// // D_DoomMain // void D_DoomMain (void) { int p; char file[256]; char demolumpname[9]; int numiwadlumps; 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) { printf("Dedicated server mode.\n"); 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")) { printf(D_CDROM); 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(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); numiwadlumps = numlumps; 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(); //! // @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(); } // 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) { printf("BFG Edition: Using workarounds as needed.\n"); 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) { char *uc_filename = strdup(myargv[p + 1]); M_ForceUppercase(uc_filename); // With Vanilla you have to specify the file without extension, // but make that optional. if (M_StringEndsWith(uc_filename, ".LMP")) { M_StringCopy(file, myargv[p + 1], sizeof(file)); } else { DEH_snprintf(file, sizeof(file), "%s.lmp", myargv[p+1]); } free(uc_filename); 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)); } printf("Playing demo %s.\n", file); } I_AtExit(G_CheckDemoStatusAtExit, 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. //! // @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++; } } printf(" loaded %i DEHACKED lumps from PWAD files.\n", loaded); } // 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(); 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"); } 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) { 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"); 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 printf ("NET_Init: Init network subsystem.\n"); 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 } D_DoomLoop (); // never returns }
static void HandleArgs(void) { int p; //! // @vanilla // // Disable monsters. // nomonsters = M_ParmExists("-nomonsters"); //! // @vanilla // // Monsters respawn after being killed. // respawnparm = M_ParmExists("-respawn"); //! // @vanilla // @category net // // In deathmatch mode, change a player's class each time the // player respawns. // randomclass = M_ParmExists("-randclass"); //! // @vanilla // // Take screenshots when F1 is pressed. // ravpic = M_ParmExists("-ravpic"); //! // @vanilla // // Don't allow artifacts to be used when the run key is held down. // artiskip = M_ParmExists("-artiskip"); debugmode = M_ParmExists("-debug"); //! // @vanilla // @category net // // Start a deathmatch game. // deathmatch = M_ParmExists("-deathmatch"); // currently broken or unused: cmdfrag = M_ParmExists("-cmdfrag"); // Check WAD file command line options W_ParseCommandLine(); //! // @vanilla // @arg <path> // // Development option to specify path to level scripts. // p = M_CheckParmWithArgs("-scripts", 1); if (p) { sc_FileScripts = true; sc_ScriptsDir = myargv[p+1]; } //! // @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 <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) { char *uc_filename; char file[256]; M_StringCopy(file, myargv[p+1], sizeof(file)); // With Vanilla Hexen you have to specify the file without // extension, but make that optional. uc_filename = strdup(myargv[p + 1]); M_ForceUppercase(uc_filename); if (!M_StringEndsWith(uc_filename, ".LMP")) { M_StringConcat(file, ".lmp", sizeof(file)); } free(uc_filename); if (W_AddFile(file) != NULL) { M_StringCopy(demolumpname, lumpinfo[numlumps - 1].name, sizeof(demolumpname)); } else { // The file failed to load, but copy the original arg as a // demo name to make tricks like -playdemo demo1 possible. M_StringCopy(demolumpname, myargv[p+1], sizeof(demolumpname)); } ST_Message("Playing demo %s.\n", myargv[p+1]); } if (M_ParmExists("-testcontrols")) { autostart = true; testcontrols = true; } }
// // D_DoomMain // void D_DoomMain (void) { int p; char file[256]; char demolumpname[9]; 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) { printf("Dedicated server mode.\n"); 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 #ifdef FEATURE_DEHACKED printf("DEH_Init: Init Dehacked support.\n"); DEH_Init(); #endif iwadfile = D_FindIWAD(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; //! // @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_CheckParm("-cdrom") > 0) { printf(D_CDROM); 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); DEH_printf("W_Init: Init WADfiles.\n"); D_AddFile(iwadfile); 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) { 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'; } } I_AtExit((atexit_func_t) G_CheckDemoStatus, true); // Generate the WAD hash table. Speed things up a bit. W_GenerateHashTable(); D_IdentifyVersion(); InitGameVersion(); LoadChexDeh(); LoadHacxDeh(); D_SetGameDescription(); 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(); 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"); } I_PrintStartupBanner(gamedescription); PrintDehackedBanners(); DEH_printf("I_Init: Setting up machine state.