bool Host_Init(quakeparms_t *parms) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) return Sys_Error("Only %4.1f megs of memory reported, can't execute game", parms->memsize / (float)0x100000); com_argc = parms->argc; com_argv = parms->argv; Memory_Init(parms->membase, parms->memsize); Cbuf_Init(); Cmd_Init(); V_Init(); Chase_Init(); COM_Init(); Host_InitLocal(); if (!W_LoadWadFile("gfx.wad")) return false; Key_Init(); Con_Init(); M_Init(); PR_Init(); Mod_Init(R_ModelLoader()); NET_Init(); SV_Init(); Con_Printf("Exe: " __TIME__ " " __DATE__ "\n"); Con_Printf("%4.1f megabyte heap\n", parms->memsize / (1024 * 1024.0)); R_InitTextures(); // needed even for dedicated servers if (cls.state != ca_dedicated) { host_basepal = (byte*)COM_LoadHunkFile("gfx/palette.lmp"); if (!host_basepal) return Sys_Error("Couldn't load gfx/palette.lmp"); host_colormap = (byte*)COM_LoadHunkFile("gfx/colormap.lmp"); if (!host_colormap) return Sys_Error("Couldn't load gfx/colormap.lmp"); if (coloredlights) host_fullbrights = 256-host_colormap[16384]; // leilei - variable our fullbright counts if available VID_Init(host_basepal); Draw_Init(); SCR_Init(); R_Init(); S_Init(); CDAudio_Init(); BGM_Init(); Sbar_Init(); CL_Init(); IN_Init(); } Hunk_AllocName(0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark(); host_initialized = true; Sys_Printf("========Quake Initialized=========\n"); /* In case exec of quake.rc fails */ if (!setjmp(host_abort)) { Cbuf_InsertText("exec quake.rc\n"); Cbuf_Execute(); } return true; }
/* ==================== Host_Init ==================== */ void Host_Init (quakeparms_t *parms) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm ("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) Sys_Error ("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float)0x100000); com_argc = parms->argc; com_argv = parms->argv; Memory_Init (parms->membase, parms->memsize); Cbuf_Init (); Cmd_Init (); V_Init (); // jkrige - removed chase //Chase_Init (); // jkrige - removed chase Host_InitVCR (parms); COM_Init (parms->basedir); Host_InitLocal (); W_LoadWadFile ("gfx.wad"); Key_Init (); Con_Init (); M_Init (); PR_Init (); Mod_Init (); NET_Init (); SV_Init (); Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0)); R_InitTextures (); // needed even for dedicated servers if (cls.state != ca_dedicated) { host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp"); if (!host_basepal) Sys_Error ("Couldn't load gfx/palette.lmp"); host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp"); if (!host_colormap) Sys_Error ("Couldn't load gfx/colormap.lmp"); #ifndef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif VID_Init (host_basepal); Draw_Init (); SCR_Init (); R_Init (); #ifndef _WIN32 // on Win32, sound initialization has to come before video initialization, so we // can put up a popup if the sound hardware is in use S_Init (); // jkrige - fmod sound system (system) FMOD_Init(); // jkrige - fmod sound system (system) #else #ifdef GLQUAKE // FIXME: doesn't use the new one-window approach yet S_Init (); // jkrige - fmod sound system (system) FMOD_Init(); // jkrige - fmod sound system (system) #endif #endif // _WIN32 // jkrige - fmod sound system (music) //CDAudio_Init (); // jkrige - fmod sound system (music) Sbar_Init (); CL_Init (); #ifdef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif } Cbuf_InsertText ("exec quake.rc\n"); Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark (); host_initialized = true; Sys_Printf ("========Quake Initialized=========\n"); }
