コード例 #1
0
ファイル: d_main.c プロジェクト: svkaiser/doom64DS
void D_DoomMain(void)
{
    I_Printf("I_Init\n");
    I_Init();
    I_Printf("Z_Init\n");
    Z_Init();
    I_Printf("W_Init\n");
    W_Init();
    I_Printf("R_Init\n");
    R_Init();
    I_Printf("P_Init\n");
    P_Init();
    I_Printf("ST_Init\n");
    ST_Init();
    I_Printf("S_Init\n");
    S_Init();

    gameaction = ga_nothing;
    gamestate = GS_NONE;
    gametic = 0;
    startskill = sk_medium;
    gameskill = sk_medium;
    startmap = 1;
    ticdup = 1;
    offsetms = 0;
    playeringame[0] = true;

    D_DebugParams();
    D_SplashScreen();
    D_DoomLoop();
}
コード例 #2
0
void Libdeng_Init(void)
{
    R_BuildTexGammaLut(0.f);
    bamsInit();
    Timer_Init();
    Z_Init();
}
コード例 #3
0
ファイル: i_main.c プロジェクト: dorienh/smmu
int main(int argc, char **argv)
{
  myargc = argc;
  myargv = 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.
  */

  Z_Init();                  // 1/18/98 killough: start up memory stuff first
  atexit(I_Quit);
  signal(SIGSEGV, handler);
  signal(SIGTERM, handler);
  signal(SIGILL,  handler);
  signal(SIGFPE,  handler);
  signal(SIGILL,  handler);
  signal(SIGINT,  handler);  // killough 3/6/98: allow CTRL-BRK during init
  signal(SIGABRT, handler);

  D_DoomMain ();

  return 0;
}
コード例 #4
0
ファイル: d_dedicated.c プロジェクト: jfaulken/chocolate-doom
void D_DoomMain(void)
{
	printf(PACKAGE_NAME " standalone dedicated server\n");

	Z_Init();

	NET_DedicatedServer();
}
コード例 #5
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
//
// [denis] D_DoomWadReboot
// change wads at runtime
// on 404, returns a vector of bad files
//
std::vector<size_t> D_DoomWadReboot (std::vector<std::string> wadnames, 
                                     std::vector<std::string> patch_files)
{
	std::vector<size_t> fails;

	if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
		I_FatalError ("\nYou cannot switch WAD with the shareware version. Register!");

	SV_SendReconnectSignal();

	G_ExitLevel(0, 0);
	DThinker::DestroyAllThinkers();

	Z_Init();

	wadfiles.clear();

	std::string custwad;
	if(wadnames.size())
		custwad = wadnames[0];

	D_AddDefWads(custwad);

	for(size_t i = 0; i < wadnames.size(); i++)
	{
		std::string file = BaseFileSearch(wadnames[i], ".WAD");

		if(file.length())
			wadfiles.push_back(file);
		else
		{
			Printf (PRINT_HIGH, "could not find WAD: %s\n", wadnames[i].c_str());
			fails.push_back(i);
		}
	}

	if(wadnames.size() > 1)
		modifiedgame = true;

	wadhashes = W_InitMultipleFiles (wadfiles);
	SV_InitMultipleFiles (wadfiles);

	// get skill / episode / map from parms
	strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");

	D_InitStrings ();
	D_DoDefDehackedPatch(patch_files);

	G_SetLevelStrings ();
	S_ParseSndInfo();

	R_Init();
	P_Init();

	return fails;
}
コード例 #6
0
/*
 =======================================================================================================================
 =======================================================================================================================
 */
void QE_Init(void) {
	/* initialize variables */
	g_qeglobals.d_gridsize = 8;
	g_qeglobals.d_showgrid = true;

	/*
	 * other stuff £
	 * FIXME: idMaterial Texture_Init (true); Cam_Init (); XY_Init ();
	 */
	Z_Init();
}
コード例 #7
0
ファイル: d_main.cpp プロジェクト: davidsgalbraith/odamex
//
// D_Init
//
// Called to initialize subsystems when loading a new set of WAD resource
// files.
//
void D_Init()
{
	// only print init messages during startup, not when changing WADs
	static bool first_time = true;

	SetLanguageIDs();

	M_ClearRandom();

	// [AM] Init rand() PRNG, needed for non-deterministic maplist shuffling.
	srand(time(NULL));

	// start the Zone memory manager
	bool use_zone = !Args.CheckParm("-nozone");
	Z_Init(use_zone);
	if (first_time)
		Printf(PRINT_HIGH, "Z_Init: Heapsize: %u megabytes\n", got_heapsize);

	// Load palette and set up colormaps
	V_InitPalette("PLAYPAL");
	R_InitColormaps();

//	if (first_time)
//		Printf(PRINT_HIGH, "Res_InitTextureManager: Init image resource management.\n");
//	Res_InitTextureManager();

	// [RH] Initialize localizable strings.
	GStrings.FreeData();
	GStrings.LoadStrings(W_GetNumForName("LANGUAGE"), STRING_TABLE_SIZE, false);
	GStrings.Compact();

	// init the renderer
	if (first_time)
		Printf(PRINT_HIGH, "R_Init: Init DOOM refresh daemon.\n");
	R_Init();

	G_SetLevelStrings();
	G_ParseMapInfo();
	G_ParseMusInfo();
	S_ParseSndInfo();

	if (first_time)
		Printf(PRINT_HIGH, "P_Init: Init Playloop state.\n");
//	P_InitEffects();
	P_Init();

	first_time = false;
}
コード例 #8
0
ファイル: qe3.cpp プロジェクト: FS-NulL/Q3Radiant
void QE_Init (void)
{
	/*
	** initialize variables
	*/
	g_qeglobals.d_gridsize = 8;
	g_qeglobals.d_showgrid = true;

	/*
	** other stuff
	*/
//	Texture_Init (true);
  Texture_Init();
	//Cam_Init ();
	//XY_Init ();
	Z_Init ();
}
コード例 #9
0
ファイル: test.c プロジェクト: darkshade9/aq2w
/*
 * Test_Init
 *
 * Bootstraps core subsystems for testing.
 */
void Test_Init(int argc, char **argv) {

	memset(&quake2world, 0, sizeof(quake2world));

	signal(SIGHUP, Sys_Signal);
	signal(SIGINT, Sys_Signal);
	signal(SIGQUIT, Sys_Signal);
	signal(SIGILL, Sys_Signal);
	signal(SIGABRT, Sys_Signal);
	signal(SIGFPE, Sys_Signal);
	signal(SIGSEGV, Sys_Signal);
	signal(SIGTERM, Sys_Signal);

	Z_Init();

	Swap_Init();

	Cvar_Init();
}
コード例 #10
0
ファイル: qe3.cpp プロジェクト: GSIO01/GtkRadiant
void QE_Init( void ){
	/*
	** initialize variables
	*/
	g_qeglobals.d_gridsize = 8;
	g_qeglobals.d_showgrid = true;

	QE_InitVFS();

	Eclass_Init();
	FillClassList();    // list in entity window
	Map_Init();

	FillTextureMenu();
	FillBSPMenu();

	/*
	** other stuff
	*/
	Z_Init();
}
コード例 #11
0
ファイル: d_main.c プロジェクト: OCForks/chocolate-doom
//
// 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
}
コード例 #12
0
ファイル: h2_main.c プロジェクト: orsonteodoro/psdoom-ng
void D_DoomMain(void)
{
    GameMission_t gamemission;
    int p;

    I_AtExit(D_HexenQuitMessage, false);
    startepisode = 1;
    autostart = false;
    startskill = sk_medium;
    startmap = 1;
    gamemode = commercial;

    I_PrintBanner(PACKAGE_STRING);

    // Initialize subsystems

    ST_Message("V_Init: allocate screens.\n");
    V_Init();

    // Load defaults before initing other systems
    ST_Message("M_LoadDefaults: Load system defaults.\n");
    D_BindVariables();

#ifdef _WIN32

    //!
    // @platform windows
    // @vanilla
    //
    // Save configuration data and savegames in c:\hexndata,
    // allowing play from CD.
    //

    cdrom = M_ParmExists("-cdrom");
#endif

    if (cdrom)
    {
        M_SetConfigDir("c:\\hexndata\\");
    }
    else
    {
        M_SetConfigDir(NULL);
    }

    D_SetDefaultSavePath();
    M_SetConfigFilenames("hexen.cfg", PROGRAM_PREFIX "hexen.cfg");
    M_LoadDefaults();

    I_AtExit(M_SaveDefaults, false);


    // Now that the savedir is loaded from .CFG, make sure it exists
    CreateSavePath();

    ST_Message("Z_Init: Init zone memory allocation daemon.\n");
    Z_Init();

    // haleyjd: removed WATCOMC

    ST_Message("W_Init: Init WADfiles.\n");

    iwadfile = D_FindIWAD(IWAD_MASK_HEXEN, &gamemission);

    if (iwadfile == NULL)
    {
        I_Error("Game mode indeterminate. No IWAD was found. Try specifying\n"
                "one with the '-iwad' command line parameter.");
    }

    D_AddFile(iwadfile);
    W_CheckCorrectIWAD(hexen);
    D_IdentifyVersion();
    D_SetGameDescription();
    AdjustForMacIWAD();

    HandleArgs();

    I_PrintStartupBanner(gamedescription);

    ST_Message("MN_Init: Init menu system.\n");
    MN_Init();

    ST_Message("CT_Init: Init chat mode data.\n");
    CT_Init();

    InitMapMusicInfo();         // Init music fields in mapinfo

    ST_Message("S_InitScript\n");
    S_InitScript();

    ST_Message("SN_InitSequenceScript: Registering sound sequences.\n");
    SN_InitSequenceScript();
    ST_Message("I_Init: Setting up machine state.\n");
    I_CheckIsScreensaver();
    I_InitTimer();
    I_InitJoystick();
    I_InitSound(false);
    I_InitMusic();

#ifdef FEATURE_MULTIPLAYER
    ST_Message("NET_Init: Init networking subsystem.\n");
    NET_Init();
#endif
    D_ConnectNetGame();

    S_Init();
    S_Start();

    ST_Message("ST_Init: Init startup screen.\n");
    ST_Init();

    // Show version message now, so it's visible during R_Init()
    ST_Message("R_Init: Init Hexen refresh daemon");
    R_Init();
    ST_Message("\n");

    //if (M_CheckParm("-net"))
    //    ST_NetProgress();       // Console player found

    ST_Message("P_Init: Init Playloop state.\n");
    P_Init();

    // Check for command line warping. Follows P_Init() because the
    // MAPINFO.TXT script must be already processed.
    WarpCheck();

    ST_Message("D_CheckNetGame: Checking network game status.\n");
    D_CheckNetGame();

    ST_Message("SB_Init: Loading patches.\n");
    SB_Init();

    ST_Done();

    if (autostart)
    {
        ST_Message("Warp to Map %d (\"%s\":%d), Skill %d\n",
                   WarpMap, P_GetMapName(startmap), startmap, startskill + 1);
    }

    CheckRecordFrom();

    p = M_CheckParm("-record");
    if (p && p < myargc - 1)
    {
        G_RecordDemo(startskill, 1, startepisode, startmap, myargv[p + 1]);
        H2_GameLoop();          // Never returns
    }

    p = M_CheckParmWithArgs("-playdemo", 1);
    if (p)
    {
        singledemo = true;      // Quit after one demo
        G_DeferedPlayDemo(demolumpname);
        H2_GameLoop();          // Never returns
    }

    p = M_CheckParmWithArgs("-timedemo", 1);
    if (p)
    {
        G_TimeDemo(demolumpname);
        H2_GameLoop();          // Never returns
    }