\n"); I_CheckIsScreensaver(); I_InitTimer(); I_InitJoystick(); #ifdef FEATURE_MULTIPLAYER printf ("NET_Init: Init network subsystem.\n"); 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; // Doom 3: BFG Edition includes modified versions of the classic // IWADs. The modified version of doom2.wad does not have a // TITLEPIC lump, so detect this so we can apply a workaround. // We specifically check for TITLEPIC here, after PWADs have been // loaded - this means that we can play with the BFG Edition with // PWADs that change the title screen and still see the modified // titles. if (gamemode == commercial && W_CheckNumForName("titlepic") < 0) { printf("BFG Edition: Using INTERPIC instead of TITLEPIC.\n"); 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"); } 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) { 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 }
// // D_DoomMain // void D_DoomMain (void) { int p; char file[256]; char demolumpname[9]; I_AtExit(D_Endoom, false); // haleyjd 20110206 [STRIFE]: -nograph parameter //! // @vanilla // // Disable graphical introduction sequence // if (M_ParmExists("-nograph")) showintro = false; // Undocumented: // Invoked by setup to test the controls. if (M_ParmExists("-testcontrols")) { testcontrols = true; showintro = false; } // haleyjd 20110206: Moved up -devparm for max visibility //! // @vanilla // // Developer mode. Implies -nograph. // devparm = M_CheckParm ("-devparm"); // print banner I_PrintBanner(PACKAGE_STRING); //DEH_printf("Z_Init: Init zone memory allocation daemon. \n"); [STRIFE] removed 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) { printf("Dedicated server mode.\n"); 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 #ifdef FEATURE_DEHACKED if(devparm) printf("DEH_Init: Init Dehacked support.\n"); DEH_Init(); #endif //! // @vanilla // // Disable monsters. // nomonsters = M_CheckParm ("-nomonsters"); //! // @vanilla // // Set Rogue playtesting mode (godmode, noclip toggled by backspace) // workparm = M_CheckParm ("-work"); //! // @vanilla // // Flip player gun sprites (broken). // flipparm = M_CheckParm ("-flip"); //! // @vanilla // // Respawn monsters after they are killed. // respawnparm = M_CheckParm ("-respawn"); //! // @vanilla // // Items respawn at random locations // randomparm = M_CheckParm ("-random"); //! // @vanilla // // Monsters move faster. // fastparm = M_CheckParm ("-fast"); I_DisplayFPSDots(devparm); // haleyjd 20110206 [STRIFE]: -devparm implies -nograph if(devparm) showintro = false; // Note: Vanilla Strife does not understand the -deathmatch command // line parameter. deathmatch=1 is the default behavior when // playing a netgame. //! // @category net // @vanilla // // Start a deathmatch 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:\strife.cd, // allowing play from CD. // if (M_CheckParm("-cdrom") > 0) { printf(D_CDROM); // haleyjd 08/22/2010: [STRIFE] Use strife.cd folder for -cdrom M_SetConfigDir("c:\\strife.cd\\"); } 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"); [STRIFE] removed V_Init (); // Load configuration files before initialising other subsystems. // haleyjd 08/22/2010: [STRIFE] - use strife.cfg // DEH_printf("M_LoadDefaults: Load system defaults.\n"); [STRIFE] removed M_SetConfigFilenames("strife.cfg", PROGRAM_PREFIX "strife.cfg"); D_BindVariables(); M_LoadDefaults(); if (!graphical_startup) { showintro = false; } // Save configuration at exit. I_AtExit(M_SaveDefaults, false); // Find the main IWAD file and load it. iwadfile = D_FindIWAD(IWAD_MASK_STRIFE, &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; if(devparm) // [STRIFE] Devparm only DEH_printf("W_Init: Init WADfiles.\n"); D_AddFile(iwadfile); W_CheckCorrectIWAD(strife); modifiedgame = W_ParseCommandLine(); // [STRIFE] serial number output if(devparm) { char msgbuf[80]; char *serial = W_CacheLumpName("SERIAL", PU_CACHE); int serialnum = atoi(serial); DEH_snprintf(msgbuf, sizeof(msgbuf), "Wad Serial Number: %d:", serialnum); printf("%s\n", msgbuf); } // add any files specified on the command line with -file wadfile // to the wad list // // 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)); } printf("Playing demo %s.\n", file); } I_AtExit((atexit_func_t) G_CheckDemoStatus, true); // Generate the WAD hash table. Speed things up a bit. W_GenerateHashTable(); D_IdentifyVersion(); InitGameVersion(); D_SetGameDescription(); savegamedir = M_GetSaveGameDir("strife1.wad"); // fraggle 20130405: I_InitTimer is needed here for the netgame // startup. Start low-level sound init here too. I_InitTimer(); I_InitSound(true); I_InitMusic(); #ifdef FEATURE_MULTIPLAYER if(devparm) // [STRIFE] printf ("NET_Init: Init network subsystem.