/* ==================== Host_Init ==================== */ void Host_Init (void) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm ("-minmemory")) host_parms->memsize = minimum_memory; if (host_parms->memsize < minimum_memory) Sys_Error ("Only %4.1f megs of memory available, can't execute game", host_parms->memsize / (float)0x100000); com_argc = host_parms->argc; com_argv = host_parms->argv; Memory_Init (host_parms->membase, host_parms->memsize); Cbuf_Init (); Cmd_Init (); LOG_Init (host_parms); Cvar_Init (); //johnfitz COM_Init (); COM_InitFilesystem (); Host_InitLocal (); W_LoadWadFile (); //johnfitz -- filename is now hard-coded for honesty if (cls.state != ca_dedicated) { Key_Init (); Con_Init (); } PR_Init (); Mod_Init (); NET_Init (); SV_Init (); Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); Con_Printf ("%4.1f megabyte heap\n", host_parms->memsize/ (1024*1024.0)); if (cls.state != ca_dedicated) { host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp", NULL); if (!host_colormap) Sys_Error ("Couldn't load gfx/colormap.lmp"); V_Init (); Chase_Init (); M_Init (); ExtraMaps_Init (); //johnfitz Modlist_Init (); //johnfitz DemoList_Init (); //ericw VID_Init (); IN_Init (); TexMgr_Init (); //johnfitz Draw_Init (); SCR_Init (); R_Init (); S_Init (); CDAudio_Init (); BGM_Init(); Sbar_Init (); CL_Init (); } Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark (); host_initialized = true; Con_Printf ("\n========= Quake Initialized =========\n\n"); if (cls.state != ca_dedicated) { Cbuf_InsertText ("exec quake.rc\n"); // johnfitz -- in case the vid mode was locked during vid_init, we can unlock it now. // note: two leading newlines because the command buffer swallows one of them. Cbuf_AddText ("\n\nvid_unlock\n"); } if (cls.state == ca_dedicated) { Cbuf_AddText ("exec autoexec.cfg\n"); Cbuf_AddText ("stuffcmds"); Cbuf_Execute (); if (!sv.active) Cbuf_AddText ("map start\n"); } }
void VID_Open() { int width, height, fullscreen; fullscreen = vid_fullscreen.value; width = vid_width.value; height = vid_height.value; #warning Fix this. #ifndef GLQUAKE if (width > MAXWIDTH) { Com_Printf("VID: Maximum supported width is %d\n", MAXWIDTH); width = MAXWIDTH; } if (height > MAXHEIGHT) { Com_Printf("VID: Maximum supported height is %d\n", MAXHEIGHT); height = MAXHEIGHT; } #endif vid.colormap = host_colormap; vid.aspect = ((float)height / (float)width) * (320.0 / 240.0); #ifndef GLQUAKE vid.maxwarpwidth = WARP_WIDTH; vid.maxwarpheight = WARP_HEIGHT; #endif Sys_Thread_LockMutex(display_mutex); display = Sys_Video_Open(vid_mode.string, width, height, fullscreen, host_basepal); Sys_Thread_UnlockMutex(display_mutex); if (display) { width = Sys_Video_GetWidth(display); height = Sys_Video_GetHeight(display); #ifndef GLQUAKE if (width > MAXWIDTH || height > MAXHEIGHT) Sys_Error("Fullscreen display size (%dx%d) exceeds the maximum allowed display size (%dx%d)\n", width, height, MAXWIDTH, MAXHEIGHT); #endif #ifndef GLQUAKE if (VID_SW_AllocBuffers(width, height)) #endif { vid.numpages = Sys_Video_GetNumBuffers(display); set_up_conwidth_conheight(); #ifndef GLQUAKE vid.rowbytes = Sys_Video_GetBytesPerRow(display); vid.buffer = Sys_Video_GetBuffer(display); #endif if (windowtitle) Sys_Video_SetWindowTitle(display, windowtitle); mouse_grabbed = 2; refresh_mouse_grab_state(); R_Init(); V_UpdatePalette(true); #ifdef GLQUAKE Check_Gamma(host_basepal); VID_SetPalette(host_basepal); vid.recalc_refdef = 1; // force a surface cache flush R_InitGL(); GL_Particles_TextureInit(); #endif Draw_Init(); M_VidInit(); Sbar_Init(); SCR_Init(); CSTC_PictureInit(); Skin_Init(); return; } Sys_Thread_LockMutex(display_mutex); Sys_Video_Close(display); display = 0; Sys_Thread_UnlockMutex(display_mutex); } Sys_Error("VID: Unable to open a display\n"); }