    //!
    // @arg <s>
    // @vanilla
    //
    // Load the game in savegame slot s.
    //

    p = M_CheckParmWithArgs("-loadgame", 1);
    if (p)
    {
        G_LoadGame(atoi(myargv[p + 1]));
    }

    if (gameaction != ga_loadgame)
    {
        UpdateState |= I_FULLSCRN;
        BorderNeedRefresh = true;
        if (autostart || netgame)
        {
            G_StartNewInit();
            G_InitNew(startskill, startepisode, startmap);
        }
        else
        {
            H2_StartTitle();
        }
    }
    H2_GameLoop();              // Never returns
}
コード例 #13
0
ファイル: d_main.c プロジェクト: RobbieJVMW/dockerdoom
//
// D_DoomMain
//
void D_DoomMain (void)
{
    int             p;
    char            file[256];
    char            demolumpname[9];

    M_FindResponseFile ();

    // Undocumented "search for IWADs" parameter used by the setup
    // tool.

    if (M_CheckParm("-findiwads") > 0)
    {
        D_FindInstalledIWADs();
    }

    // print banner

    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"))
    {
        printf("\nSearching for servers on Internet ...\n");
        p = NET_MasterQuery(NET_QueryPrintCallback, NULL);
        printf("\n%i server(s) found.\n", p);
        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"))
    {
        printf("\nSearching for servers on local LAN ...\n");
        p = NET_LANQuery(NET_QueryPrintCallback, NULL);
        printf("\n%i server(s) found.\n", p);
        exit(0);
    }

#endif
            
#ifdef FEATURE_DEHACKED
    printf("DEH_Init: Init Dehacked support.\n");
    DEH_Init();
#endif

    iwadfile = D_FindIWAD();
// *** PID BEGIN ***
    psdoom1wad = D_FindWADByName("psdoom1.wad");
    psdoom2wad = D_FindWADByName("psdoom2.wad");
// *** PID END ***

    // 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");

// This keeps a 'no monsters' that is persistant across new games
// and level warps.
    if ( (nomonstersperiod = M_CheckParm("-nomonsters.") ) ) {
       nomonsters = true;
    }

// This makes items respawn as in -altdeath (ie. no dropped items,
// no invis, no invun)
    respawnitems = M_CheckParm("-respawnitems");

    //!
    // @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");

    //!
    // @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

    M_SetConfigDir();
    
    //!
    // @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 ();

    DEH_printf("M_LoadDefaults: Load system defaults.\n");
    M_ApplyPlatformDefaults();
    M_LoadDefaults ();              // load before initing other systems

    DEH_printf("W_Init: Init WADfiles.\n");
    D_AddFile(iwadfile);
   
// *** PID BEGIN ***
// If the command-line flag to suppress auto-loading of custom
// ps management levels is *not* there, load the appropriate level.
    p = M_CheckParm ("-nopslev");
    if (p)
    {
// Add psdoom1.wad if this is registered (Doom 1) or retail (Ultimite Doom).
// If we loaded it, set the flag to true so we can place the monsters in the
// correct positions.
		if ( gamemode == registered || gamemode == retail ){
			D_AddFile(iwadfile);
			ps_level_loaded = true;
		}
// Add psdoom2.wad if this is commercial (Doom 2) and not an add-on pack.
// If we loaded it, set the flag to true so we can place the monsters in the
// correct positions.
		if ( gamemode == commercial && gamemission == doom2 ) {
			D_AddFile(iwadfile);
			ps_level_loaded = true;
		}
    }
// *** PID END ***
 

#ifdef FEATURE_WAD_MERGE

    // Merged PWADs are loaded first, because they are supposed to be 
    // modified IWADs.

    //!
    // @arg <files>
    // @category mod
    //
    // Simulates the behavior of deutex's -merge option, merging a PWAD
    // into the main IWAD.  Multiple files may be specified.
    //

    p = M_CheckParmWithArgs("-merge", 1);

    if (p > 0)
    {
        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
        {
            char *filename;

            filename = D_TryFindWADByName(myargv[p]);

            printf(" merging %s\n", filename);
            W_MergeFile(filename);
        }
    }

    // NWT-style merging:

    // NWT's -merge option:

    //!
    // @arg <files>
    // @category mod
    //
    // Simulates the behavior of NWT's -merge option.  Multiple files
    // may be specified.

    p = M_CheckParmWithArgs("-nwtmerge", 1);

    if (p > 0)
    {
        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
        {
            char *filename;

            filename = D_TryFindWADByName(myargv[p]);

            printf(" performing NWT-style merge of %s\n", filename);
            W_NWTDashMerge(filename);
        }
    }
    
    // Add flats

    //!
    // @arg <files>
    // @category mod
    //
    // Simulates the behavior of NWT's -af option, merging flats into
    // the main IWAD directory.  Multiple files may be specified.
    //

    p = M_CheckParmWithArgs("-af", 1);

    if (p > 0)
    {
        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
        {
            char *filename;

            filename = D_TryFindWADByName(myargv[p]);

            printf(" merging flats from %s\n", filename);
            W_NWTMergeFile(filename, W_NWT_MERGE_FLATS);
        }
    }

    //!
    // @arg <files>
    // @category mod
    //
    // Simulates the behavior of NWT's -as option, merging sprites
    // into the main IWAD directory.  Multiple files may be specified.
    //

    p = M_CheckParmWithArgs("-as", 1);

    if (p > 0)
    {
        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
        {
            char *filename;

            filename = D_TryFindWADByName(myargv[p]);

            printf(" merging sprites from %s\n", filename);
            W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES);
        }
    }

    //!
    // @arg <files>
    // @category mod
    //
    // Equivalent to "-af <files> -as <files>".
    //

    p = M_CheckParmWithArgs("-aa", 1);

    if (p > 0)
    {
        for (p = p + 1; p<myargc && myargv[p][0] != '-'; ++p)
        {
            char *filename;

            filename = D_TryFindWADByName(myargv[p]);

            printf(" merging sprites and flats from %s\n", filename);
            W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES | W_NWT_MERGE_FLATS);
        }
    }

#endif

    //!
    // @arg <files>
    // @vanilla
    //
    // Load the specified PWAD files.
    //

    p = M_CheckParmWithArgs("-file", 1);
    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] != '-')
        {
            char *filename;

            filename = D_TryFindWADByName(myargv[p]);

	    D_AddFile(filename);
        }
    }

    // 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';
        }

    }

    // Generate the WAD hash table.  Speed things up a bit.

    W_GenerateHashTable();
    
    D_IdentifyVersion();
    InitGameVersion();
    LoadChexDeh();
    LoadHacxDeh();
    D_SetGameDescription();
    D_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;

    //!
    // @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;
    }

    //!
    // @category video
    //
    // Disable vertical mouse movement.
    //

    if (M_CheckParm("-novert"))
        novert = true;

    //!
    // @category video
    //
    // Enable vertical mouse movement.
    //

    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();

    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("I_Init: Setting up machine state.\n");
    I_Init ();

#ifdef FEATURE_MULTIPLAYER
    printf ("NET_Init: Init network subsystem.\n");
    NET_Init ();
#endif

    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;

    //!
    // @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
}
コード例 #14
0
ファイル: i_main.cpp プロジェクト: JohnnyonFlame/odamex
int main(int argc, char *argv[])
#endif
{
	try
	{
#if defined(UNIX) && !defined(GEKKO)
		if(!getuid() || !geteuid())
			I_FatalError("root user detected, quitting odamex immediately");
#endif

		// [ML] 2007/9/3: From Eternity (originally chocolate Doom) Thanks SoM & fraggle!
		Args.SetArgs (argc, argv);

		const char *CON_FILE = Args.CheckValue("-confile");
		if(CON_FILE)CON.open(CON_FILE, std::ios::in);

		// denis - if argv[1] starts with "odamex://"
		if(argc == 2 && argv && argv[1])
		{
			const char *protocol = "odamex://";
			const char *uri = argv[1];

			if(strncmp(uri, protocol, strlen(protocol)) == 0)
			{
				std::string location = uri + strlen(protocol);
				size_t term = location.find_first_of('/');

				if(term == std::string::npos)
					term = location.length();

				Args.AppendArg("-connect");
				Args.AppendArg(location.substr(0, term).c_str());
			}
		}

        // [Russell] - No more double-tapping of capslock to enable autorun
        putenv("SDL_DISABLE_LOCK_KEYS=1");

#if defined WIN32 && !defined _XBOX
    	// From the SDL 1.2.10 release notes:
    	//
    	// > The "windib" video driver is the default now, to prevent
    	// > problems with certain laptops, 64-bit Windows, and Windows
    	// > Vista.
    	//
    	// The hell with that.

   		// SoM: the gdi interface is much faster for windowed modes which are more
   		// commonly used. Thus, GDI is default.
		//
		// GDI mouse issues fill many users with great sadness. We are going back
		// to directx as defulat for now and the people will rejoice. --Hyper_Eye
     	if (Args.CheckParm ("-gdi"))
        	putenv("SDL_VIDEODRIVER=windib");
    	else if (getenv("SDL_VIDEODRIVER") == NULL || Args.CheckParm ("-directx") > 0)
        	putenv("SDL_VIDEODRIVER=directx");

        // Set the process affinity mask to 1 on Windows, so that all threads
        // run on the same processor.  This is a workaround for a bug in
        // SDL_mixer that causes occasional crashes.  Thanks to entryway and fraggle for this.
        //
        // [ML] 8/6/10: Updated to match prboom+'s I_SetAffinityMask.  We don't do everything
        // you might find in there but we do enough for now.
        HMODULE kernel32_dll = LoadLibrary("kernel32.dll");
        
        if (kernel32_dll)
        {
            SetAffinityFunc SetAffinity = (SetAffinityFunc)GetProcAddress(kernel32_dll, "SetProcessAffinityMask");
            
            if (SetAffinity)
            {
                if (!SetAffinity(GetCurrentProcess(), 1))
                    LOG << "Failed to set process affinity mask: " << GetLastError() << std::endl;                
            }
        }
#endif

		if (SDL_Init (SDL_INIT_TIMER|SDL_INIT_NOPARACHUTE) == -1)
			I_FatalError("Could not initialize SDL:\n%s\n", SDL_GetError());

		atterm (SDL_Quit);

		/*
		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.
		*/

		atexit (call_terms);
		Z_Init ();					// 1/18/98 killough: start up memory stuff first

        atterm (R_Shutdown);
		atterm (I_Quit);
		atterm (DObject::StaticShutdown);

		// Figure out what directory the program resides in.
		progdir = I_GetBinaryDir();
		startdir = I_GetCWD();

		// init console
		C_InitConsole (80 * 8, 25 * 8, false);

		D_DoomMain ();
	}
	catch (CDoomError &error)
	{
		if (LOG.is_open())
        {
            LOG << error.GetMessage() << std::endl;
            LOG << std::endl;
        }
#ifndef WIN32
            fprintf(stderr, "%s\n", error.GetMessage().c_str());
#elif _XBOX
		// Use future Xbox error message handling.    -- Hyper_Eye
#else
		MessageBox(NULL, error.GetMessage().c_str(), "Odamex Error", MB_OK);
#endif
		exit (-1);
	}
#ifndef _DEBUG
	catch (...)
	{
		// If an exception is thrown, be sure to do a proper shutdown.
		// This is especially important if we are in fullscreen mode,
		// because the OS will only show the alert box if we are in
		// windowed mode. Graphics gets shut down first in case something
		// goes wrong calling the cleanup functions.
		call_terms ();
		// Now let somebody who understands the exception deal with it.
		throw;
	}
#endif
	return 0;
}
コード例 #15
0
ファイル: d_main.c プロジェクト: Logan-A/SRB2-Public
//
// D_SRB2Main
//
void D_SRB2Main(void)
{
	INT32 p;
	char srb2[82]; // srb2 title banner
	char title[82];

	INT32 pstartmap = 1;
	boolean autostart = false;

	// keep error messages until the final flush(stderr)
#if !defined (PC_DOS) && !defined (_WIN32_WCE) && !defined(NOTERMIOS)
	if (setvbuf(stderr, NULL, _IOFBF, 1000))
		DEBPRINT("setvbuf didnt work\n");
#endif

