예제 #1
0
void G_DoNewGame (void)
{
    if (demoplayback)
    {
        cvar_t::C_RestoreCVars ();
        demoplayback = false;
        D_SetupUserInfo ();
    }

    CL_QuitNetGame();

    netgame = false;
    multiplayer = false;

    // denis - single player warp (like in d_main)
    serverside = true;

    players.clear();
    players.push_back(player_t());
    players.back().playerstate = PST_REBORN;
    consoleplayer_id = displayplayer_id = players.back().id = 1;

    G_InitNew (d_mapname);
    gameaction = ga_nothing;
}
예제 #2
0
//
// G_DoNewGame
//
// denis - rewritten so that it does not force client reconnects
//
void G_DoNewGame (void)
{
	for (Players::iterator it = players.begin();it != players.end();++it)
	{
		if(!(it->ingame()))
			continue;

		SV_SendLoadMap(wadfiles, patchfiles, d_mapname, &*it);
	}

	sv_curmap.ForceSet(d_mapname);

	G_InitNew (d_mapname);
	gameaction = ga_nothing;

	// run script at the start of each map
	// [ML] 8/22/2010: There are examples in the wiki that outright don't work
	// when onlcvars (addcommandstring's second param) is true.  Is there a
	// reason why the mapscripts ahve to be safe mode?
	if (strlen(sv_startmapscript.cstring()))
		AddCommandString(sv_startmapscript.cstring()/*,true*/);

	for (Players::iterator it = players.begin();it != players.end();++it)
	{
		if (!(it->ingame()))
			continue;

		if (sv_gametype == GM_TEAMDM || sv_gametype == GM_CTF)
			SV_CheckTeam(*it);
		else
			it->userinfo.color = it->prefcolor;

		SV_ClientFullUpdate(*it);
	}
}
예제 #3
0
/*
 =======================
 StartNetGame
 
 Begins a game based on the contents of setupPacket
 =======================
 */ 
boolean StartNetGame() {
	// make sure we are supposed to be in this game
	int	slot = -1;
	for ( int i = 0 ; i < MAXPLAYERS ; i++ ) {
		if ( setupPacket.playerID[i] == playerID ) {
			slot = i;
		}
	}
	if ( slot == -1 ) {
		return false;
	}
	GameSetup();
	
	consoleplayer = displayplayer = slot;

	netgame = true;			// respawn without restarting levels
	
	if ( setupPacket.deathmatch ) {
		// deathmatch game
		deathmatch = setupPacket.deathmatch;	// could be either 1 or 2 for altdeath
		nomonsters = true;
		
		if ( setupPacket.timelimit > 0 ) {
			levelTimer = true;
			// 30 hz, minutes
			levelTimeCount = setupPacket.timelimit * 30 * 60;
		}
		
		if ( setupPacket.fraglimit > 0 ) {
			levelFragLimit = true;
			levelFragLimitCount = setupPacket.fraglimit;
		}
	} else {
		// coop game
		deathmatch = false;
		nomonsters = false;	
	}
	
	for ( int i = 0 ; i < MAXPLAYERS ; i++ ) {
		if ( setupPacket.playerID[i] != 0 ) {
			playeringame[i] = 1;
		} else {
			playeringame[i] = 0;
		}
	}
	
	gametic = 0;
	maketic = 1;	// allow everyone to run the first frame without waiting for a packet
	
	memset( netcmds, 0, sizeof( netcmds ) );
	memset( consistancy, 0, sizeof( consistancy ) );
	
	gameID = setupPacket.gameID;
	
	// start the map
	G_InitNew( setupPacket.map.skill, setupPacket.map.episode, setupPacket.map.map );
	
	return true;
}
예제 #4
0
파일: dmain.c 프로젝트: Almamu/doom3do
static void RunMenu(void)
{
	if (MiniLoop(M_Start,M_Stop,M_Ticker,M_Drawer)==ga_completed) {		/* Process the menu */
		S_StopSong();
		G_InitNew(StartSkill,StartMap);		/* Init the new game */
		G_RunGame();					/* Play the game */
	}
}
예제 #5
0
void G_DoNewGame (void)
{
	G_NewInit ();
	playeringame[consoleplayer] = 1;
	if (d_skill != -1)
	{
		gameskill = d_skill;
	}
	G_InitNew (d_mapname, false);
	gameaction = ga_nothing;
}
예제 #6
0
void G_DoLoadGame(void)
{
    int i;
    int a, b, c;
    char savestr[SAVESTRINGSIZE];
    char vcheck[VERSIONSIZE], readversion[VERSIONSIZE];

    gameaction = ga_nothing;

    SV_OpenRead(savename);

    free(savename);
    savename = NULL;

    // Skip the description field
    SV_Read(savestr, SAVESTRINGSIZE);

    memset(vcheck, 0, sizeof(vcheck));
    DEH_snprintf(vcheck, VERSIONSIZE, "version %i", HERETIC_VERSION);
    SV_Read(readversion, VERSIONSIZE);

    if (strncmp(readversion, vcheck, VERSIONSIZE) != 0)
    {                           // Bad version
        return;
    }
    gameskill = SV_ReadByte();
    gameepisode = SV_ReadByte();
    gamemap = SV_ReadByte();
    for (i = 0; i < MAXPLAYERS; i++)
    {
        playeringame[i] = SV_ReadByte();
    }
    // Load a base level
    G_InitNew(gameskill, gameepisode, gamemap);

    // Create leveltime
    a = SV_ReadByte();
    b = SV_ReadByte();
    c = SV_ReadByte();
    leveltime = (a << 16) + (b << 8) + c;

    // De-archive all the modifications
    P_UnArchivePlayers();
    P_UnArchiveWorld();
    P_UnArchiveThinkers();
    P_UnArchiveSpecials();

    if (SV_ReadByte() != SAVE_GAME_TERMINATOR)
    {                           // Missing savegame termination marker
        I_Error("Bad savegame");
    }
}
예제 #7
0
void G_RunGame(void) {
    int next = 0;

    if(!demorecording && !demoplayback) {
        G_ReloadDefaults();
        G_InitNew(startskill, startmap);
    }

    while(gameaction != ga_title) {
        if(gameaction == ga_loadgame) {
            G_DoLoadGame();
        }
        else {
            G_DoLoadLevel();

            if(gameaction == ga_title) {
                break;
            }
        }

        next = D_MiniLoop(P_Start, P_Stop, P_Drawer, P_Ticker);

        if(next == ga_loadlevel) {
            continue;    // restart level from scratch
        }

        if(next == ga_warplevel || next == ga_warpquick) {
            continue;    // skip intermission
        }

        if(next == ga_title) {
            return;    // exit game and return to title screen
        }

        if(next == ga_completed) {
            next = D_MiniLoop(WI_Start, WI_Stop, WI_Drawer, WI_Ticker);
        }

        if(next == ga_victory) {
            next = D_MiniLoop(IN_Start, IN_Stop, IN_Drawer, IN_Ticker);

            if(next == ga_finale) {
                D_MiniLoop(F_Start, F_Stop, F_Drawer, F_Ticker);
            }
        }

        gamemap = nextmap;
    }
}
예제 #8
0
파일: game.c 프로젝트: Almamu/doom3do
Word G_PlayDemoPtr(Word *demo)
{
	Word exit;
	Word skill,map;