\n"); NET_Init(); #endif D_ConnectNetGame(); // haleyjd 20110210: Create Strife hub save folders M_CreateSaveDirs(savegamedir); I_GraphicsCheckCommandLine(); // haleyjd 20110206 [STRIFE] Startup the introduction sequence D_InitIntroSequence(); // haleyjd 20110924: moved S_Init up to here if(devparm) // [STRIFE] DEH_printf("S_Init: Setting up sound.\n"); S_Init (sfxVolume * 8, musicVolume * 8, voiceVolume * 8); // [STRIFE]: voice D_IntroTick(); // [STRIFE] // 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. // haleyjd 08/22/2010: [STRIFE] Check for Strife lumps. char name[3][8]= { "map23", "map30", "ROB3E1" }; int i; // haleyjd 08/22/2010: [STRIFE] Changed string to match binary // STRIFE-FIXME: Needs to test isdemoversion variable if ( gamemode == shareware) I_Error(DEH_String("\nYou cannot -file with the demo " "version. You must buy the real game!")); // Check for fake IWAD with right name, // but w/o all the lumps of the registered version. // STRIFE-FIXME: Needs to test isregistered variable if (gamemode == registered) for (i = 0; i < 3; i++) if (W_CheckNumForName(name[i])<0) I_Error(DEH_String("\nThis is not the registered version.")); } D_IntroTick(); // [STRIFE] // 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; } // [STRIFE] no such thing in Strife // // // @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]); printf("timer: %i\n", timelimit); } //! // @category net // @vanilla // // Austin Virtual Gaming: end levels after 20 minutes. // p = M_CheckParm ("-avg"); if (p) { timelimit = 20; } //! // @arg x // @vanilla // // Start a game immediately, warping to level x. // 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; } if (testcontrols) { startepisode = 1; startmap = 3; autostart = 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; } if (W_CheckNumForName("SS_START") >= 0 || W_CheckNumForName("FF_END") >= 0) { I_PrintDivider(); 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"); } I_PrintStartupBanner(gamedescription); PrintDehackedBanners(); // haleyjd 08/28/10: Init Choco Strife stuff. D_InitChocoStrife(); // haleyjd 08/22/2010: [STRIFE] Modified string to match binary if(devparm) // [STRIFE] DEH_printf("R_Init: Loading Graphics - "); R_Init (); D_IntroTick(); // [STRIFE] if(devparm) // [STRIFE] DEH_printf("\nP_Init: Init Playloop state.\n"); P_Init (); D_IntroTick(); // [STRIFE] if(devparm) // [STRIFE] DEH_printf("I_Init: Setting up machine state.\n"); I_CheckIsScreensaver(); I_InitJoystick(); D_IntroTick(); // [STRIFE] D_IntroTick(); // [STRIFE] if(devparm) // [STRIFE] DEH_printf("M_Init: Init Menu.\n"); M_Init (); D_IntroTick(); // [STRIFE] // haleyjd 20110924: Moved S_Init up. D_IntroTick(); // haleyjd 20110220: This stuff was done in I_StartupSound in vanilla, but // we'll do it here instead so we don't have to modify the low-level shared // code with Strife-specific stuff. //! // @vanilla // // Disable voice dialog and show dialog as text instead, // even if voices.wad can be found. // if(disable_voices || M_CheckParm("-novoice")) { dialogshowtext = disable_voices = 1; } if(devparm) DEH_printf(" Play voices = %d\n", disable_voices == 0); if(devparm) // [STRIFE] DEH_printf("D_CheckNetGame: Checking network game status.\n"); D_CheckNetGame (); PrintGameVersion(); if(devparm) DEH_printf("HU_Init: Setting up heads up display.\n"); HU_Init (); D_IntroTick(); // [STRIFE] if(devparm) DEH_printf("ST_Init: Init status bar.\n"); ST_Init (); D_IntroTick(); // [STRIFE] // haleyjd [STRIFE] -statcopy used to be here... D_IntroTick(); // [STRIFE] // 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. // haleyjd 08/23/2010: [STRIFE] There is no storedemo version of Strife /* if (gamemode == commercial && W_CheckNumForName("map01") < 0) storedemo = true; */ //! // @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; } D_IntroTick(); // [STRIFE] p = M_CheckParmWithArgs("-playdemo", 1); if (p) { singledemo = true; // quit after one demo G_DeferedPlayDemo (demolumpname); D_DoomLoop (); // never returns } D_IntroTick(); // [STRIFE] p = M_CheckParmWithArgs("-timedemo", 1); if (p) { G_TimeDemo (demolumpname); D_DoomLoop (); // never returns } D_IntroTick(); // [STRIFE] if (startloadgame >= 0) { // [STRIFE]: different, for hubs M_LoadSelect(startloadgame); } D_IntroTick(); // [STRIFE] if (gameaction != ga_loadgame ) { if (autostart || netgame) G_InitNew (startskill, startmap); else D_StartTitle (); // start up intro loop } D_DoomLoop (); // never returns }