#ifdef GETTEXT
	// initialise locale code
	M_StartupLocale();
#endif

	// get parameters from a response file (eg: srb2 @parms.txt)
	M_FindResponseFile();

	// MAINCFG is now taken care of where "OBJCTCFG" is handled
	G_LoadGameSettings();

	// identify the main IWAD file to use
	IdentifyVersion();

#if !defined (_WIN32_WCE) && !defined(NOTERMIOS)
	setbuf(stdout, NULL); // non-buffered output
#endif

#if defined (_WIN32_WCE) //|| defined (_DEBUG) || defined (GP2X)
	devparm = !M_CheckParm("-nodebug");
#else
	devparm = M_CheckParm("-debug");
#endif

	// for dedicated server
#if !defined (_WINDOWS) //already check in win_main.c
	dedicated = M_CheckParm("-dedicated") != 0;
#endif

	strcpy(title, "Sonic Robo Blast 2");
	strcpy(srb2, "Sonic Robo Blast 2");
	D_MakeTitleString(srb2);

#ifdef PC_DOS
	D_Titlebar(srb2, title);
#else
	CONS_Printf("SRB2"VERSIONSTRING"\n");
#endif

#if defined (__OS2__) && !defined (SDL)
	// set PM window title
	snprintf(pmData->title, sizeof (pmData->title),
		"Sonic Robo Blast 2" VERSIONSTRING ": %s",
		title);
	pmData->title[sizeof (pmData->title) - 1] = '\0';
#endif

	if (devparm)
		CONS_Printf("%s", M_GetText("Development mode ON.\n"));

	// default savegame
	strcpy(savegamename, SAVEGAMENAME"%u.ssg");

	{
		const char *userhome = D_Home(); //Alam: path to home

		if (!userhome)
		{
#if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__) && !defined (DC) && !defined (PSP) && !defined(GP2X)
			I_Error("%s", M_GetText("Please set $HOME to your home directory\n"));
#elif defined (_WIN32_WCE) && 0
			if (dedicated)
				snprintf(configfile, sizeof configfile, "/Storage Card/SRB2DEMO/d"CONFIGFILENAME);
			else
				snprintf(configfile, sizeof configfile, "/Storage Card/SRB2DEMO/"CONFIGFILENAME);
#else
			if (dedicated)
				snprintf(configfile, sizeof configfile, "d"CONFIGFILENAME);
			else
				snprintf(configfile, sizeof configfile, CONFIGFILENAME);
#endif
		}
		else
		{
			// use user specific config file
#ifdef DEFAULTDIR
			snprintf(srb2home, sizeof srb2home, "%s" PATHSEP DEFAULTDIR, userhome);
			snprintf(downloaddir, sizeof downloaddir, "%s" PATHSEP "DOWNLOAD", srb2home);
			if (dedicated)
				snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, srb2home);
			else
				snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2home);

			// can't use sprintf since there is %u in savegamename
			strcatbf(savegamename, srb2home, PATHSEP);

			I_mkdir(srb2home, 0700);
#else
			snprintf(srb2home, sizeof srb2home, "%s", userhome);
			snprintf(downloaddir, sizeof downloaddir, "%s", userhome);
			if (dedicated)
				snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, userhome);
			else
				snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, userhome);

			// can't use sprintf since there is %u in savegamename
			strcatbf(savegamename, userhome, PATHSEP);
#endif
		}

		configfile[sizeof configfile - 1] = '\0';

#ifdef _arch_dreamcast
	strcpy(downloaddir, "/ram"); // the dreamcast's TMP
#endif
	}

	if (M_CheckParm("-password") && M_IsNextParm())
	{
		const char *pw = M_GetNextParm();
		strncpy(adminpassword, pw, 8);
		if (strlen(pw) < 8)
		{
			size_t z;
			for (z = strlen(pw); z < 8; z++)
				adminpassword[z] = 'a';
		}
	}
	else
	{
		size_t z;
		srand((unsigned int)time(NULL));
		for (z = 0; z < 8; z++)
			adminpassword[z] = (char)(rand() & 127);
	}
	adminpassword[8] = '\0';

	// add any files specified on the command line with -file wadfile
	// to the wad list
	if (!(M_CheckParm("-connect")))
	{
		if (M_CheckParm("-file"))
		{
			// the parms after p are wadfile/lump names,
			// until end of parms or another - preceded parm
			while (M_IsNextParm())
			{
				const char *s = M_GetNextParm();

				if (s) // Check for NULL?
				{
					if (!W_VerifyNMUSlumps(s))
						modifiedgame = true;
					D_AddFile(s);
				}
			}
		}
	}

	// get map from parms

	if (M_CheckParm("-server") || dedicated)
		netgame = server = true;

	if (M_CheckParm("-warp") && M_IsNextParm())
	{
		pstartmap = atoi(M_GetNextParm());
		if (!M_CheckParm("-server"))
			modifiedgame = true;
		autostart = true;
		savemoddata = false;
	}

	CONS_Printf("%s", M_GetText("Z_Init: Init zone memory allocation daemon. \n"));
	Z_Init();

	// adapt tables to SRB2's needs, including extra slots for dehacked file support
	P_PatchInfoTables();

	CONS_Printf("%s", M_GetText("W_Init: Init WADfiles.\n"));

	//---------------------------------------------------- READY TIME
	// we need to check for dedicated before initialization of some subsystems

	CONS_Printf("I_StartupTimer...\n");
	I_StartupTimer();

	// Make backups of some SOCcable tables.
	P_BackupTables();

	// load wad, including the main wad file
	if (!W_InitMultipleFiles(startupwadfiles))
#ifdef _DEBUG
		CONS_Error(M_GetText("A WAD file was not found or not valid\n"));
#else
		I_Error("%s", M_GetText("A WAD file was not found or not valid\n"));
#endif
	D_CleanFile();

	// Check MD5s of autoloaded files
	W_VerifyFileMD5(0, "1f698dd35bcedb04631568a84a97d72b"); // srb2.srb
	W_VerifyFileMD5(1, "86ae3f9179c64358d1c88060e41bd415"); // zones.dta
	W_VerifyFileMD5(2, "f699d4702b9b505db621e5ad5af4f352"); // sonic.plr
	W_VerifyFileMD5(3, "dfbbc38080485c70a84a57bb734ceee9"); // tails.plr
	W_VerifyFileMD5(4, "1ea958e2aee87b6995226a120ba3eaac"); // knux.plr
	W_VerifyFileMD5(5, "8f702416c15060cd3c53c71b91116914"); // rings.wpn
	W_VerifyFileMD5(6, "6b1cf9b41e41a46ac58606dc6e7c9e05"); // drill.dta
	W_VerifyFileMD5(7, "8d080c050ecf03691562aa7b60156fec"); // soar.dta

	// don't check music.dta because people like to modify it, and it doesn't matter if they do
	// ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.


	mainwads = 8; // there are 8 wads not to unload

/* TODO: incorporate this!
	CONS_Printf("%s", "===========================================================================\n"
	"                       Sonic Robo Blast II!\n"
	"                       by Sonic Team Junior\n"
	"                       http://www.srb2.org\n"
	"      This is a modified version. Go to our site for the original.\n"
	"===========================================================================\n");
*/

	// Check and print which version is executed.
	CONS_Printf("%s", "===========================================================================\n"
	"                   We hope you enjoy this game as\n"
	"                     much as we did making it!\n"
	"                            ...wait. =P\n"
	"===========================================================================\n");

	cht_Init();

	//---------------------------------------------------- READY SCREEN
	// we need to check for dedicated before initialization of some subsystems

	CONS_Printf("I_StartupGraphics...\n");
	I_StartupGraphics();

	//--------------------------------------------------------- CONSOLE
	// setup loading screen
	SCR_Startup();

	// we need the font of the console
	CONS_Printf("%s", M_GetText("HU_Init: Setting up heads up display.\n"));
	HU_Init();

	COM_Init();
	// libogc has a CON_Init function, we must rename SRB2's CON_Init in WII/libogc
#ifndef _WII
	CON_Init();
#else
	CON_InitWii();
#endif

	D_RegisterServerCommands();
	D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame
	R_RegisterEngineStuff();
	S_RegisterSoundStuff();

	I_RegisterSysCommands();

	//--------------------------------------------------------- CONFIG.CFG
	M_FirstLoadConfig(); // WARNING : this do a "COM_BufExecute()"

	if (!M_CheckParm("-resetdata"))
		G_LoadGameData();

#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (SDL)
	VID_PrepareModeList(); // Regenerate Modelist according to cv_fullscreen
#endif

	// set user default mode or mode set at cmdline
	SCR_CheckDefaultMode();

	wipegamestate = gamestate;

	P_InitMapHeaders();
	savedata.lives = 0; // flag this as not-used

	//------------------------------------------------ COMMAND LINE PARAMS

	// Initialize CD-Audio
	if (M_CheckParm("-usecd") && !dedicated)
		I_InitCD();

	if (M_CheckParm("-nodownloading"))
		COM_BufAddText("downloading 0\n");

	CONS_Printf("%s", M_GetText("M_Init: Init miscellaneous info.\n"));
	M_Init();

	CONS_Printf("%s", M_GetText("R_Init: Init SRB2 refresh daemon - "));
	R_Init();

	// setting up sound
	CONS_Printf("%s", M_GetText("S_Init: Setting up sound.\n"));
	if (M_CheckParm("-nosound"))
		nosound = true;
	if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
		nomidimusic = nodigimusic = true;
	else
	{
		if (M_CheckParm("-nomidimusic"))
			nomidimusic = true; ; // WARNING: DOS version initmusic in I_StartupSound
		if (M_CheckParm("-nodigmusic"))
			nodigimusic = true; // WARNING: DOS version initmusic in I_StartupSound
	}
	I_StartupSound();
	I_InitMusic();
	S_Init(cv_soundvolume.value, cv_digmusicvolume.value, cv_midimusicvolume.value);

	CONS_Printf("%s", M_GetText("ST_Init: Init status bar.\n"));
	ST_Init();

	if (M_CheckParm("-internetserver"))
		CV_SetValue(&cv_internetserver, 1);

	// init all NETWORK
	CONS_Printf("%s", M_GetText("D_CheckNetGame: Checking network game status.\n"));
	if (D_CheckNetGame())
		autostart = true;

	// check for a driver that wants intermission stats
	// start the apropriate game based on parms
	if (M_CheckParm("-record") && M_IsNextParm())
	{
		G_RecordDemo(M_GetNextParm());
		autostart = true;
	}

	p = M_CheckParm("-timetic");
	if (p)
		CV_Set(&cv_timetic, "On");

	if (!autostart)
		M_PushSpecialParameters(); // push all "+" parameters at the command buffer

	// demo doesn't need anymore to be added with D_AddFile()
	p = M_CheckParm("-playdemo");
	if (!p)
		p = M_CheckParm("-timedemo");
	if (p && M_IsNextParm())
	{
		char tmp[MAX_WADPATH];
		// add .lmp to identify the EXTERNAL demo file
		// it is NOT possible to play an internal demo using -playdemo,
		// rather push a playdemo command.. to do.

		strcpy(tmp, M_GetNextParm());
		// get spaced filename or directory
		while (M_IsNextParm())
		{
			strcat(tmp, " ");
			strcat(tmp, M_GetNextParm());
		}

		FIL_DefaultExtension(tmp, ".lmp");

		CONS_Printf(M_GetText("Playing demo %s.\n"), tmp);

		if (M_CheckParm("-playdemo"))
		{
			singledemo = true; // quit after one demo
			G_DeferedPlayDemo(tmp);
		}
		else
			G_TimeDemo(tmp);

		G_SetGamestate(GS_NULL);
		wipegamestate = GS_NULL;
		return;
	}

	if (M_CheckParm("-ultimatemode"))
	{
		autostart = true;
		ultimatemode = true;
	}

	if (autostart || netgame || M_CheckParm("+connect") || M_CheckParm("-connect"))
	{
		gameaction = ga_nothing;