	DemoBuffer = demo;		/* Save the demo buffer pointer */
	skill = demo[0];		/* Get the initial and map */
	map = demo[1];
	DemoDataPtr = &demo[2];		/* Init the pointer */
	G_InitNew((skill_t)skill,map);	/* Init a game */
	DemoPlayback = TRUE;	/* I am playing back data */
	exit = MiniLoop(P_Start,P_Stop,P_Ticker,P_Drawer);	/* Execute game */
	DemoPlayback = FALSE;	/* End demo */
	return exit;
}
예제 #9
0
파일: game.c 프로젝트: Almamu/doom3do
void G_RecordDemo (void)
{
	Word *Dest;

	Dest = (Word *)AllocAPointer(0x8000);		/* Get memory for demo */
	DemoBuffer = Dest;			/* Save the pointer */
	Dest[0] = StartSkill;		/* Save the skill and level */
	Dest[1] = StartMap;
    DemoDataPtr = Dest+2;
	G_InitNew(StartSkill,StartMap);	/* Begin a game */
	DemoRecording = TRUE;		/* Begin recording */
	MiniLoop(P_Start,P_Stop,P_Ticker,P_Drawer);	/* Play it */
	DemoRecording = FALSE;		/* End recording */
	for (;;) {					/* Stay forever */
		G_PlayDemoPtr(DemoBuffer);	/* Play the demo */
	}
}
예제 #10
0
/*
 =======================
 StartSinglePlayerGame
 
 =======================
 */ 
void StartSinglePlayerGame( mapStart_t map ) {
	playState.map = map;
	playState.saveGameIsValid = true;	// assume we will save the game on exit
	lastState = IPM_GAME;
    
	// mark this level / skill combination as tried
	// 
	mapStats_t *cms = FindMapStats( playState.map.dataset, playState.map.episode, playState.map.map, true );
	if ( cms ) {
		// if we are at MAX_MAPS, no stat tracking...
		cms->completionFlags[playState.map.skill] |= MF_TRIED;
	}
	
	GameSetup();
	
	// start the map
	G_InitNew( playState.map.skill, playState.map.episode, playState.map.map );		
}
예제 #11
0
파일: g_game.c 프로젝트: Arc0re/jaguardoom
int G_PlayDemoPtr (int *demo)
{
	int		exit;
	int		skill, map;
	
	demobuffer = demo;
	
	skill = *demo++;
	map = *demo++;

	demo_p = demo;
	
	G_InitNew (skill, map, gt_single);
	G_DoLoadLevel ();   
	demoplayback = true;
	exit = MiniLoop (P_Start, P_Stop, P_Ticker, P_Drawer);
	demoplayback = false;
	
	return exit;
}
예제 #12
0
파일: d_main.c 프로젝트: jezze/doom
static void D_DoomMainSetup(void)
{

    setbuf(stdout, NULL);
    M_LoadDefaults();
    IdentifyVersion();
    G_ReloadDefaults();
    I_CalculateRes(640, 480);
    V_Init();
    D_InitNetGame();
    W_Init();
    M_Init();
    R_Init();
    P_Init();
    I_Init();
    S_Init(snd_SfxVolume, snd_MusicVolume);
    HU_Init();
    I_InitGraphics();
    ST_Init();
    G_InitNew(sk_none, 1, 1);

}
예제 #13
0
void G_RunTitleMap(void) {
    // villsa 12092013 - abort if map doesn't exist in mapfino
    if(P_GetMapInfo(33) == NULL) {
        return;
    }

    demobuffer = Z_Calloc(0x16000, PU_STATIC, NULL);
    demo_p = demobuffer;
    demobuffer[0x16000-1] = DEMOMARKER;

    G_InitNew(sk_medium, 33);

    precache = true;
    usergame = false;
    demoplayback = true;
    iwadDemo = true;

    rngseed = 0;

    G_DoLoadLevel();
    D_MiniLoop(P_Start, P_Stop, P_Drawer, P_Ticker);
}
예제 #14
0
파일: g_game.c 프로젝트: Arc0re/jaguardoom
void G_RecordDemo (void)
{
	demo_p = demobuffer = Z_Malloc (0x8000, PU_STATIC, NULL);
	
	*demo_p++ = startskill;
	*demo_p++ = startmap;
	
	G_InitNew (startskill, startmap, gt_single);
	G_DoLoadLevel ();  
	demorecording = true; 
	MiniLoop (P_Start, P_Stop, P_Ticker, P_Drawer);
	demorecording = false;
	
	D_printf ("w %x,%x",demobuffer,demo_p);
	
	while (1)
	{
		G_PlayDemoPtr (demobuffer);
	D_printf ("w %x,%x",demobuffer,demo_p);
	}
	
}
예제 #15
0
파일: p_saveg.c 프로젝트: directhex/doom64
dboolean P_ReadSaveGame(char* name) {
    M_ReadFile(name, &savebuffer);
    save_offset = 0;

    saveg_read_header();

    // load a base level
    G_InitNew(gameskill, gamemap);
    G_DoLoadLevel();

    P_UnArchiveMobjs();
    P_UnArchivePlayers();
    P_UnArchiveWorld();
    P_UnArchiveSpecials();
    P_UnArchiveMacros();

    if(!saveg_read_marker(SAVEGAME_EOF)) {
        I_Error("Bad savegame");
    }

    Z_Free(savebuffer);

    return true;
}
예제 #16
0
//
// 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
}
예제 #17
0
void NetDemo::readSnapshotData(byte *buf, size_t length)
{
    byte cid = consoleplayer_id;
    byte did = displayplayer_id;

    P_ClearAllNetIds();

    // Remove all players
    players.clear();

    // Remove all actors
    TThinkerIterator<AActor> iterator;
    AActor *mo;
    while ( (mo = iterator.Next() ) )
        mo->Destroy();

    gameaction = ga_nothing;

    FLZOMemFile memfile;

    length = 0;
    memfile.Open(buf);		// open for reading

    FArchive arc(memfile);

    // Read the server cvars
    byte vars[4096], *vars_p;
    vars_p = vars;
    size_t len = arc.ReadCount ();
    arc.Read(vars, len);
    cvar_t::C_ReadCVars(&vars_p);

    std::string mapname;
    bool intermission;
    arc >> mapname;
    arc >> intermission;

    G_SerializeSnapshots(arc);
    P_SerializeRNGState(arc);
    P_SerializeACSDefereds(arc);

    // Read the status of flags in CTF
    for (int i = 0; i < NUMFLAGS; i++)
        arc >> CTFdata[i];

