Init(); Host_InitLocal(); W_LoadWadFile("gfx.wad"); Key_Init(); Con_Init(); M_Init(); PR_Init(); Mod_Init(); NET_Init(); SV_Init(); Bot_Init(); Con_Printf("Exe: "__TIME__" "__DATE__"\n"); Con_Printf("%4.1f megabyte heap\n", parms->memsize / (1024 * 1024.0)); if (cls.state != ca_dedicated) { host_basepal = (byte *) COM_LoadHunkFile("gfx/palette.lmp"); if (!host_basepal) Sys_Error("Couldn't load gfx/palette.lmp"); host_colormap = (byte *) COM_LoadHunkFile("gfx/colormap.lmp"); if (!host_colormap) Sys_Error("Couldn't load gfx/colormap.lmp"); IN_Init(); VID_Init(host_basepal); Draw_Init(); SCR_Init(); R_Init(); TextureManager::Init(); S_Init(); CDAudio_Init(); Sbar_Init(); CL_Init(); } Cbuf_InsertText("exec quake.rc\n"); Hunk_AllocName(0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark(); host_initialized = true; Sys_Printf("========Quake Initialized=========\n"); }
/* ==================== Host_Init ==================== */ void Host_Init (quakeparms_t *parms) { #if defined(_WIN32) && defined(GLQUAKE) FILE *fp = fopen("opengl32.dll","r"); if (fp) { // exists fclose(fp); Sys_Error ("OpenGL32.dll found in Quake folder. You must delete this file from your Quake folder to run this engine."); } #endif // Windows only if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm ("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) Sys_Error ("Only %4.1f megs of memory available, can't execute game and memsize = %i and minimum memory is %i", parms->memsize / (float)0x100000, parms->memsize, minimum_memory); com_argc = parms->argc; com_argv = parms->argv; #ifdef SUPPORTS_CHEATFREE // JPG 3.00 - moved this here #if defined(_WIN32) srand(time(NULL) ^ _getpid()); #else srand(time(NULL) ^ getpid()); #endif #endif Memory_Init (parms->membase, parms->memsize); Cbuf_Init (); Cmd_Init (); Cvar_Init (); V_Init (); Chase_Init (); Host_InitVCR (parms); COM_Init (parms->basedir); Host_InitLocal (); W_LoadWadFile ("gfx.wad"); Key_Init (); Con_Init (); M_Init (); PR_Init (); Mod_Init (); #ifdef PROQUAKE_EXTENSION Security_Init (); // JPG 3.20 - cheat free #endif NET_Init (); SV_Init (); #ifdef PROQUAKE_EXTENSION IPLog_Init (); // JPG 1.05 - ip address logging Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); #endif #ifdef PSP_SYSTEM_STATS Con_Printf ("Insomnia ProQuake Engine v 4.71 Rev4\n"); //(EBOOT: "__TIME__" "__DATE__")\n"); int currentCPU = scePowerGetCpuClockFrequency(); int currentVRAM = sceGeEdramGetSize(); int currentVRAMADD = sceGeEdramGetAddr(); int currentRAMAVAIL = sceKernelTotalFreeMemSize(); #ifdef NORMAL_MODEL Con_Printf ("PSP Normal 32MB RAM Mode \n"); #endif #ifdef SLIM_MODEL Con_Printf ("PSP Slim 64MB RAM Mode \n"); #endif Con_Printf ("%4.1f megabyte heap \n",parms->memsize/ (1024*1024.0)); Con_Printf ("%4.1f PSP application heap \n",1.0f*PSP_HEAP_SIZE_MB); Con_Printf ("%d VRAM \n",currentVRAM); Con_Printf ("%d VRAM Address \n",currentVRAMADD); Con_Printf ("%d Current Total RAM \n",currentRAMAVAIL); Con_Printf ("CPU Speed %d MHz\n", currentCPU); Con_Printf ("%s \n", com_gamedir); R_InitTextures (); // needed even for dedicated servers #else Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0)); #endif if (cls.state != ca_dedicated) { host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp"); if (!host_basepal) Sys_Error ("Couldn't load gfx/palette.lmp"); host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp"); if (!host_colormap) Sys_Error ("Couldn't load gfx/colormap.lmp"); #ifndef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif VID_Init (host_basepal); Draw_Init (); SCR_Init (); R_Init (); #ifndef _WIN32 // on Win32, sound initialization has to come before video initialization, so we // can put up a popup if the sound hardware is in use S_Init (); #else #ifdef GLQUAKE // FIXME: doesn't use the new one-window approach yet S_Init (); #endif #endif // _WIN32 CDAudio_Init (); Sbar_Init (); CL_Init (); #ifdef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif #ifdef _WIN32 // Baker: 3.99m to get sys info // must be AFTER video init stuff Sys_InfoInit(); // We don't care about dedicated servers for this // Baker 3.76 - Autoplay demo if (com_argc >= 2) { char *infile = com_argv[1]; if (infile[0] && infile[0] != '-' && infile[0] != '+') { char tmp[1024] = {0}, *ext = COM_FileExtension(infile); if (!strncasecmp(ext, "dem", sizeof("dem"))) snprintf(tmp, sizeof(tmp), "playdemo \"%s\"\n", infile); if (tmp[0]) { nostartdemos = true; Cbuf_AddText(tmp); } } } #endif } Cbuf_InsertText ("exec quake.rc\n"); #ifdef PROQUAKE_EXTENSION // Baker 3.80x: this is a hack if (!isDedicated) { Cbuf_AddText ("\nsavefov\n"); Cbuf_AddText ("savesensitivity\n"); } #endif Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark (); host_initialized = true; Con_Printf ("Host Initialized\n"); Sys_Printf ("========Quake Initialized=========\n"); }