		CV_ClearChangedFlags();

		// Do this here so if you run SRB2 with eg +timelimit 5, the time limit counts
		// as having been modified for the first game.
		M_PushSpecialParameters(); // push all "+" parameter at the command buffer

		if (M_CheckParm("-gametype") && M_IsNextParm())
		{
			// from Command_Map_f
			INT32 j;
			INT16 newgametype = -1;
			const char *sgametype = M_GetNextParm();

			for (j = 0; gametype_cons_t[j].strvalue; j++)
				if (!strcasecmp(gametype_cons_t[j].strvalue, sgametype))
				{
					if (gametype_cons_t[j].value == GTF_TEAMMATCH)
					{
						newgametype = GT_MATCH;
						CV_SetValue(&cv_matchtype, 1);
					}
					else if (gametype_cons_t[j].value == GTF_CLASSICRACE)
					{
						newgametype = GT_RACE;
						CV_SetValue(&cv_racetype, 1);
					}
					else if (gametype_cons_t[j].value == GTF_HIDEANDSEEK)
					{
						newgametype = GT_TAG;
						CV_SetValue(&cv_tagtype, 1);
					}
					else
						newgametype = (INT16)gametype_cons_t[j].value;

					break;
				}
			if (!gametype_cons_t[j].strvalue) // reached end of the list with no match
			{
				j = atoi(sgametype); // assume they gave us a gametype number, which is okay too
				if (j >= 0 && j < NUMGAMETYPES)
					newgametype = (INT16)j;
			}

			if (newgametype != -1)
			{
				j = gametype;
				gametype = newgametype;
				D_GameTypeChanged(j);
			}
		}

		if (server && !M_CheckParm("+map") && !M_CheckParm("+connect")
			&& !M_CheckParm("-connect"))
		{
			D_MapChange(pstartmap, gametype, ultimatemode, 1, 0, false, false);
		}
	}
	else
		F_StartIntro(); // Tails 03-03-2002

	if (dedicated && server)
	{
		pagename = "TITLESKY";
		levelstarttic = gametic;
		G_SetGamestate(GS_LEVEL);
		if (!P_SetupLevel(gamemap, false))
			I_Quit(); // fail so reset game stuff
	}
}
コード例 #16
0
ファイル: d_main.c プロジェクト: VenoMpie/DoomSharp
//
// D_DoomMain
//
void D_DoomMain (void)
{
    int             p;
    char                    file[256];

    FindResponseFile ();
	
    IdentifyVersion ();
	
    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;

    switch ( gamemode )
    {
      case retail:
	sprintf (title,
		 "                         "
		 "The Ultimate DOOM Startup v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
      case shareware:
	sprintf (title,
		 "                            "
		 "DOOM Shareware Startup v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
      case registered:
	sprintf (title,
		 "                            "
		 "DOOM Registered Startup v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
      case commercial:
	sprintf (title,
		 "                         "
		 "DOOM 2: Hell on Earth v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
/*FIXME
       case pack_plut:
	sprintf (title,
		 "                   "
		 "DOOM 2: Plutonia Experiment v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
      case pack_tnt:
	sprintf (title,
		 "                     "
		 "DOOM 2: TNT - Evilution v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
*/
      default:
	sprintf (title,
		 "                     "
		 "Public DOOM - v%i.%i"
		 "                           ",
		 VERSION/100,VERSION%100);
	break;
    }
    
    printf ("%s\n",title);

    if (devparm)
	printf(D_DEVSTR);
    
    if (M_CheckParm("-cdrom"))
    {
	printf(D_CDROM);
	mkdir("c:\\doomdata",0);
	strcpy (basedefault,"c:/doomdata/default.cfg");
    }	
    
    // 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 ("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;
    }
    
    // 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 ("-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]);
    }

    p = M_CheckParm ("-playdemo");

    if (!p)
	p = M_CheckParm ("-timedemo");

    if (p && p < myargc-1)
    {
	sprintf (file,"%s.lmp", myargv[p+1]);
	W_AddFileAs (file,"D#DEMO");
	printf("Playing demo %s.lmp.\n",myargv[p+1]);
    }
    
    // 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;
    }
	
    p = M_CheckParm ("-timer");
    if (p && p < myargc-1 && deathmatch)
    {
	int     time;
	time = atoi(myargv[p+1]);
	printf("Levels will end after %d minute",time);
	if (time>1)
	    printf("s");
	printf(".\n");
    }

    p = M_CheckParm ("-avg");
    if (p && p < myargc-1 && deathmatch)
	printf("Austin Virtual Gaming: Levels will end after 20 minutes\n");

    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;
    }
    
    // init subsystems
    printf ("V_Init: allocate screens.\n");
    V_Init ();

    printf ("M_LoadDefaults: Load system defaults.\n");
    M_LoadDefaults ();              // load before initing other systems

    printf ("Z_Init: Init zone memory allocation daemon. \n");
    Z_Init ();

    printf ("W_Init: Init WADfiles.\n");
    W_InitMultipleFiles (wadfiles);
	

    // Check and print which version is executed.
    switch ( gamemode )
    {
      case shareware:
      case indetermined:
	printf (
	    "===========================================================================\n"
	    "                                Shareware!\n"
	    "===========================================================================\n"
	);
	break;
      case registered:
      case retail:
      case commercial:
	printf (
	    "===========================================================================\n"
	    "                 Commercial product - do not distribute!\n"
	    "         Please report software piracy to the SPA: 1-800-388-PIR8\n"
	    "===========================================================================\n"
	);
	break;
	
      default:
	// Ouch.
	break;
    }

	B_InitLumps();

    printf ("M_Init: Init miscellaneous info.\n");
    M_Init ();

    printf ("R_Init: Init DOOM refresh daemon - ");
    R_Init ();

    printf ("\nP_Init: Init Playloop state.\n");
    P_Init ();

    printf ("I_Init: Setting up machine state.\n");
    I_Init ();

    printf ("D_CheckNetGame: Checking network game status.\n");
    D_CheckNetGame ();

    printf ("S_Init: Setting up sound.\n");
    S_Init (snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/ );

    printf ("HU_Init: Setting up heads up display.\n");
    HU_Init ();

    printf ("ST_Init: Init status bar.\n");
    ST_Init ();

    // check for a driver that wants intermission stats
    p = M_CheckParm ("-statcopy");
    if (p && p<myargc-1)
    {
	// for statistics driver
	extern  char*	statcopy;

	statcopy = myargv[p+1];
	printf ("External statistics registered.\n");
    }
    
    // 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("-fastforward");
	if (p && p < myargc-1)
	{
		fastforward = atoi(myargv[p+1]);
	}

    p = M_CheckParm ("-playdemo");
    if (p && p < myargc-1)
    {
	singledemo = true;              // quit after one demo
	G_DeferedPlayDemo ("D#DEMO");
	D_DoomLoop ();  // never returns
    }
	
    p = M_CheckParm ("-timedemo");
    if (p && p < myargc-1)
    {
	G_TimeDemo (myargv[p+1]);
	D_DoomLoop ();  // never returns
    }
	
    p = M_CheckParm ("-loadgame");
    if (p && p < myargc-1)
    {
	if (M_CheckParm("-cdrom"))
	    sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",myargv[p+1][0]);
	else
	    sprintf(file, SAVEGAMENAME"%c.dsg",myargv[p+1][0]);
	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
}
コード例 #17
0
ファイル: d_main.c プロジェクト: M-Code/chocolate-doom
//
// 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
}
コード例 #18
0
ファイル: common.c プロジェクト: jayschwa/q2pro
/*
=================
Qcommon_Init
=================
*/
void Qcommon_Init(int argc, char **argv)
{
    if (setjmp(abortframe))
        Sys_Error("Error during initialization: %s", com_errorMsg);

    com_argc = argc;
    com_argv = argv;

    Com_SetLastError(NULL);

    X86_SetFPCW();

    // prepare enough of the subsystems to handle
    // cvar and command buffer management
    Z_Init();
    MSG_Init();
    Cbuf_Init();
    Cmd_Init();
    Cvar_Init();
    Key_Init();
    Prompt_Init();
    Con_Init();

    //
    // init commands and vars
    //
    z_perturb = Cvar_Get("z_perturb", "0", 0);
#if USE_CLIENT
    host_speeds = Cvar_Get("host_speeds", "0", 0);
#endif
#ifdef _DEBUG
    developer = Cvar_Get("developer", "0", 0);
#endif
    timescale = Cvar_Get("timescale", "1", CVAR_CHEAT);
    fixedtime = Cvar_Get("fixedtime", "0", CVAR_CHEAT);
    logfile_enable = Cvar_Get("logfile", "0", 0);
    logfile_flush = Cvar_Get("logfile_flush", "0", 0);
    logfile_name = Cvar_Get("logfile_name", "console", 0);
    logfile_prefix = Cvar_Get("logfile_prefix", "[%Y-%m-%d %H:%M] ", 0);
#if USE_CLIENT
    dedicated = Cvar_Get("dedicated", "0", CVAR_NOSET);
    cl_running = Cvar_Get("cl_running", "0", CVAR_ROM);
    cl_paused = Cvar_Get("cl_paused", "0", CVAR_ROM);
#else
    dedicated = Cvar_Get("dedicated", "1", CVAR_ROM);
#endif
    sv_running = Cvar_Get("sv_running", "0", CVAR_ROM);
    sv_paused = Cvar_Get("sv_paused", "0", CVAR_ROM);
    com_timedemo = Cvar_Get("timedemo", "0", CVAR_CHEAT);
    com_date_format = Cvar_Get("com_date_format", "%Y-%m-%d", 0);
#ifdef _WIN32
    com_time_format = Cvar_Get("com_time_format", "%H.%M", 0);
#else
    com_time_format = Cvar_Get("com_time_format", "%H:%M", 0);
#endif
#ifdef _DEBUG
    com_debug_break = Cvar_Get("com_debug_break", "0", 0);
#endif
    com_fatal_error = Cvar_Get("com_fatal_error", "0", 0);
    com_version = Cvar_Get("version", com_version_string, CVAR_SERVERINFO | CVAR_ROM);

    allow_download = Cvar_Get("allow_download", COM_DEDICATED ? "0" : "1", CVAR_ARCHIVE);
    allow_download_players = Cvar_Get("allow_download_players", "1", CVAR_ARCHIVE);
    allow_download_models = Cvar_Get("allow_download_models", "1", CVAR_ARCHIVE);
    allow_download_sounds = Cvar_Get("allow_download_sounds", "1", CVAR_ARCHIVE);
    allow_download_maps = Cvar_Get("allow_download_maps", "1", CVAR_ARCHIVE);
    allow_download_textures = Cvar_Get("allow_download_textures", "1", CVAR_ARCHIVE);
    allow_download_pics = Cvar_Get("allow_download_pics", "1", CVAR_ARCHIVE);
    allow_download_others = Cvar_Get("allow_download_others", "0", 0);

    rcon_password = Cvar_Get("rcon_password", "", CVAR_PRIVATE);

    Cmd_AddCommand("z_stats", Z_Stats_f);

    //Cmd_AddCommand("setenv", Com_Setenv_f);

    Cmd_AddMacro("com_date", Com_Date_m);
    Cmd_AddMacro("com_time", Com_Time_m);
    Cmd_AddMacro("com_uptime", Com_Uptime_m);
    Cmd_AddMacro("com_uptime_long", Com_UptimeLong_m);
    Cmd_AddMacro("random", Com_Random_m);
    Cmd_AddMacro("com_maplist", Com_MapList_m);

    // add any system-wide configuration files
    Sys_AddDefaultConfig();

    // we need to add the early commands twice, because
    // a basedir or cddir needs to be set before execing
    // config files, but we want other parms to override
    // the settings of the config files
    Com_AddEarlyCommands(qfalse);