    // Read team points
    for (int i = 0; i < NUMTEAMS; i++)
        arc >> TEAMpoints[i];

    arc >> level.time;

    for (int i = 0; i < NUM_WORLDVARS; i++)
        arc >> ACS_WorldVars[i];

    for (int i = 0; i < NUM_GLOBALVARS; i++)
        arc >> ACS_GlobalVars[i];

    netgame = multiplayer = true;

    // load a base level
    savegamerestore = true;     // Use the player actors in the savegame
    serverside = false;
    G_InitNew(mapname.c_str());
    displayplayer_id = consoleplayer_id = 1;
    savegamerestore = false;

    // read consistancy marker
    byte check;
    arc >> check;

    arc.Close();

    if (check != 0x1d)
        error("Bad snapshot");

    consoleplayer_id = cid;

    // try to restore display player
    player_t *disp = &idplayer(did);
    if (validplayer(*disp) && disp->ingame() && !disp->spectator)
        displayplayer_id = did;
    else
        displayplayer_id = cid;

    // restore player colors
    for (size_t i = 0; i < players.size(); i++)
        R_BuildPlayerTranslation(players[i].id, players[i].userinfo.color);

    // Link the CTF flag actors to CTFdata[i].actor
    TThinkerIterator<AActor> flagiterator;
    while ( (mo = flagiterator.Next() ) )
    {
        if (mo->type == MT_BDWN || mo->type == MT_BCAR)
            CTFdata[it_blueflag].actor = mo->ptr();
        if (mo->type == MT_RDWN || mo->type == MT_RCAR)
            CTFdata[it_redflag].actor = mo->ptr();
    }

    // Make sure the status bar is displayed correctly
    ST_Start();
}
예제 #18
0
파일: d_main.c 프로젝트: 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
}
예제 #19
0
//
// 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
}
예제 #20
0
파일: d_main.c 프로젝트: Nekrofage/DoomRPi
static void D_DoomMainSetup(void)
{
  int p,slot;

  L_SetupConsoleMasks();

  setbuf(stdout,NULL);

  // proff 04/05/2000: Added support for include response files
  /* proff 2001/7/1 - Moved up, so -config can be in response files */
  {
    boolean rsp_found;
    int i;

    do {
      rsp_found=false;
      for (i=0; i<myargc; i++)
        if (myargv[i][0]=='@')
          rsp_found=true;
      FindResponseFile();
    } while (rsp_found==true);
  }

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

  // figgi 09/18/00-- added switch to force classic bsp nodes
  if (M_CheckParm ("-forceoldbsp"))
  {
    extern boolean forceOldBsp;
    forceOldBsp = true;
  }

  DoLooseFiles();  // Ty 08/29/98 - handle "loose" files on command line
  IdentifyVersion();

  // e6y: DEH files preloaded in wrong order
  // http://sourceforge.net/tracker/index.php?func=detail&aid=1418158&group_id=148658&atid=772943
  // The dachaked stuff has been moved below an autoload

  // jff 1/24/98 set both working and command line value of play parms
  nomonsters = clnomonsters = M_CheckParm ("-nomonsters");
  respawnparm = clrespawnparm = M_CheckParm ("-respawn");
  fastparm = clfastparm = M_CheckParm ("-fast");
  // jff 1/24/98 end of set to both working and command line value

  devparm = M_CheckParm ("-devparm");

  if (M_CheckParm ("-altdeath"))
    deathmatch = 2;
  else
    if (M_CheckParm ("-deathmatch"))
      deathmatch = 1;

  {
    // CPhipps - localise title variable
    // print title for every printed line
    // cph - code cleaned and made smaller
    const char* doomverstr;

    switch ( gamemode ) {
    case retail:
      doomverstr = "The Ultimate DOOM";
      break;
    case shareware:
      doomverstr = "DOOM Shareware";
      break;
    case registered:
      doomverstr = "DOOM Registered";
      break;
    case commercial:  // Ty 08/27/98 - fixed gamemode vs gamemission
      switch (gamemission)
      {
        case pack_plut:
    doomverstr = "DOOM 2: Plutonia Experiment";
          break;
        case pack_tnt:
          doomverstr = "DOOM 2: TNT - Evilution";
          break;
        default:
          doomverstr = "DOOM 2: Hell on Earth";
          break;
      }
      break;
    default:
      doomverstr = "Public DOOM";
      break;
    }

    /* cphipps - the main display. This shows the build date, copyright, and game type */
    lprintf(LO_ALWAYS,"PrBoom (built %s), playing: %s\n"
      "PrBoom is released under the GNU General Public license v2.0.\n"
      "You are welcome to redistribute it under certain conditions.\n"
      "It comes with ABSOLUTELY NO WARRANTY. See the file COPYING for details.\n",
      version_date, doomverstr);
  }

  if (devparm)
    //jff 9/3/98 use logical output routine
    lprintf(LO_CONFIRM,"%s",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;
      //jff 9/3/98 use logical output routine
      lprintf (LO_CONFIRM,"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;
    }

  modifiedgame = false;

  // get skill / episode / map from parms

  startskill = sk_none; // jff 3/24/98 was sk_medium, just note not picked
  startepisode = 1;
  startmap = 1;
  autostart = false;

  if ((p = M_CheckParm ("-skill")) && p < myargc-1)
    {
      startskill = myargv[p+1][0]-'1';
      autostart = true;
    }

  if ((p = M_CheckParm ("-episode")) && p < myargc-1)
    {
      startepisode = myargv[p+1][0]-'0';
      startmap = 1;
      autostart = true;
    }

  if ((p = M_CheckParm ("-timer")) && p < myargc-1 && deathmatch)
    {
      int time = atoi(myargv[p+1]);
      //jff 9/3/98 use logical output routine
      lprintf(LO_CONFIRM,"Levels will end after %d minute%s.\n", time, time>1 ? "s" : "");
    }

  if ((p = M_CheckParm ("-avg")) && p < myargc-1 && deathmatch)
    //jff 9/3/98 use logical output routine
    lprintf(LO_CONFIRM,"Austin Virtual Gaming: Levels will end after 20 minutes\n");

  if ((p = M_CheckParm ("-warp")) ||      // killough 5/2/98
       (p = M_CheckParm ("-wart")))
       // Ty 08/29/98 - moved this check later so we can have -warp alone: && p < myargc-1)
  {
    startmap = 0; // Ty 08/29/98 - allow "-warp x" to go to first map in wad(s)
    autostart = true; // Ty 08/29/98 - move outside the decision tree
    if (gamemode == commercial)
    {
      if (p < myargc-1)
        startmap = atoi(myargv[p+1]);   // Ty 08/29/98 - add test if last parm
    }
    else    // 1/25/98 killough: fix -warp xxx from crashing Doom 1 / UD
    {
      if (p < myargc-2)
      {
        startepisode = atoi(myargv[++p]);
        startmap = atoi(myargv[p+1]);
      }
    }
  }
  // Ty 08/29/98 - later we'll check for startmap=0 and autostart=true
  // as a special case that -warp * was used.  Actually -warp with any
  // non-numeric will do that but we'll only document "*"

  //jff 1/22/98 add command line parms to disable sound and music
  {
    int nosound = M_CheckParm("-nosound");
    nomusicparm = nosound || M_CheckParm("-nomusic");
    nosfxparm   = nosound || M_CheckParm("-nosfx");
  }
  //jff end of sound/music command line parms

  // killough 3/2/98: allow -nodraw -noblit generally
  nodrawers = M_CheckParm ("-nodraw");
  noblit = M_CheckParm ("-noblit");

  //proff 11/22/98: Added setting of viewangleoffset
  p = M_CheckParm("-viewangle");
  if (p)
  {
    viewangleoffset = atoi(myargv[p+1]);
    viewangleoffset = viewangleoffset<0 ? 0 : (viewangleoffset>7 ? 7 : viewangleoffset);
    viewangleoffset = (8-viewangleoffset) * ANG45;
  }

  // init subsystems

  G_ReloadDefaults();    // killough 3/4/98: set defaults just loaded.
  // jff 3/24/98 this sets startskill if it was -1

  // Video stuff
  if ((p = M_CheckParm("-width")))
    if (myargv[p+1])
      desired_screenwidth = atoi(myargv[p+1]);

  if ((p = M_CheckParm("-height")))
    if (myargv[p+1])
      desired_screenheight = atoi(myargv[p+1]);

  if ((p = M_CheckParm("-fullscreen")))
      use_fullscreen = 1;

  if ((p = M_CheckParm("-nofullscreen")))
      use_fullscreen = 0;

  // e6y
  // New command-line options for setting a window (-window) 
  // or fullscreen (-nowindow) mode temporarily which is not saved in cfg.
  // It works like "-geom" switch
  desired_fullscreen = use_fullscreen;
  if ((p = M_CheckParm("-window")))
      desired_fullscreen = 0;

  if ((p = M_CheckParm("-nowindow")))
      desired_fullscreen = 1;

  { // -geometry handling, change screen size for this session only
    // e6y: new code by me
    int w, h;

    if (!(p = M_CheckParm("-geom")))
      p = M_CheckParm("-geometry");

    if (!(p && (p+1<myargc) && sscanf(myargv[p+1], "%dx%d", &w, &h) == 2))
    {
      w = desired_screenwidth;
      h = desired_screenheight;
    }
    I_CalculateRes(w, h);
  }

#ifdef GL_DOOM
  // proff 04/05/2000: for GL-specific switches
  gld_InitCommandLine();
#endif

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"V_Init: allocate screens.\n");
  V_Init();

  // CPhipps - autoloading of wads
  // Designed to be general, instead of specific to boomlump.wad
  // Some people might find this useful
  // cph - support MBF -noload parameter
  if (!M_CheckParm("-noload")) {
    int i;

    for (i=0; i<MAXLOADFILES*2; i++) {
      const char *fname = (i < MAXLOADFILES) ? wad_files[i]
  : deh_files[i - MAXLOADFILES];
      char *fpath;

      if (!(fname && *fname)) continue;
      // Filename is now stored as a zero terminated string
      fpath = I_FindFile(fname, (i < MAXLOADFILES) ? ".wad" : ".bex");
      if (!fpath)
        lprintf(LO_WARN, "Failed to autoload %s\n", fname);
      else {
        if (i >= MAXLOADFILES)
          ProcessDehFile(fpath, D_dehout(), 0);
        else {
          D_AddFile(fpath,source_auto_load);
        }
        modifiedgame = true;
        free(fpath);
      }
    }
  }

  // e6y: DEH files preloaded in wrong order
  // http://sourceforge.net/tracker/index.php?func=detail&aid=1418158&group_id=148658&atid=772943
  // The dachaked stuff has been moved from above

  // ty 03/09/98 do dehacked stuff
  // Note: do this before any other since it is expected by
  // the deh patch author that this is actually part of the EXE itself
  // Using -deh in BOOM, others use -dehacked.
  // Ty 03/18/98 also allow .bex extension.  .bex overrides if both exist.

  D_BuildBEXTables(); // haleyjd

  p = M_CheckParm ("-deh");
  if (p)
    {
      char file[PATH_MAX+1];      // cph - localised
      // the parms after p are deh/bex file names,
      // until end of parms or another - preceded parm
      // Ty 04/11/98 - Allow multiple -deh files in a row

      while (++p != myargc && *myargv[p] != '-')
        {
          AddDefaultExtension(strcpy(file, myargv[p]), ".bex");
          if (access(file, F_OK))  // nope
            {
              AddDefaultExtension(strcpy(file, myargv[p]), ".deh");
              if (access(file, F_OK))  // still nope
                I_Error("D_DoomMainSetup: Cannot find .deh or .bex file named %s",myargv[p]);
            }
          // during the beta we have debug output to dehout.txt
          ProcessDehFile(file,D_dehout(),0);
        }
    }
  // ty 03/09/98 end of do dehacked stuff

  // add any files specified on the command line with -file wadfile
  // to the wad list

  // killough 1/31/98, 5/2/98: reload hack removed, -wart same as -warp now.

  if ((p = M_CheckParm ("-file")))
    {
      // 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] != '-')
        D_AddFile(myargv[p],source_pwad);
    }

  if (!(p = M_CheckParm("-playdemo")) || p >= myargc-1) {   /* killough */
    if ((p = M_CheckParm ("-fastdemo")) && p < myargc-1)    /* killough */
      fastdemo = true;             // run at fastest speed possible
    else
      p = M_CheckParm ("-timedemo");
  }

  if (p && p < myargc-1)
    {
      char file[PATH_MAX+1];      // cph - localised
      strcpy(file,myargv[p+1]);
      AddDefaultExtension(file,".lmp");     // killough
      D_AddFile (file,source_lmp);
      //jff 9/3/98 use logical output routine
      lprintf(LO_CONFIRM,"Playing demo %s\n",file);
      if ((p = M_CheckParm ("-ffmap")) && p < myargc-1) {
        ffmap = atoi(myargv[p+1]);
      }

    }

  // internal translucency set to config file value               // phares
  general_translucency = default_translucency;                    // phares

  // 1/18/98 killough: Z_Init() call moved to i_main.c

  // CPhipps - move up netgame init
  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"D_InitNetGame: Checking for network game.\n");
  D_InitNetGame();

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"W_Init: Init WADfiles.\n");
  W_Init(); // CPhipps - handling of wadfiles init changed

  lprintf(LO_INFO,"\n");     // killough 3/6/98: add a newline, by popular demand :)

  // e6y 
  // option to disable automatic loading of dehacked-in-wad lump
  if (!M_CheckParm ("-nodeh"))
    if ((p = W_CheckNumForName("DEHACKED")) != -1) // cph - add dehacked-in-a-wad support
      ProcessDehFile(NULL, D_dehout(), p);