    Sys_Init();

    Sys_RunConsole();

    FS_Init();

    Sys_RunConsole();

    // no longer allow CVAR_NOSET modifications
    com_initialized = qtrue;

    // after FS is initialized, open logfile
    logfile_enable->changed = logfile_enable_changed;
    logfile_flush->changed = logfile_param_changed;
    logfile_name->changed = logfile_param_changed;
    logfile_enable_changed(logfile_enable);

    // execute configs: default.cfg may come from the packfile, but config.cfg
    // and autoexec.cfg must be real files within the game directory
    Com_AddConfigFile(COM_DEFAULT_CFG, 0);
    Com_AddConfigFile(COM_CONFIG_CFG, FS_TYPE_REAL | FS_PATH_GAME);
    Com_AddConfigFile(COM_AUTOEXEC_CFG, FS_TYPE_REAL | FS_PATH_GAME);
    Com_AddConfigFile(COM_POSTEXEC_CFG, FS_TYPE_REAL);

    Com_AddEarlyCommands(qtrue);

    Cmd_AddCommand("lasterror", Com_LastError_f);

    Cmd_AddCommand("quit", Com_Quit_f);
#if !USE_CLIENT
    Cmd_AddCommand("recycle", Com_Recycle_f);
#endif

    srand(Sys_Milliseconds());

    Netchan_Init();
    NET_Init();
    BSP_Init();
    CM_Init();
    SV_Init();
    CL_Init();
    TST_Init();

    Sys_RunConsole();

    // add + commands from command line
    if (!Com_AddLateCommands()) {
        // if the user didn't give any commands, run default action
        char *cmd = COM_DEDICATED ? "dedicated_start" : "client_start";

        if ((cmd = Cmd_AliasCommand(cmd)) != NULL) {
            Cbuf_AddText(&cmd_buffer, cmd);
            Cbuf_Execute(&cmd_buffer);
        }
    } else {
        // the user asked for something explicit
        // so drop the loading plaque
        SCR_EndLoadingPlaque();
    }

    // even not given a starting map, dedicated server starts
    // listening for rcon commands (create socket after all configs
    // are executed to make sure port number is properly set)
    if (COM_DEDICATED) {
        NET_Config(NET_SERVER);
    }

    Com_AddConfigFile(COM_POSTINIT_CFG, FS_TYPE_REAL);

    Com_Printf("====== " PRODUCT " initialized ======\n\n");
    Com_LPrintf(PRINT_NOTICE, APPLICATION " " VERSION ", " __DATE__ "\n");
    Com_Printf("http://skuller.net/q2pro/\n\n");

    time(&com_startTime);

    com_eventTime = Sys_Milliseconds();
}
コード例 #19
0
//
// D_SRB2Main
//
void D_SRB2Main(void)
{
    INT32 p;
    char srb2[82]; // srb2 title banner
    char title[82];

    INT32 pstartmap = 1;
    boolean autostart = false;

    // keep error messages until the final flush(stderr)
#if !defined (PC_DOS) && !defined (_WIN32_WCE) && !defined(NOTERMIOS)
    if (setvbuf(stderr, NULL, _IOFBF, 1000))
        I_OutputMsg("setvbuf didnt work\n");
#endif

#ifdef GETTEXT
    // initialise locale code
    M_StartupLocale();
#endif

    // get parameters from a response file (eg: srb2 @parms.txt)
    M_FindResponseFile();

    // MAINCFG is now taken care of where "OBJCTCFG" is handled
    G_LoadGameSettings();

    // Test Dehacked lists
    DEH_Check();

    // identify the main IWAD file to use
    IdentifyVersion();

#if !defined (_WIN32_WCE) && !defined(NOTERMIOS)
    setbuf(stdout, NULL); // non-buffered output
#endif

#if defined (_WIN32_WCE) //|| defined (_DEBUG) || defined (GP2X)
    devparm = !M_CheckParm("-nodebug");
#else
    devparm = M_CheckParm("-debug");
#endif

    // for dedicated server
#if !defined (_WINDOWS) //already check in win_main.c
    dedicated = M_CheckParm("-dedicated") != 0;
#endif

    strcpy(title, "Sonic Robo Blast 2");
    strcpy(srb2, "Sonic Robo Blast 2");
    D_MakeTitleString(srb2);

#ifdef PC_DOS
    D_Titlebar(srb2, title);
#endif

#if defined (__OS2__) && !defined (SDL)
    // set PM window title
    snprintf(pmData->title, sizeof (pmData->title),
             "Sonic Robo Blast 2" VERSIONSTRING ": %s",
             title);
    pmData->title[sizeof (pmData->title) - 1] = '\0';
#endif

    if (devparm)
        CONS_Printf(M_GetText("Development mode ON.\n"));

    // default savegame
    strcpy(savegamename, SAVEGAMENAME"%u.ssg");

    {
        const char *userhome = D_Home(); //Alam: path to home

        if (!userhome)
        {
#if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__) && !defined (DC) && !defined (PSP) && !defined(GP2X)
            I_Error("Please set $HOME to your home directory\n");
#elif defined (_WIN32_WCE) && 0
            if (dedicated)
                snprintf(configfile, sizeof configfile, "/Storage Card/SRB2DEMO/d"CONFIGFILENAME);
            else
                snprintf(configfile, sizeof configfile, "/Storage Card/SRB2DEMO/"CONFIGFILENAME);
#else
            if (dedicated)
                snprintf(configfile, sizeof configfile, "d"CONFIGFILENAME);
            else
                snprintf(configfile, sizeof configfile, CONFIGFILENAME);
#endif
        }
        else
        {
            // use user specific config file
#ifdef DEFAULTDIR
            snprintf(srb2home, sizeof srb2home, "%s" PATHSEP DEFAULTDIR, userhome);
            snprintf(downloaddir, sizeof downloaddir, "%s" PATHSEP "DOWNLOAD", srb2home);
            if (dedicated)
                snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, srb2home);
            else
                snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2home);

            // can't use sprintf since there is %u in savegamename
            strcatbf(savegamename, srb2home, PATHSEP);

            I_mkdir(srb2home, 0700);
#else
            snprintf(srb2home, sizeof srb2home, "%s", userhome);
            snprintf(downloaddir, sizeof downloaddir, "%s", userhome);
            if (dedicated)
                snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, userhome);
            else
                snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, userhome);

            // can't use sprintf since there is %u in savegamename
            strcatbf(savegamename, userhome, PATHSEP);
#endif
        }

        configfile[sizeof configfile - 1] = '\0';

#ifdef _arch_dreamcast
        strcpy(downloaddir, "/ram"); // the dreamcast's TMP
#endif
    }

    // rand() needs seeded regardless of password
    srand((unsigned int)time(NULL));

    if (M_CheckParm("-password") && M_IsNextParm())
        D_SetPassword(M_GetNextParm());
    else
    {
        size_t z;
        char junkpw[25];
        for (z = 0; z < 24; z++)
            junkpw[z] = (char)(rand() & 64)+32;
        junkpw[24] = '\0';
        D_SetPassword(junkpw);
    }

    // add any files specified on the command line with -file wadfile
    // to the wad list
    if (!(M_CheckParm("-connect")))
    {
        if (M_CheckParm("-file"))
        {
            // the parms after p are wadfile/lump names,
            // until end of parms or another - preceded parm
            while (M_IsNextParm())
            {
                const char *s = M_GetNextParm();

                if (s) // Check for NULL?
                {
                    if (!W_VerifyNMUSlumps(s))
                        G_SetGameModified(true);
                    D_AddFile(s);
                }
            }
        }
    }

    // get map from parms

    if (M_CheckParm("-server") || dedicated)
        netgame = server = true;

    if (M_CheckParm("-warp") && M_IsNextParm())
    {
        const char *word = M_GetNextParm();
        if (fastncmp(word, "MAP", 3))
            pstartmap = M_MapNumber(word[3], word[4]);
        else
            pstartmap = atoi(word);
        // Don't check if lump exists just yet because the wads haven't been loaded!
        // Just do a basic range check here.
        if (pstartmap < 1 || pstartmap > NUMMAPS)
            I_Error("Cannot warp to map %d (out of range)\n", pstartmap);
        else
        {
            if (!M_CheckParm("-server"))
                G_SetGameModified(true);
            autostart = true;
        }
    }

    CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n");
    Z_Init();

    // adapt tables to SRB2's needs, including extra slots for dehacked file support
    P_PatchInfoTables();

    //---------------------------------------------------- READY TIME
    // we need to check for dedicated before initialization of some subsystems

    CONS_Printf("I_StartupTimer()...\n");
    I_StartupTimer();

    // Make backups of some SOCcable tables.
    P_BackupTables();

    // Setup default unlockable conditions
    M_SetupDefaultConditionSets();

    // load wad, including the main wad file
    CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n");
    if (!W_InitMultipleFiles(startupwadfiles))
#ifdef _DEBUG
        CONS_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n");
#else
        I_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n");
#endif
    D_CleanFile();

#if 1 // md5s last updated 3/15/14
    // Yes, you read that right, that's the day of release.
    // Aren't we batshit insane?

    // Check MD5s of autoloaded files
    W_VerifyFileMD5(0, "ac309fb3c7d4b5b685e2cd26beccf0e8"); // srb2.srb/srb2.wad
    W_VerifyFileMD5(1, "a894044b555dfcc71865cee16a996e88"); // zones.dta
    W_VerifyFileMD5(2, "4c410c1de6e0440cc5b2858dcca80c3e"); // player.dta
    W_VerifyFileMD5(3, "85901ad4bf94637e5753d2ac2c03ea26"); // rings.dta
    W_VerifyFileMD5(4, "c529930ee5aed6dbe33625dc8075520b"); // patch.dta

    // don't check music.dta because people like to modify it, and it doesn't matter if they do
    // ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for.
#endif

    mainwads = 5; // there are 5 wads not to unload

    cht_Init();

    //---------------------------------------------------- READY SCREEN
    // we need to check for dedicated before initialization of some subsystems

    CONS_Printf("I_StartupGraphics()...\n");
    I_StartupGraphics();

    //--------------------------------------------------------- CONSOLE
    // setup loading screen
    SCR_Startup();

    // we need the font of the console
    CONS_Printf("HU_Init(): Setting up heads up display.\n");
    HU_Init();

    COM_Init();
    // libogc has a CON_Init function, we must rename SRB2's CON_Init in WII/libogc
#ifndef _WII
    CON_Init();
#else
    CON_InitWii();
#endif

    D_RegisterServerCommands();
    D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame
    R_RegisterEngineStuff();
    S_RegisterSoundStuff();

    I_RegisterSysCommands();

    //--------------------------------------------------------- CONFIG.CFG
    M_FirstLoadConfig(); // WARNING : this do a "COM_BufExecute()"

    G_LoadGameData();

#if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (SDL)
    VID_PrepareModeList(); // Regenerate Modelist according to cv_fullscreen
#endif

    // set user default mode or mode set at cmdline
    SCR_CheckDefaultMode();

    wipegamestate = gamestate;

    P_InitMapHeaders();
    savedata.lives = 0; // flag this as not-used

    //------------------------------------------------ COMMAND LINE PARAMS

    // Initialize CD-Audio
    if (M_CheckParm("-usecd") && !dedicated)
        I_InitCD();

    if (M_CheckParm("-noupload"))
        COM_BufAddText("downloading 0\n");

    CONS_Printf("M_Init(): Init miscellaneous info.\n");
    M_Init();

    CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n");
    R_Init();

    // setting up sound
    CONS_Printf("S_Init(): Setting up sound.\n");
    if (M_CheckParm("-nosound"))
        nosound = true;
    if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic
        nomidimusic = nodigimusic = true;
    else
    {
        if (M_CheckParm("-nomidimusic"))
            nomidimusic = true; ; // WARNING: DOS version initmusic in I_StartupSound
        if (M_CheckParm("-nodigmusic"))
            nodigimusic = true; // WARNING: DOS version initmusic in I_StartupSound
    }
    I_StartupSound();
    I_InitMusic();
    S_Init(cv_soundvolume.value, cv_digmusicvolume.value, cv_midimusicvolume.value);

    CONS_Printf("ST_Init(): Init status bar.\n");
    ST_Init();

    if (M_CheckParm("-room"))
    {
        if (!M_IsNextParm())
            I_Error("usage: -room <room_id>\nCheck the Master Server's webpage for room ID numbers.\n");

#ifdef UPDATE_ALERT
        GetMODVersion_Console();
#endif

        ms_RoomId = atoi(M_GetNextParm());
    }

    // init all NETWORK
    CONS_Printf("D_CheckNetGame(): Checking network game status.\n");
    if (D_CheckNetGame())
        autostart = true;

    // check for a driver that wants intermission stats
    // start the apropriate game based on parms
    if (M_CheckParm("-metal"))
    {
        G_RecordMetal();
        autostart = true;
    }
    else if (M_CheckParm("-record") && M_IsNextParm())
    {
        G_RecordDemo(M_GetNextParm());
        autostart = true;
    }

    // user settings come before "+" parameters.
    if (dedicated)
        COM_ImmedExecute(va("exec \"%s"PATHSEP"adedserv.cfg\"\n", srb2home));
    else
        COM_ImmedExecute(va("exec \"%s"PATHSEP"autoexec.cfg\" -noerror\n", srb2home));

    if (!autostart)
        M_PushSpecialParameters(); // push all "+" parameters at the command buffer

    // demo doesn't need anymore to be added with D_AddFile()
    p = M_CheckParm("-playdemo");
    if (!p)
        p = M_CheckParm("-timedemo");
    if (p && M_IsNextParm())
    {
        char tmp[MAX_WADPATH];
        // add .lmp to identify the EXTERNAL demo file
        // it is NOT possible to play an internal demo using -playdemo,
        // rather push a playdemo command.. to do.

        strcpy(tmp, M_GetNextParm());
        // get spaced filename or directory
        while (M_IsNextParm())
        {
            strcat(tmp, " ");
            strcat(tmp, M_GetNextParm());
        }

        FIL_DefaultExtension(tmp, ".lmp");

        CONS_Printf(M_GetText("Playing demo %s.\n"), tmp);

        if (M_CheckParm("-playdemo"))
        {
            singledemo = true; // quit after one demo
            G_DeferedPlayDemo(tmp);
        }
        else
            G_TimeDemo(tmp);

        G_SetGamestate(GS_NULL);
        wipegamestate = GS_NULL;
        return;
    }

    if (M_CheckParm("-ultimatemode"))
    {
        autostart = true;
        ultimatemode = true;
    }

    if (autostart || netgame || M_CheckParm("+connect") || M_CheckParm("-connect"))
    {
        gameaction = ga_nothing;

        CV_ClearChangedFlags();

        // Do this here so if you run SRB2 with eg +timelimit 5, the time limit counts
        // as having been modified for the first game.
        M_PushSpecialParameters(); // push all "+" parameter at the command buffer

        if (M_CheckParm("-gametype") && M_IsNextParm())
        {
            // from Command_Map_f
            INT32 j;
            INT16 newgametype = -1;
            const char *sgametype = M_GetNextParm();

            for (j = 0; gametype_cons_t[j].strvalue; j++)
                if (!strcasecmp(gametype_cons_t[j].strvalue, sgametype))
                {
                    newgametype = (INT16)gametype_cons_t[j].value;
                    break;
                }
            if (!gametype_cons_t[j].strvalue) // reached end of the list with no match
            {
                j = atoi(sgametype); // assume they gave us a gametype number, which is okay too
                if (j >= 0 && j < NUMGAMETYPES)
                    newgametype = (INT16)j;
            }

            if (newgametype != -1)
            {
                j = gametype;
                gametype = newgametype;
                D_GameTypeChanged(j);
            }
        }

        if (server && !M_CheckParm("+map") && !M_CheckParm("+connect")
                && !M_CheckParm("-connect"))
        {
            // Prevent warping to nonexistent levels
            if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR)
                I_Error("Could not warp to %s (map not found)\n", G_BuildMapName(pstartmap));
            // Prevent warping to locked levels
            // ... unless you're in a dedicated server.  Yes, technically this means you can view any level by
            // running a dedicated server and joining it yourself, but that's better than making dedicated server's
            // lives hell.
            else if (!dedicated && M_MapLocked(pstartmap))
                I_Error("You need to unlock this level before you can warp to it!\n");
            else
                D_MapChange(pstartmap, gametype, ultimatemode, true, 0, false, false);
        }
    }
    else if (M_CheckParm("-skipintro"))
    {
        CON_ToggleOff();
        CON_ClearHUD();
        F_StartTitleScreen();
    }
    else
        F_StartIntro(); // Tails 03-03-2002

    if (dedicated && server)
    {
        pagename = "TITLESKY";
        levelstarttic = gametic;
        G_SetGamestate(GS_LEVEL);
        if (!P_SetupLevel(false))
            I_Quit(); // fail so reset game stuff
    }
}
コード例 #20
0
ファイル: d_main.c プロジェクト: japeq/nios-doom
//
// D_DoomMain
//
void D_DoomMain(void)
{
	int p;
	char file[256];
	char demolumpname[9];

	M_FindResponseFile();

	// print banner

	PrintBanner(PACKAGE_STRING);

	I_Print("Z_Init: Init zone memory allocation daemon. \n");
	Z_Init();

	iwadfile = D_FindIWAD();

	// 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");

	//!
	// @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)
		I_Print(D_DEVSTR);

	//!
	// @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;
		/*I_Print ("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
	I_Print("V_Init: allocate screens.\n");
	V_Init();

	I_Print("M_LoadDefaults: Load system defaults.\n");
	M_LoadDefaults();	// load before initing other systems

	I_Print("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.

	//!
	// @arg <files>
	// @category mod
	//
	// Simulates the behavior of deutex's -merge option, merging a PWAD
	// into the main IWAD.  Multiple files may be specified.
	//

	p = M_CheckParm("-merge");

	if (p > 0) {
		for (p = p + 1; p < myargc && myargv[p][0] != '-'; ++p) {
			char *filename;

			filename = D_TryFindWADByName(myargv[p]);

			/*I_Print(" merging %s\n", filename); */
			W_MergeFile(filename);
		}
	}
	// NWT-style merging:

	// NWT's -merge option:

	//!
	// @arg <files>
	// @category mod
	//
	// Simulates the behavior of NWT's -merge option.  Multiple files
	// may be specified.

	p = M_CheckParm("-nwtmerge");

	if (p > 0) {
		for (p = p + 1; p < myargc && myargv[p][0] != '-'; ++p) {
			char *filename;

			filename = D_TryFindWADByName(myargv[p]);

			/*I_Print(" performing NWT-style merge of %s\n", filename); */
			W_NWTDashMerge(filename);
		}
	}
	// Add flats

	//!
	// @arg <files>
	// @category mod
	//
	// Simulates the behavior of NWT's -af option, merging flats into
	// the main IWAD directory.  Multiple files may be specified.
	//

	p = M_CheckParm("-af");

	if (p > 0) {
		for (p = p + 1; p < myargc && myargv[p][0] != '-'; ++p) {
			char *filename;

			filename = D_TryFindWADByName(myargv[p]);

			/*I_Print(" merging flats from %s\n", filename); */
			W_NWTMergeFile(filename, W_NWT_MERGE_FLATS);
		}
	}
	//!
	// @arg <files>
	// @category mod
	//
	// Simulates the behavior of NWT's -as option, merging sprites
	// into the main IWAD directory.  Multiple files may be specified.
	//

	p = M_CheckParm("-as");

	if (p > 0) {
		for (p = p + 1; p < myargc && myargv[p][0] != '-'; ++p) {
			char *filename;

			filename = D_TryFindWADByName(myargv[p]);

			/*I_Print(" merging sprites from %s\n", filename); */
			W_NWTMergeFile(filename, W_NWT_MERGE_SPRITES);
		}
	}
	//!
	// @arg <files>
	// @category mod
	//
	// Equivalent to "-af <files> -as <files>".
	//

	p = M_CheckParm("-aa");

	if (p > 0) {
		for (p = p + 1; p < myargc && myargv[p][0] != '-'; ++p) {
			char *filename;

			filename = D_TryFindWADByName(myargv[p]);

			/*I_Print(" merging sprites and flats from %s\n", filename); */
			W_NWTMergeFile(filename,
				       W_NWT_MERGE_SPRITES | W_NWT_MERGE_FLATS);
		}
	}
#endif

	//!
	// @arg <files>
	// @vanilla
	//
	// Load the specified PWAD files.
	//

	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] != '-') {
			char *filename;

			filename = D_TryFindWADByName(myargv[p]);

			D_AddFile(filename);
		}
	}
	// 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]);
	   I_Print("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)
	   format_number(file,"~"DEVMAPS"cdata/map0%i.wad", p, 10);
	   else
	   format_number(file,"~"DEVMAPS"cdata/map%i.wad", p, 10);
	   break;
	   }
	   D_AddFile (file);
	   } */

	//!
	// @arg <demo>
	// @category demo
	// @vanilla
	//
	// Play back the demo named demo.lmp.
	//

	p = M_CheckParm("-playdemo");

	if (!p) {
		//!
		// @arg <demo>
		// @category demo
		// @vanilla
		//
		// Play back the demo named demo.lmp, determining the framerate
		// of the screen.
		//
		p = M_CheckParm("-timedemo");

	}

	if (p && p < myargc - 1) {
		strcpy(file, myargv[p + 1]);

		if (D_AddFile(file)) {
			strncpy(demolumpname, lumpinfo[numlumps - 1].name, 8);
			demolumpname[8] = '\0';

			/*I_Print("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.

	I_Print("W_Init: Generate Hash Table.\n");
	W_GenerateHashTable();

	D_IdentifyVersion();
	InitGameVersion();
	D_SetGameDescription();

	// 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("\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
					    ("\nThis is not the registered version.");
	}
	// 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_CheckParm("-skill");

	if (p && p < myargc - 1) {
		startskill = myargv[p + 1][0] - '1';
		autostart = true;
	}
	//!
	// @arg <n>
	// @vanilla
	//
	// Start playing on episode n (1-4)
	//

	p = M_CheckParm("-episode");

	if (p && p < myargc - 1) {
		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_CheckParm("-timer");

	if (p && p < myargc - 1 && deathmatch) {
		timelimit = atoi(myargv[p + 1]);
		/*I_Print("timer: %i\n", timelimit); */
	}
	//!
	// @category net
	// @vanilla
	//
	// Austin Virtual Gaming: end levels after 20 minutes.
	//

	p = M_CheckParm("-avg");

	if (p && p < myargc - 1 && deathmatch) {
		I_Print("Austin Virtual Gaming: Levels will end "
			"after 20 minutes\n");
		timelimit = 20;
	}
	//!
	// @arg [<x> <y> | <xy>]
	// @vanilla
	//
	// Start a game immediately, warping to ExMy (Doom 1) or MAPxy
	// (Doom 2)
	//

	p = M_CheckParm("-warp");

	if (p && p < myargc - 1) {
		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;
	}
	// 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_CheckParm("-loadgame");

	if (p && p < myargc - 1) {
		startloadgame = atoi(myargv[p + 1]);
	} else {
		// Not loading a game
		startloadgame = -1;
	}

	//!
	// @category video
	//
	// Disable vertical mouse movement.
	//

	if (M_CheckParm("-novert"))
		novert = true;

	//!
	// @category video
	//
	// Enable vertical mouse movement.
	//

	if (M_CheckParm("-nonovert"))
		novert = false;

	if (W_CheckNumForName("SS_START") >= 0
	    || W_CheckNumForName("FF_END") >= 0) {
		I_Print
		    ("===========================================================================\n");
		I_Print
		    (" 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_Print
	    ("===========================================================================\n");