  V_InitColorTranslation(); //jff 4/24/98 load color translation lumps

  // killough 2/22/98: copyright / "modified game" / SPA banners removed

  // Ty 04/08/98 - Add 5 lines of misc. data, only if nonblank
  // The expectation is that these will be set in a .bex file
  //jff 9/3/98 use logical output routine
  if (*startup1) lprintf(LO_INFO,"%s",startup1);
  if (*startup2) lprintf(LO_INFO,"%s",startup2);
  if (*startup3) lprintf(LO_INFO,"%s",startup3);
  if (*startup4) lprintf(LO_INFO,"%s",startup4);
  if (*startup5) lprintf(LO_INFO,"%s",startup5);
  // End new startup strings

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"M_Init: Init miscellaneous info.\n");
  M_Init();

#ifdef HAVE_NET
  // CPhipps - now wait for netgame start
  D_CheckNetGame();
#endif

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"R_Init: Init DOOM refresh daemon - ");
  R_Init();

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"\nP_Init: Init Playloop state.\n");
  P_Init();

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"I_Init: Setting up machine state.\n");
  I_Init();

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"S_Init: Setting up sound.\n");
  S_Init(snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/ );

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"HU_Init: Setting up heads up display.\n");
  HU_Init();

  if (!(M_CheckParm("-nodraw") && M_CheckParm("-nosound")))
    I_InitGraphics();

  //jff 9/3/98 use logical output routine
  lprintf(LO_INFO,"ST_Init: Init status bar.\n");
  ST_Init();

  idmusnum = -1; //jff 3/17/98 insure idmus number is blank

  // CPhipps - auto screenshots
  if ((p = M_CheckParm("-autoshot")) && (p < myargc-2))
    if ((auto_shot_count = auto_shot_time = atoi(myargv[p+1])))
      auto_shot_fname = myargv[p+2];

  // start the apropriate game based on parms

  // killough 12/98:
  // Support -loadgame with -record and reimplement -recordfrom.

  if ((slot = M_CheckParm("-recordfrom")) && (p = slot+2) < myargc)
    G_RecordDemo(myargv[p]);
  else
    {
      slot = M_CheckParm("-loadgame");
      if ((p = M_CheckParm("-record")) && ++p < myargc)
  {
    autostart = true;
    G_RecordDemo(myargv[p]);
  }
    }

  if ((p = M_CheckParm ("-checksum")) && ++p < myargc)
    {
      P_RecordChecksum (myargv[p]);
    }

  if ((p = M_CheckParm ("-fastdemo")) && ++p < myargc)
    {                                 // killough
      fastdemo = true;                // run at fastest speed possible
      timingdemo = true;              // show stats after quit
      G_DeferedPlayDemo(myargv[p]);
      singledemo = true;              // quit after one demo
    }
  else
    if ((p = M_CheckParm("-timedemo")) && ++p < myargc)
      {
  singletics = true;
  timingdemo = true;            // show stats after quit
  G_DeferedPlayDemo(myargv[p]);
  singledemo = true;            // quit after one demo
      }
    else
      if ((p = M_CheckParm("-playdemo")) && ++p < myargc)
  {
    G_DeferedPlayDemo(myargv[p]);
    singledemo = true;          // quit after one demo
  }

  if (slot && ++slot < myargc)
    {
      slot = atoi(myargv[slot]);        // killough 3/16/98: add slot info
      G_LoadGame(slot, true);           // killough 5/15/98: add command flag // cph - no filename
    }
  else
    if (!singledemo) {                  /* killough 12/98 */
      if (autostart || netgame)
  {
    G_InitNew(startskill, startepisode, startmap);
    if (demorecording)
      G_BeginRecording();
  }
      else
  D_StartTitle();                 // start up intro loop
    }
}
예제 #21
0
//
// 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
}
예제 #22
0
//
// 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

	}
}
예제 #23
0
void G_DoNewGame(void)
{
    G_InitNew(d_skill, d_episode, d_map);
    gameaction = ga_nothing;
}
예제 #24
0
파일: d_main.c 프로젝트: 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
}
예제 #25
0
파일: d_main.c 프로젝트: HendrikR/rockbox
void D_DoomMainSetup(void)
{
   int   p;

   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;

   printf("Welcome to Rockdoom\n");

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

   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: %d%%\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;
   }

   // 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 ("-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;
   }

   // CPhipps - move up netgame init
   printf("D_InitNetGame: Checking for network game.\n");
   D_InitNetGame();

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

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

	if ((p = W_CheckNumForName("DEHACKED")) != -1) // cph - add dehacked-in-a-wad support
		ProcessDehFile(NULL, dehout ? "/dehlog.txt" : NULL, p);

   V_InitColorTranslation(); //jff 4/24/98 load color translation lumps

   // 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.
      const 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!\n");

      // 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("This is not the registered version.\n");
   }

   // Iff additonal PWAD files are used, print modified banner
   if (modifiedgame)
      printf ("ATTENTION:  This version of DOOM has been modified.\n");

   // Check and print which version is executed.
   switch ( gamemode )
   {
   case shareware:
   case indetermined:
      printf ("Shareware!\n");
      break;
   case registered:
   case retail:
   case commercial:
      printf ("Commercial product - do not distribute!\n");
      break;
   default:
      // Ouch.
      break;
   }

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

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

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

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

   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 ();

   I_InitGraphics ();

   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*)(intptr_t)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 ("-loadgame");
   if (p && p < myargc-1)
      G_LoadGame (atoi(myargv[p+1]), false);

   if ( gameaction != ga_loadgame )
   {
      if (!singledemo) {                  /* killough 12/98 */
         if (autostart || netgame)
            G_InitNew (startskill, startepisode, startmap);
         else
            D_StartTitle ();                // start up intro loop
      }
   }
}
예제 #26
0
//
// D_DoomMain
//
void D_DoomMain (void)
{
    unsigned p;
    const char *iwad;
    extern std::string defdemoname;

    M_ClearRandom();

    gamestate = GS_STARTUP;
    SetLanguageIDs ();
    M_FindResponseFile();		// [ML] 23/1/07 - Add Response file support back in

    if (lzo_init () != LZO_E_OK)	// [RH] Initialize the minilzo package.
        I_FatalError ("Could not initialize LZO routines");

    C_ExecCmdLineParams (false, true);	// [Nes] test for +logfile command

    Printf (PRINT_HIGH, "Heapsize: %u megabytes\n", got_heapsize);

    M_LoadDefaults ();					// load before initing other systems
    C_ExecCmdLineParams (true, false);	// [RH] do all +set commands on the command line

    iwad = Args.CheckValue("-iwad");
    if(!iwad)
        iwad = "";

    D_AddDefWads(iwad);
    D_AddCmdParameterFiles();

    wadhashes = W_InitMultipleFiles (wadfiles);

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

    // [RH] Initialize configurable strings.
    //D_InitStrings ();
    D_DoDefDehackedPatch ();

    // [RH] Moved these up here so that we can do most of our
    //		startup output in a fullscreen console.

    HU_Init ();
    I_Init ();
    V_Init ();

    // Base systems have been inited; enable cvar callbacks
    cvar_t::EnableCallbacks ();

    // [RH] User-configurable startup strings. Because BOOM does.
    if (GStrings(STARTUP1)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP1));
    if (GStrings(STARTUP2)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP2));
    if (GStrings(STARTUP3)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP3));
    if (GStrings(STARTUP4)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP4));
    if (GStrings(STARTUP5)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP5));

    // Nomonsters
    sv_nomonsters = Args.CheckParm("-nomonsters");

    // Respawn
    sv_monstersrespawn = Args.CheckParm("-respawn");

    // Fast
    sv_fastmonsters = Args.CheckParm("-fast");

    // developer mode
    devparm = Args.CheckParm ("-devparm");

    // Record a vanilla demo
    p = Args.CheckParm ("-record");
    if (p)
    {
        autorecord = true;
        autostart = true;
        demorecordfile = Args.GetArg (p+1);
    }

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

    // Check for -playdemo, play a single demo then quit.
    p = Args.CheckParm ("-playdemo");
    // Hack to check for +playdemo command, since if you just add it normally
    // it won't run because it's attempting to run a demo and still set up the
    // first map as normal.
    if (!p)
        p = Args.CheckParm ("+playdemo");
    if (p && p < Args.NumArgs()-1)
    {
        Printf (PRINT_HIGH, "Playdemo parameter found on command line.\n");
        singledemo = true;
        defdemoname = Args.GetArg (p+1);
    }

    const char *val = Args.CheckValue ("-skill");
    if (val)
    {
        sv_skill.Set (val[0]-'0');
    }

    p = Args.CheckParm ("-warp");
    if (p && p < Args.NumArgs() - (1+(gameinfo.flags & GI_MAPxx ? 0 : 1)))
    {
        int ep, map;

        if (gameinfo.flags & GI_MAPxx)
        {
            ep = 1;
            map = atoi (Args.GetArg(p+1));
        }
        else
        {
            ep = Args.GetArg(p+1)[0]-'0';
            map = Args.GetArg(p+2)[0]-'0';
        }

        strncpy (startmap, CalcMapName (ep, map), 8);
        autostart = true;
    }

    // [RH] Hack to handle +map
    p = Args.CheckParm ("+map");
    if (p && p < Args.NumArgs()-1)
    {
        strncpy (startmap, Args.GetArg (p+1), 8);
        ((char *)Args.GetArg (p))[0] = '-';
        autostart = true;
    }
    if (devparm)
        Printf (PRINT_HIGH, "%s", GStrings(D_DEVSTR));        // D_DEVSTR

    // [RH] Now that all text strings are set up,
    // insert them into the level and cluster data.
    G_SetLevelStrings ();

    // [RH] Parse through all loaded mapinfo lumps
    G_ParseMapInfo ();

    // [ML] Parse musinfo lump
    G_ParseMusInfo ();

    // [RH] Parse any SNDINFO lumps
    S_ParseSndInfo();

    // Check for -file in shareware
    if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
        I_Error ("You cannot -file with the shareware version. Register!");

#ifdef WIN32
    const char *sdlv = getenv("SDL_VIDEODRIVER");
    Printf (PRINT_HIGH, "Using %s video driver.\n",sdlv);
#endif

    Printf (PRINT_HIGH, "M_Init: Init miscellaneous info.\n");
    M_Init ();

    Printf (PRINT_HIGH, "R_Init: Init DOOM refresh daemon.\n");
    R_Init ();

    Printf (PRINT_HIGH, "P_Init: Init Playloop state.\n");
    P_InitEffects();	// [ML] Do this here so we don't have to put particle crap in server
    P_Init ();

    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);

    I_FinishClockCalibration ();

    Printf (PRINT_HIGH, "D_CheckNetGame: Checking network game status.\n");
    D_CheckNetGame ();

    Printf (PRINT_HIGH, "ST_Init: Init status bar.\n");
    ST_Init ();

    // [RH] Initialize items. Still only used for the give command. :-(
    InitItems ();

    // [RH] Lock any cvars that should be locked now that we're
    // about to begin the game.
    cvar_t::EnableNoSet ();

    // [RH] Now that all game subsystems have been initialized,
    // do all commands on the command line other than +set
    C_ExecCmdLineParams (false, false);

    Printf_Bold("\n\35\36\36\36\36 Odamex Client Initialized \36\36\36\36\37\n");
    if(gamestate != GS_CONNECTING)
        Printf(PRINT_HIGH, "Type connect <address> or use the Odamex Launcher to connect to a game.\n");
    Printf(PRINT_HIGH, "\n");

    setmodeneeded = false; // [Fly] we don't need to set a video mode here!
    //gamestate = GS_FULLCONSOLE;

    // [SL] allow the user to pass the name of a netdemo as the first argument.
    // This allows easy launching of netdemos from Windows Explorer or other GUIs.

    // [Xyltol]
    if (Args.GetArg(1))
    {
        std::string demoarg = Args.GetArg(1);
        if (demoarg.find(".odd") != std::string::npos)
            CL_NetDemoPlay(demoarg);
    }

    p = Args.CheckParm("-netplay");
    if (p)
    {
        if (Args.GetArg(p + 1))
        {
            std::string filename = Args.GetArg(p + 1);
            CL_NetDemoPlay(filename);
        }
        else
        {
            Printf(PRINT_HIGH, "No netdemo filename specified.\n");
        }
    }

    // denis - bring back the demos
    if ( gameaction != ga_loadgame )
    {
        if (autostart || netgame || singledemo)
        {
            if (singledemo)
                G_DoPlayDemo();
            else
            {
                if(autostart)
                {
                    // single player warp (like in g_level)
                    serverside = true;
                    sv_allowexit = "1";
                    sv_freelook = "1";
                    sv_allowjump = "1";
                    sv_allowredscreen = "1";
                    sv_gametype = GM_COOP;

                    players.clear();
                    players.push_back(player_t());
                    players.back().playerstate = PST_REBORN;
                    consoleplayer_id = displayplayer_id = players.back().id = 1;
                }

                G_InitNew (startmap);
                if (autorecord)
                    if (G_RecordDemo(demorecordfile.c_str()))
                        G_BeginRecording();
            }
        }
        else
        {
            if (gamestate != GS_CONNECTING)
                gamestate = GS_HIDECONSOLE;

            C_ToggleConsole();

            D_StartTitle (); // start up intro loop
        }
    }

    // denis - this will run a demo and quit
    p = Args.CheckParm ("+demotest");
    if (p && p < Args.NumArgs()-1)
    {
        demotest = 1;
        defdemoname = Args.GetArg (p+1);
        G_DoPlayDemo();

        while(demoplayback)
        {
            DObject::BeginFrame ();
            G_Ticker();
            DObject::EndFrame ();
            gametic++;
        }
    }
    else
    {
        demotest = 0;
        D_DoomLoop ();		// never returns
    }
}
예제 #27
0
//
// D_DoomMain
//
void D_DoomMain (void)
{
	unsigned p;
	extern std::string defdemoname;

	gamestate = GS_STARTUP;
	M_FindResponseFile();		// [ML] 23/1/07 - Add Response file support back in

	if (lzo_init () != LZO_E_OK)	// [RH] Initialize the minilzo package.
		I_FatalError ("Could not initialize LZO routines");