	PrintBanner(gamedescription);

	I_Print
	    ("===========================================================================\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");

	I_Print("M_Init: Init miscellaneous info.\n");
	M_Init();

	I_Print("R_Init: Init DOOM refresh daemon - ");
	R_Init();

	I_Print("\nP_Init: Init Playloop state.\n");
	P_Init();

	I_Print("\nG_Init: Init game state.\n");
	G_Init();

	I_Print("S_Init: Setting up sound.\n");
	S_Init(sfxVolume * 8, musicVolume * 8);

	PrintGameVersion();

	I_Print("HU_Init: Setting up heads up display.\n");
	HU_Init();

	I_Print("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;

	I_Print("\nI_InitGraphics: Init graphics.\n");
	I_InitGraphics();

	//!
	// @arg <x>
	// @category demo
	// @vanilla
	//
	// Record a demo named x.lmp.
	//

	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
	}

	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
	}

	I_Print("D_DoomLoop: GOGOGOG!\n");
	D_DoomLoop();		// never returns
}
コード例 #21
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
//
// D_DoomWadReboot
// [denis] change wads at runtime
// Returns false if there are missing files and fills the missingfiles
// vector
//
// [SL] passing an IWAD as newwadfiles[0] is now optional
// TODO: hash checking for patchfiles
//
bool D_DoomWadReboot(
	const std::vector<std::string> &newwadfiles,
	const std::vector<std::string> &newpatchfiles,
	const std::vector<std::string> &newwadhashes,
	const std::vector<std::string> &newpatchhashes
)
{
	size_t i;

	bool hashcheck = (newwadfiles.size() == newwadhashes.size());

	missingfiles.clear();
	missinghashes.clear();

	// already loaded these?
	if (lastWadRebootSuccess &&	!wadhashes.empty() &&
		newwadhashes == std::vector<std::string>(wadhashes.begin()+1, wadhashes.end()))
	{
		// fast track if files have not been changed // denis - todo - actually check the file timestamps
		Printf (PRINT_HIGH, "Currently loaded WADs match server checksum\n\n");
		return true;
	}

	lastWadRebootSuccess = false;

	if (gamestate == GS_LEVEL)
		G_ExitLevel(0, 0);

	S_Stop();

	DThinker::DestroyAllThinkers();

	// Close all open WAD files
	W_Close();

	// [ML] 9/11/10: Reset custom wad level information from MAPINFO et al.
	for (i = 0; i < wadlevelinfos.size(); i++)
	{
		if (wadlevelinfos[i].snapshot)
		{
			delete wadlevelinfos[i].snapshot;
			wadlevelinfos[i].snapshot = NULL;
		}
	}

	wadlevelinfos.clear();
	wadclusterinfos.clear();

	// Restart the memory manager
	Z_Init();

	SetLanguageIDs ();

	gamestate_t oldgamestate = gamestate;
	gamestate = GS_STARTUP; // prevent console from trying to use nonexistant font

	// [SL] 2012-12-06 - If we weren't provided with a new IWAD filename in
	// newwadfiles, use the previous IWAD.
	std::string iwad_filename, iwad_hash;
	if ((newwadfiles.empty() || !W_IsIWAD(newwadfiles[0])) && (wadfiles.size() >= 2))
	{
		iwad_filename = wadfiles[1];
		iwad_hash = wadhashes[1];
	}
	else if (!newwadfiles.empty())
	{
		iwad_filename = newwadfiles[0];
		iwad_hash = hashcheck ? newwadhashes[0] : "";
	}

	wadfiles.clear();
	D_AddDefWads(iwad_filename);	// add odamex.wad & IWAD

	// check if the wad files exist and if they match the MD5SUM
	std::string base_filename, full_filename;

	if (!VerifyFile(iwad_filename, base_filename, full_filename, iwad_hash))
	{
		Printf(PRINT_HIGH, "could not find WAD: %s\n", base_filename.c_str());
		missingfiles.push_back(base_filename);
		if (hashcheck)
			missinghashes.push_back(iwad_hash);
	}

	for (i = 0; i < newwadfiles.size(); i++)
	{
		std::string hash = hashcheck ? newwadhashes[i] : "";

		// already added the IWAD with D_AddDefWads
		if (W_IsIWAD(newwadfiles[i]))
			continue;

		if (VerifyFile(newwadfiles[i], base_filename, full_filename, hash))
			wadfiles.push_back(full_filename);
		else
		{
			Printf(PRINT_HIGH, "could not find WAD: %s\n", base_filename.c_str());
			missingfiles.push_back(base_filename);
			if (hashcheck)
				missinghashes.push_back(newwadhashes[i]);
		}
	}

	modifiedgame = (wadfiles.size() > 2) || !patchfiles.empty();	// more than odamex.wad and IWAD?
	if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
		I_Error("\nYou cannot load additional WADs with the shareware version. Register!");

	wadhashes = W_InitMultipleFiles (wadfiles);

	// get skill / episode / map from parms
	strcpy(startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");

    UndoDehPatch();
    patchfiles.clear();

	// [RH] Initialize localizable strings.
	GStrings.ResetStrings ();
	GStrings.Compact ();

	D_DoDefDehackedPatch(newpatchfiles);

	D_NewWadInit();

	// preserve state
	lastWadRebootSuccess = missingfiles.empty();

	gamestate = oldgamestate; // GS_STARTUP would prevent netcode connecting properly

	return missingfiles.empty();
}
コード例 #22
0
ファイル: d_main.c プロジェクト: fielder/chocolate-doom
//
// 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
}
コード例 #23
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
//
// [denis] D_DoomWadReboot
// change wads at runtime
// on 404, returns a vector of bad files
//
std::vector<size_t> D_DoomWadReboot(
	const std::vector<std::string> &wadnames,
    const std::vector<std::string> &patch_files,
    std::vector<std::string> needhashes
)
{
	std::vector<size_t> fails;
	size_t i;

	if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
		I_FatalError ("\nYou cannot switch WAD with the shareware version. Register!");

	SV_SendReconnectSignal();

	G_ExitLevel(0, 0);
	DThinker::DestroyAllThinkers();

	// Close all open WAD files
	W_Close();
	
	// [ML] 9/11/10: Reset custom wad level information from MAPINFO et al.
    // I have never used memset, I hope I am not invoking satan by doing this :(
	if (wadlevelinfos)
    {
		for (i = 0; i < numwadlevelinfos; i++)
			if (wadlevelinfos[i].snapshot)
			{
				delete wadlevelinfos[i].snapshot;
				wadlevelinfos[i].snapshot = NULL;
			}    	
        memset(wadlevelinfos,0,sizeof(wadlevelinfos));        
        numwadlevelinfos = 0;
    }
    
    if (wadclusterinfos)
    {
        memset(wadclusterinfos,0,sizeof(wadclusterinfos));
        numwadclusterinfos = 0;	        
    }
    
	// Restart the memory manager
	Z_Init();
	
	wadfiles.clear();
	modifiedgame = false;

	std::string custwad;
	if(wadnames.empty() == false)
		custwad = wadnames[0];

	D_AddDefWads(custwad);

	for(i = 0; i < wadnames.size(); i++)
	{
		std::string file = BaseFileSearch(wadnames[i], ".WAD");

		if(file.length())
			wadfiles.push_back(file);
		else
		{
			if (wadnames[i] != "") {
				Printf (PRINT_HIGH, "could not find WAD: %s\n", wadnames[i].c_str());
				fails.push_back(i);
			}
		}
	}

	if(wadnames.size() > 1)
		modifiedgame = true;

	wadhashes = W_InitMultipleFiles (wadfiles);
	SV_InitMultipleFiles (wadfiles);

	// get skill / episode / map from parms
	strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");

    UndoDehPatch();
    patchfiles.clear();

	D_InitStrings ();
	D_DoDefDehackedPatch(patch_files);

	G_SetLevelStrings ();
	G_ParseMapInfo ();
	S_ParseSndInfo();

	R_Init();
	P_Init();

	return fails;
}
コード例 #24
0
ファイル: d_main.cpp プロジェクト: Clever-Boy/DOOM-Vis
//
// D_DoomMain
//
void D_DoomMain(void)
{
	IdentifyVersion();
	modifiedgame = false;

	nomonsters = M_CheckParm("-nomonsters") != 0;
	respawnparm = M_CheckParm("-respawn") != 0;
	fastparm = M_CheckParm("-fast") != 0;

	switch (gamemode)
	{
	case retail:
		sprintf_s(title,
			"                         "
			"The Ultimate DOOM Startup v%i.%i"
			"                           ",
			VERSION / 100, VERSION % 100);
		break;
	case shareware:
		sprintf_s(title,
			"                            "
			"DOOM Shareware Startup v%i.%i"
			"                           ",
			VERSION / 100, VERSION % 100);
		break;
	case registered:
		sprintf_s(title,
			"                            "
			"DOOM Registered Startup v%i.%i"
			"                           ",
			VERSION / 100, VERSION % 100);
		break;
	case commercial:
		sprintf_s(title,
			"                         "
			"DOOM 2: Hell on Earth v%i.%i"
			"                           ",
			VERSION / 100, VERSION % 100);
		break;
		/*FIXME
			   case pack_plut:
			   sprintf (title,
			   "                   "
			   "DOOM 2: Plutonia Experiment v%i.%i"
			   "                           ",
			   VERSION/100,VERSION%100);
			   break;
			   case pack_tnt:
			   sprintf (title,
			   "                     "
			   "DOOM 2: TNT - Evilution v%i.%i"
			   "                           ",
			   VERSION/100,VERSION%100);
			   break;
			   */
	default:
		sprintf_s(title,
			"                     "
			"Public DOOM - v%i.%i"
			"                           ",
			VERSION / 100, VERSION % 100);
		break;
	}

	doomCallbacks->Printf("%s\n", title);

	// get skill / episode / map from parms
	startskill = sk_medium;
	startepisode = 1;
	startmap = 1;
	autostart = false;

	// init subsystems
	doomCallbacks->Printf("V_Init: allocate screens.\n");
	V_Init();

	doomCallbacks->Printf("M_LoadDefaults: Load system defaults.\n");
	M_LoadDefaults();              // load before initing other systems

	doomCallbacks->Printf("Z_Init: Init zone memory allocation daemon. \n");
	Z_Init();

	doomCallbacks->Printf("W_Init: Init WADfiles.\n");
	W_InitMultipleFiles(wadfiles);


	// 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][16] =
		{
			"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("\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("\nThis is not the registered version.");
	}

	// Iff additonal PWAD files are used, print modified banner
	if (modifiedgame)
	{
		doomCallbacks->Printf(
			"===========================================================================\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"
			);
		getchar();
	}


	// Check and print which version is executed.
	switch (gamemode)
	{
	case shareware:
	case indetermined:
		doomCallbacks->Printf(
			"===========================================================================\n"
			"                                Shareware!\n"
			"===========================================================================\n"
			);
		break;
	case registered:
	case retail:
	case commercial:
		doomCallbacks->Printf(
			"===========================================================================\n"
			"                 Commercial product - do not distribute!\n"
			"         Please report software piracy to the SPA: 1-800-388-PIR8\n"
			"===========================================================================\n"
			);
		break;

	default:
		// Ouch.
		break;
	}

	doomCallbacks->Printf("M_Init: Init miscellaneous info.\n");
	M_Init();

	doomCallbacks->Printf("R_Init: Init DOOM refresh daemon - ");
	R_Init();

	doomCallbacks->Printf("\nP_Init: Init Playloop state.\n");
	P_Init();

	doomCallbacks->Printf("D_CheckNetGame: Checking network game status.\n");
	D_CheckNetGame();

	doomCallbacks->Printf("S_Init: Setting up sound.\n");
	S_Init(snd_SfxVolume * 8, snd_MusicVolume * 8);

	doomCallbacks->Printf("HU_Init: Setting up heads up display.\n");
	HU_Init();

	doomCallbacks->Printf("ST_Init: Init status bar.\n");
	ST_Init();

	if (gameaction != ga_loadgame)
	{
		if (autostart || netgame)
			G_InitNew(startskill, startepisode, startmap);
		else
			D_StartTitle();                // start up intro loop