    C_ExecCmdLineParams (false, true);	// [Nes] test for +logfile command

	Printf (PRINT_HIGH, "Heapsize: %u megabytes\n", got_heapsize);

	M_LoadDefaults ();					// load before initing other systems
	C_ExecCmdLineParams (true, false);	// [RH] do all +set commands on the command line

	const char* iwad = Args.CheckValue("-iwad");
	if (!iwad)
		iwad = "";

	std::vector<std::string> newwadfiles, newpatchfiles;
	newwadfiles.push_back(iwad);
	D_AddWadCommandLineFiles(newwadfiles);
	D_AddDehCommandLineFiles(newpatchfiles);

	D_LoadResourceFiles(newwadfiles, newpatchfiles);

	I_Init();

	V_Init();
	atterm(V_Close);

	#ifdef _WIN32
	const char *sdlv = getenv("SDL_VIDEODRIVER");
	Printf (PRINT_HIGH, "Using %s video driver.\n",sdlv);
	#endif

	C_InitConsole(screen->width, screen->height, true);
	atterm(C_ShutdownConsole);

	// SDL needs video mode set up first before input code can be used
	I_InitInput();

	D_Init();
	atterm(D_Shutdown);

	// Base systems have been inited; enable cvar callbacks
	cvar_t::EnableCallbacks();

	// [RH] User-configurable startup strings. Because BOOM does.
	if (GStrings(STARTUP1)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP1));
	if (GStrings(STARTUP2)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP2));
	if (GStrings(STARTUP3)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP3));
	if (GStrings(STARTUP4)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP4));
	if (GStrings(STARTUP5)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP5));

	// Nomonsters
	sv_nomonsters = Args.CheckParm("-nomonsters");

	// Respawn
	sv_monstersrespawn = Args.CheckParm("-respawn");

	// Fast
	sv_fastmonsters = Args.CheckParm("-fast");

    // developer mode
	devparm = Args.CheckParm ("-devparm");

	// Record a vanilla demo
	p = Args.CheckParm ("-record");
	if (p)
	{
		autorecord = true;
		autostart = true;
		demorecordfile = Args.GetArg (p+1);
	}

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

	// Check for -playdemo, play a single demo then quit.
	p = Args.CheckParm ("-playdemo");
	// Hack to check for +playdemo command, since if you just add it normally
	// it won't run because it's attempting to run a demo and still set up the
	// first map as normal.
	if (!p)
		p = Args.CheckParm ("+playdemo");
	if (p && p < Args.NumArgs()-1)
	{
		Printf (PRINT_HIGH, "Playdemo parameter found on command line.\n");
		singledemo = true;
		defdemoname = Args.GetArg (p+1);
	}

	// [SL] check for -timedemo (was removed at some point)
	p = Args.CheckParm("-timedemo");
	if (p && p < Args.NumArgs() - 1)
	{
		singledemo = true;
		G_TimeDemo(Args.GetArg(p + 1));
	}

	const char *val = Args.CheckValue ("-skill");
	if (val)
	{
		sv_skill.Set (val[0]-'0');
	}

	p = Args.CheckParm ("-warp");
	if (p && p < Args.NumArgs() - (1+(gameinfo.flags & GI_MAPxx ? 0 : 1)))
	{
		int ep, map;

		if (gameinfo.flags & GI_MAPxx)
		{
			ep = 1;
			map = atoi (Args.GetArg(p+1));
		}
		else
		{
			ep = Args.GetArg(p+1)[0]-'0';
			map = Args.GetArg(p+2)[0]-'0';
		}

		strncpy (startmap, CalcMapName (ep, map), 8);
		autostart = true;
	}

	// [RH] Hack to handle +map
	p = Args.CheckParm ("+map");
	if (p && p < Args.NumArgs()-1)
	{
		strncpy (startmap, Args.GetArg (p+1), 8);
		((char *)Args.GetArg (p))[0] = '-';
		autostart = true;
	}
	if (devparm)
		Printf (PRINT_HIGH, "%s", GStrings(D_DEVSTR));        // D_DEVSTR

	// [RH] Now that all text strings are set up,
	// insert them into the level and cluster data.
	G_SetLevelStrings();

	// [RH] Parse through all loaded mapinfo lumps
	G_ParseMapInfo();

	// [ML] Parse musinfo lump
	G_ParseMusInfo();

	// [RH] Parse any SNDINFO lumps
	S_ParseSndInfo();

	// NOTE(jsd): Set up local player color
	EXTERN_CVAR(cl_color);
	R_BuildPlayerTranslation (0, V_GetColorFromString (NULL, cl_color.cstring()));

	I_FinishClockCalibration ();

	Printf (PRINT_HIGH, "D_CheckNetGame: Checking network game status.\n");
	D_CheckNetGame ();

	// [RH] Initialize items. Still only used for the give command. :-(
	InitItems ();

	// [RH] Lock any cvars that should be locked now that we're
	// about to begin the game.
	cvar_t::EnableNoSet ();

	// [RH] Now that all game subsystems have been initialized,
	// do all commands on the command line other than +set
	C_ExecCmdLineParams (false, false);

	Printf_Bold("\n\35\36\36\36\36 Odamex Client Initialized \36\36\36\36\37\n");
	if(gamestate != GS_CONNECTING)
		Printf(PRINT_HIGH, "Type connect <address> or use the Odamex Launcher to connect to a game.\n");
    Printf(PRINT_HIGH, "\n");

	setmodeneeded = false; // [Fly] we don't need to set a video mode here!
    //gamestate = GS_FULLCONSOLE;

	// [SL] allow the user to pass the name of a netdemo as the first argument.
	// This allows easy launching of netdemos from Windows Explorer or other GUIs.

	// [Xyltol]
	if (Args.GetArg(1))
	{
		std::string demoarg = Args.GetArg(1);
		if (demoarg.find(".odd") != std::string::npos)
			CL_NetDemoPlay(demoarg);
	}

	p = Args.CheckParm("-netplay");
	if (p)
	{
		if (Args.GetArg(p + 1))
		{
			std::string filename = Args.GetArg(p + 1);
			CL_NetDemoPlay(filename);
		}
		else
		{
			Printf(PRINT_HIGH, "No netdemo filename specified.\n");
		}
	}

	// denis - bring back the demos
    if ( gameaction != ga_loadgame )
    {
		if (autostart || netgame || singledemo)
		{
			if (singledemo)
				G_DoPlayDemo();
			else
			{
				if(autostart)
				{
					// single player warp (like in g_level)
					serverside = true;
                    sv_allowexit = "1";
                    sv_freelook = "1";
                    sv_allowjump = "1";
                    sv_allowredscreen = "1";
                    sv_gametype = GM_COOP;

					players.clear();
					players.push_back(player_t());
					players.back().playerstate = PST_REBORN;
					consoleplayer_id = displayplayer_id = players.back().id = 1;
				}

				G_InitNew (startmap);
				if (autorecord)
					if (G_RecordDemo(demorecordfile.c_str()))
						G_BeginRecording();
			}
		}
        else
		{
            if (gamestate != GS_CONNECTING)
                gamestate = GS_HIDECONSOLE;

			C_HideConsole();

			if (gamemode == commercial_bfg) // DOOM 2 BFG Edtion
                AddCommandString("menu_main");

			D_StartTitle (); // start up intro loop
		}
    }

	// denis - this will run a demo and quit
	p = Args.CheckParm ("+demotest");
	if (p && p < Args.NumArgs()-1)
	{
		demotest = 1;
		defdemoname = Args.GetArg (p+1);
		G_DoPlayDemo();

		while(demoplayback)
		{
			DObject::BeginFrame ();
			G_Ticker();
			DObject::EndFrame ();
			gametic++;
		}
	}
	else
	{
		demotest = 0;
		D_DoomLoop ();		// never returns
	}
}
예제 #28
0
파일: g_demo.c 프로젝트: directhex/doom64
void G_PlayDemo(const char* name) {
    int i;
    int p;
    char filename[256];

    gameaction = ga_nothing;
    endDemo = false;

    p = M_CheckParm("-playdemo");
    if(p && p < myargc-1) {
        // 20120107 bkw: add .lmp extension if missing.
        if(dstrrchr(myargv[p+1], '.')) {
            dstrcpy(filename, myargv[p+1]);
        }
        else {
            dsprintf(filename, "%s.lmp", myargv[p+1]);
        }

        CON_DPrintf("--------Reading demo %s--------\n", filename);
        if(M_ReadFile(filename, &demobuffer) == -1) {
            gameaction = ga_exitdemo;
            return;
        }

        demo_p = demobuffer;
    }
    else {
        if(W_CheckNumForName(name) == -1) {
            gameaction = ga_exitdemo;
            return;
        }

        CON_DPrintf("--------Playing demo %s--------\n", name);
        demobuffer = demo_p = W_CacheLumpName(name, PU_STATIC);
    }
    
    if(strncmp((char*)demo_p, "DM64", 4)) {
        I_Error("G_PlayDemo: Mismatched demo header");
        return;
    }

    G_SaveDefaults();

    demo_p++;
    demo_p++;
    demo_p++;
    demo_p++;
    demo_p++;

    startskill      = *demo_p++;
    startmap        = *demo_p++;
    deathmatch      = *demo_p++;
    respawnparm     = *demo_p++;
    respawnitem     = *demo_p++;
    fastparm        = *demo_p++;
    nomonsters      = *demo_p++;
    consoleplayer   = *demo_p++;
    
    rngseed  = *demo_p++ & 0xff;
    rngseed <<= 8;
    rngseed += *demo_p++ & 0xff;
    rngseed <<= 8;
    rngseed += *demo_p++ & 0xff;
    rngseed <<= 8;
    rngseed += *demo_p++ & 0xff;
    
    gameflags  = *demo_p++ & 0xff;
    gameflags <<= 8;
    gameflags += *demo_p++ & 0xff;
    gameflags <<= 8;
    gameflags += *demo_p++ & 0xff;
    gameflags <<= 8;
    gameflags += *demo_p++ & 0xff;
    
    compatflags  = *demo_p++ & 0xff;
    compatflags <<= 8;
    compatflags += *demo_p++ & 0xff;
    compatflags <<= 8;
    compatflags += *demo_p++ & 0xff;
    compatflags <<= 8;
    compatflags += *demo_p++ & 0xff;

    for(i = 0; i < MAXPLAYERS; i++) {
        playeringame[i] = *demo_p++;
    }

    G_InitNew(startskill, startmap);

    if(playeringame[1]) {
        netgame = true;
        netdemo = true;
    }

    precache = true;
    usergame = false;
    demoplayback = true;

    G_RunGame();
    iwadDemo = false;
}
예제 #29
0
파일: d_main.c 프로젝트: 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
}
예제 #30
0
파일: g_demo.c 프로젝트: directhex/doom64
void G_RecordDemo(const char* name) {
    byte *demostart, *dm_p;
    int i;
    
    demofp = NULL;
    endDemo = false;
    
    dstrcpy(demoname, name);
    dstrcat(demoname, ".lmp");
    
    if(access(demoname, F_OK)) {
        demofp = fopen(demoname, "wb");
    }
    else {
        int demonum = 0;

        while(demonum < 10000) {
            sprintf(demoname, "%s%i.lmp", name, demonum);
            if(access(demoname, F_OK)) {
                demofp = fopen(demoname, "wb");
                break;
            }
            demonum++;
        }

        // so yeah... dunno how to properly handle this...
        if(demonum >= 10000) {
            I_Error("G_RecordDemo: file %s already exists", demoname);
            return;
        }
    }

    CON_DPrintf("--------Recording %s--------\n", demoname);

    demostart = dm_p = malloc(1000);

    G_InitNew(startskill, startmap);
    
    *dm_p++ = 'D';
    *dm_p++ = 'M';
    *dm_p++ = '6';
    *dm_p++ = '4';
    *dm_p++ = '\0';
    
    *dm_p++ = gameskill;
    *dm_p++ = gamemap;
    *dm_p++ = deathmatch;
    *dm_p++ = respawnparm;
    *dm_p++ = respawnitem;
    *dm_p++ = fastparm;
    *dm_p++ = nomonsters;
    *dm_p++ = consoleplayer;
    
    *dm_p++ = (byte)((rngseed >> 24) & 0xff);
    *dm_p++ = (byte)((rngseed >> 16) & 0xff);
    *dm_p++ = (byte)((rngseed >>  8) & 0xff);
    *dm_p++ = (byte)( rngseed        & 0xff);
    
    *dm_p++ = (byte)((gameflags >> 24) & 0xff);
    *dm_p++ = (byte)((gameflags >> 16) & 0xff);
    *dm_p++ = (byte)((gameflags >>  8) & 0xff);
    *dm_p++ = (byte)( gameflags        & 0xff);
    
    *dm_p++ = (byte)((compatflags >> 24) & 0xff);
    *dm_p++ = (byte)((compatflags >> 16) & 0xff);
    *dm_p++ = (byte)((compatflags >>  8) & 0xff);
    *dm_p++ = (byte)( compatflags        & 0xff);

    for(i = 0; i < MAXPLAYERS; i++) {
        *dm_p++ = playeringame[i];
    }
    
    if(fwrite(demostart, 1, dm_p-demostart, demofp) != (size_t)(dm_p-demostart)) {
        I_Error("G_RecordDemo: Error writing demo header");
    }
    
    free(demostart);

    demorecording = true;
    usergame = false;

    G_RunGame();
    G_CheckDemoStatus();
}