	}
}
コード例 #25
0
ファイル: main.c プロジェクト: devilx4/quake2world
/*
 * @brief Initializes the master server.
 */
static void Init(void) {

	Z_Init();

	Fs_Init(false);
}
コード例 #26
0
ファイル: check_mem.c プロジェクト: devilx4/quake2world
/*
 * @brief Setup fixture.
 */
void setup(void) {
	Z_Init();
}
コード例 #27
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
//
// D_Init
//
// Called to initialize subsystems when loading a new set of WAD resource
// files.
//
void D_Init()
{
	// only print init messages during startup, not when changing WADs
	static bool first_time = true;

	SetLanguageIDs();

	M_ClearRandom();

	// start the Zone memory manager
	Z_Init();

	if (!(V_InitPalettes("PLAYPAL")))
		I_Error("Could not reinitialize palette");
	V_InitPalette();

	V_InitColormaps();

	if (first_time)
		Printf(PRINT_HIGH, "R_InitTextureManager: Init image resource management.\n");
	R_InitTextureManager();

	// [RH] Initialize localizable strings.
	GStrings.LoadStrings(W_GetNumForName("LANGUAGE"), STRING_TABLE_SIZE, false);
	GStrings.Compact();

	// init the renderer
	if (first_time)
		Printf(PRINT_HIGH, "R_Init: Init DOOM refresh daemon.\n");
	R_Init();

	V_LoadFonts();

	C_InitConsoleBackground();

	HU_Init();

	G_SetLevelStrings();
	G_ParseMapInfo();
	G_ParseMusInfo();
	S_ParseSndInfo();

	// init the menu subsystem
	if (first_time)
		Printf(PRINT_HIGH, "M_Init: Init miscellaneous info.\n");
	M_Init();

	if (first_time)
		Printf(PRINT_HIGH, "P_Init: Init Playloop state.\n");
	P_InitEffects();
	P_Init();

	// init sound and music
	if (first_time)
	{
		Printf (PRINT_HIGH, "S_Init: Setting up sound.\n");
		Printf (PRINT_HIGH, "S_Init: default sfx volume is %g\n", (float)snd_sfxvolume);
		Printf (PRINT_HIGH, "S_Init: default music volume is %g\n", (float)snd_musicvolume);
	}
	S_Init(snd_sfxvolume, snd_musicvolume);

	R_InitViewBorder();

	// init the status bar
	if (first_time)
		Printf(PRINT_HIGH, "ST_Init: Init status bar.\n");
	ST_Init();

	first_time = false;
}
コード例 #28
0
ファイル: check_r_media.c プロジェクト: devilx4/quake2world
/*
 * @brief Setup fixture.
 */
void setup(void) {

	Z_Init();

	R_InitMedia();
}
コード例 #29
0
ファイル: d_main.c プロジェクト: jm--/seL4Doom
//
// D_DoomMain
//
void D_DoomMain (void)
{
    int             p;
    char                    file[256];

    FindResponseFile ();
	
    IdentifyVersion ();
	
    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;

    switch ( gamemode )
    {
      case retail:
	sprintf (title,
		 "                         "
		 "The Ultimate DOOM Startup v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
      case shareware:
	sprintf (title,
		 "                            "
		 "DOOM Shareware Startup v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
      case registered:
	sprintf (title,
		 "                            "
		 "DOOM Registered Startup v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
      case commercial:
	sprintf (title,
		 "                         "
		 "DOOM 2: Hell on Earth v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
/*FIXME
       case pack_plut:
	sprintf (title,
		 "                   "
		 "DOOM 2: Plutonia Experiment v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
      case pack_tnt:
	sprintf (title,
		 "                     "
		 "DOOM 2: TNT - Evilution v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
*/
      default:
	sprintf (title,
		 "                     "
		 "Public DOOM - v%i.%i"
		 "                           ",
		 VERSION_NUM/100,VERSION_NUM%100);
	break;
    }
    
    printf ("%s\n",title);

    if (devparm)
	printf(D_DEVSTR);
    
    // 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 ("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;
    }
    
    // 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 ("-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]);
    }

    p = M_CheckParm ("-playdemo");

    if (!p)
	p = M_CheckParm ("-timedemo");

    if (p && p < myargc-1)
    {
	sprintf (file,"%s.lmp", myargv[p+1]);
	D_AddFile (file);
	printf("Playing demo %s.lmp.\n",myargv[p+1]);
    }
    
    // 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;
    }
	
    p = M_CheckParm ("-timer");
    if (p && p < myargc-1 && deathmatch)
    {
	int     time;
	time = atoi(myargv[p+1]);
	printf("Levels will end after %d minute",time);
	if (time>1)
	    printf("s");
	printf(".\n");
    }

    p = M_CheckParm ("-avg");
    if (p && p < myargc-1 && deathmatch)
	printf("Austin Virtual Gaming: Levels will end after 20 minutes\n");

    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;
    }
    
    // init subsystems
    printf ("V_Init: allocate screens.\n");
    V_Init ();

    printf ("M_LoadDefaults: Load system defaults.\n");
    M_LoadDefaults ();              // load before initing other systems

    printf ("Z_Init: Init zone memory allocation daemon. \n");
    Z_Init ();

    printf ("W_Init: Init WADfiles.\n");
    W_InitMultipleFiles (wadfiles);
printf("added\n");
    

    // 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("\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("\nThis is not the registered version.");
    }
    
    // Iff additonal PWAD files are used, print modified banner
    if (modifiedgame)
    {
	/*m*/printf (
	    "===========================================================================\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"
	    );
    }
	

    // Check and print which version is executed.
    switch ( gamemode )
    {
      case shareware:
      case indetermined:
	printf (
	    "===========================================================================\n"
	    "                                Shareware!\n"
	    "===========================================================================\n"
	);
	break;
      case registered:
      case retail:
      case commercial:
	printf (
	    "===========================================================================\n"
	    "                 Commercial product - do not distribute!\n"
	    "         Please report software piracy to the SPA: 1-800-388-PIR8\n"
	    "===========================================================================\n"
	);
	break;
	
      default:
	// Ouch.
	break;
    }

    printf ("M_Init: Init miscellaneous info.\n");
    M_Init ();

    printf ("R_Init: Init DOOM refresh daemon - ");
    R_Init ();

    printf ("\nP_Init: Init Playloop state.\n");
    P_Init ();

    printf ("I_Init: Setting up machine state.\n");
    I_Init ();

    printf ("D_CheckNetGame: Checking network game status.\n");
    D_CheckNetGame ();

    printf ("S_Init: Setting up sound.\n");
    S_Init (snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/ );

    printf ("HU_Init: Setting up heads up display.\n");
    HU_Init ();

    printf ("ST_Init: Init status bar.\n");
    ST_Init ();

    // check for a driver that wants intermission stats
    p = M_CheckParm ("-statcopy");
    if (p && p<myargc-1)
    {
	// for statistics driver
	extern  void*	statcopy;                            

	statcopy = (void*)atoi(myargv[p+1]);
	printf ("External statistics registered.\n");
    }
    
    // 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 (myargv[p+1]);
	D_DoomLoop ();  // never returns
    }
	
    p = M_CheckParm ("-timedemo");
    if (p && p < myargc-1)
    {
	G_TimeDemo (myargv[p+1]);
	D_DoomLoop ();  // never returns
    }
	
    p = M_CheckParm ("-loadgame");
    if (p && p < myargc-1)
    {
	if (M_CheckParm("-cdrom"))
	    sprintf(file, "c:\\doomdata\\"SAVEGAMENAME"%c.dsg",myargv[p+1][0]);
	else
	    sprintf(file, SAVEGAMENAME"%c.dsg",myargv[p+1][0]);
	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
}
コード例 #30
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
std::vector<size_t> D_DoomWadReboot(
    const std::vector<std::string> &wadnames,
    const std::vector<std::string> &patch_files,
    std::vector<std::string> needhashes
)
{
    std::vector<size_t> fails;
    size_t i;


    // already loaded these?
    if (lastWadRebootSuccess &&
            !wadhashes.empty() &&
            needhashes ==
            std::vector<std::string>(wadhashes.begin()+1, wadhashes.end()))
    {
        // fast track if files have not been changed // denis - todo - actually check the file timestamps
        Printf (PRINT_HIGH, "Currently loaded WADs match server checksum\n\n");
        return std::vector<size_t>();
    }

    // assume failure
    lastWadRebootSuccess = false;

    if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
        I_Error ("\nYou cannot switch WAD with the shareware version. Register!");

    if(gamestate == GS_LEVEL)
        G_ExitLevel(0, 0);

    AM_Stop();
    S_Stop();

    DThinker::DestroyAllThinkers();

    // Close all open WAD files
    W_Close();

    // [ML] 9/11/10: Reset custom wad level information from MAPINFO et al.
    // I have never used memset, I hope I am not invoking satan by doing this :(
    if (wadlevelinfos)
    {
        for (i = 0; i < numwadlevelinfos; i++)
            if (wadlevelinfos[i].snapshot)
            {
                delete wadlevelinfos[i].snapshot;
                wadlevelinfos[i].snapshot = NULL;
            }
        memset(wadlevelinfos,0,sizeof(wadlevelinfos));
        numwadlevelinfos = 0;
    }

    if (wadclusterinfos)
    {
        memset(wadclusterinfos,0,sizeof(wadclusterinfos));
        numwadclusterinfos = 0;
    }

    // Restart the memory manager
    Z_Init();

    gamestate_t oldgamestate = gamestate;
    gamestate = GS_STARTUP; // prevent console from trying to use nonexistant font

    wadfiles.clear();
    modifiedgame = false;

    std::string custwad;
    if(wadnames.empty() == false)
        custwad = wadnames[0];

    D_AddDefWads(custwad);

    for(i = 0; i < wadnames.size(); i++)
    {
        std::string tmp = wadnames[i];

        // strip absolute paths, as they present a security risk
        FixPathSeparator(tmp);
        size_t slash = tmp.find_last_of(PATHSEPCHAR);
        if(slash != std::string::npos)
            tmp = tmp.substr(slash + 1, tmp.length() - slash);

        // [Russell] - Generate a hash if it doesn't exist already
        if (needhashes[i].empty())
            needhashes[i] = W_MD5(tmp);

        std::string file = BaseFileSearch(tmp, ".wad", needhashes[i]);

        if(file.length())
            wadfiles.push_back(file);
        else
        {
            Printf (PRINT_HIGH, "could not find WAD: %s\n", tmp.c_str());
            fails.push_back(i);
        }
    }

    if(wadnames.size() > 1)
        modifiedgame = true;

    wadhashes = W_InitMultipleFiles (wadfiles);

    UndoDehPatch();

    // [RH] Initialize localizable strings.
    GStrings.ResetStrings ();
    GStrings.Compact ();

    D_DoDefDehackedPatch(patch_files);

    //gotconback = false;
    //C_InitConsole(DisplayWidth, DisplayHeight, true);

    HU_Init ();

    if(!(DefaultPalette = InitPalettes("PLAYPAL")))
        I_Error("Could not reinitialize palette");
    V_InitPalette();

    G_SetLevelStrings ();
    G_ParseMapInfo ();
    G_ParseMusInfo ();
    S_ParseSndInfo();

    M_Init();
    R_Init();
    P_InitEffects();	// [ML] Do this here so we don't have to put particle crap in server
    P_Init();

    S_Init (snd_sfxvolume, snd_musicvolume);
    ST_Init();

    // preserve state
    lastWadRebootSuccess = fails.empty();

    gamestate = oldgamestate; // GS_STARTUP would prevent netcode connecting properly

    return fails;
}