void Host_Init(quakeparms_t *parms) { if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) Sys_Error("Only %4.1f megs of memory available, can't execute game", parms->memsize / (float) 0x100000); com_argc = parms->argc; com_argv = parms->argv; Memory_Init(parms->membase, parms->memsize); Cbuf_Init(); Cmd::Init(); V_Init(); NN_init(); COM_Init(); Host_InitLocal(); W_LoadWadFile("gfx.wad"); Key_Init(); Con_Init(); M_Init(); PR_Init(); Mod_Init(); NET_Init(); SV_Init(); Bot_Init(); Con_Printf("Exe: "__TIME__" "__DATE__"\n"); Con_Printf("%4.1f megabyte heap\n", parms->memsize / (1024 * 1024.0)); if (cls.state != ca_dedicated) { host_basepal = (byte *) COM_LoadHunkFile("gfx/palette.lmp"); if (!host_basepal) Sys_Error("Couldn't load gfx/palette.lmp"); host_colormap = (byte *) COM_LoadHunkFile("gfx/colormap.lmp"); if (!host_colormap) Sys_Error("Couldn't load gfx/colormap.lmp"); IN_Init(); VID_Init(host_basepal); Draw_Init(); SCR_Init(); R_Init(); TextureManager::Init(); S_Init(); CDAudio_Init(); Sbar_Init(); CL_Init(); } Cbuf_InsertText("exec quake.rc\n"); Hunk_AllocName(0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark(); host_initialized = true; Sys_Printf("========Quake Initialized=========\n"); }
/* ==================== Host_Init ==================== */ void Host_Init (quakeparms_t *parms) { #if defined(_WIN32) && defined(GLQUAKE) FILE *fp = fopen("opengl32.dll","r"); if (fp) { // exists fclose(fp); Sys_Error ("OpenGL32.dll found in Quake folder. You must delete this file from your Quake folder to run this engine."); } #endif // Windows only if (standard_quake) minimum_memory = MINIMUM_MEMORY; else minimum_memory = MINIMUM_MEMORY_LEVELPAK; if (COM_CheckParm ("-minmemory")) parms->memsize = minimum_memory; host_parms = *parms; if (parms->memsize < minimum_memory) Sys_Error ("Only %4.1f megs of memory available, can't execute game and memsize = %i and minimum memory is %i", parms->memsize / (float)0x100000, parms->memsize, minimum_memory); com_argc = parms->argc; com_argv = parms->argv; #ifdef SUPPORTS_CHEATFREE // JPG 3.00 - moved this here #if defined(_WIN32) srand(time(NULL) ^ _getpid()); #else srand(time(NULL) ^ getpid()); #endif #endif Memory_Init (parms->membase, parms->memsize); Cbuf_Init (); Cmd_Init (); Cvar_Init (); V_Init (); Chase_Init (); Host_InitVCR (parms); COM_Init (parms->basedir); Host_InitLocal (); W_LoadWadFile ("gfx.wad"); Key_Init (); Con_Init (); M_Init (); PR_Init (); Mod_Init (); #ifdef PROQUAKE_EXTENSION Security_Init (); // JPG 3.20 - cheat free #endif NET_Init (); SV_Init (); #ifdef PROQUAKE_EXTENSION IPLog_Init (); // JPG 1.05 - ip address logging Con_Printf ("Exe: "__TIME__" "__DATE__"\n"); #endif #ifdef PSP_SYSTEM_STATS Con_Printf ("Insomnia ProQuake Engine v 4.71 Rev4\n"); //(EBOOT: "__TIME__" "__DATE__")\n"); int currentCPU = scePowerGetCpuClockFrequency(); int currentVRAM = sceGeEdramGetSize(); int currentVRAMADD = sceGeEdramGetAddr(); int currentRAMAVAIL = sceKernelTotalFreeMemSize(); #ifdef NORMAL_MODEL Con_Printf ("PSP Normal 32MB RAM Mode \n"); #endif #ifdef SLIM_MODEL Con_Printf ("PSP Slim 64MB RAM Mode \n"); #endif Con_Printf ("%4.1f megabyte heap \n",parms->memsize/ (1024*1024.0)); Con_Printf ("%4.1f PSP application heap \n",1.0f*PSP_HEAP_SIZE_MB); Con_Printf ("%d VRAM \n",currentVRAM); Con_Printf ("%d VRAM Address \n",currentVRAMADD); Con_Printf ("%d Current Total RAM \n",currentRAMAVAIL); Con_Printf ("CPU Speed %d MHz\n", currentCPU); Con_Printf ("%s \n", com_gamedir); R_InitTextures (); // needed even for dedicated servers #else Con_Printf ("%4.1f megabyte heap\n",parms->memsize/ (1024*1024.0)); #endif if (cls.state != ca_dedicated) { host_basepal = (byte *)COM_LoadHunkFile ("gfx/palette.lmp"); if (!host_basepal) Sys_Error ("Couldn't load gfx/palette.lmp"); host_colormap = (byte *)COM_LoadHunkFile ("gfx/colormap.lmp"); if (!host_colormap) Sys_Error ("Couldn't load gfx/colormap.lmp"); #ifndef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif VID_Init (host_basepal); Draw_Init (); SCR_Init (); R_Init (); #ifndef _WIN32 // on Win32, sound initialization has to come before video initialization, so we // can put up a popup if the sound hardware is in use S_Init (); #else #ifdef GLQUAKE // FIXME: doesn't use the new one-window approach yet S_Init (); #endif #endif // _WIN32 CDAudio_Init (); Sbar_Init (); CL_Init (); #ifdef _WIN32 // on non win32, mouse comes before video for security reasons IN_Init (); #endif #ifdef _WIN32 // Baker: 3.99m to get sys info // must be AFTER video init stuff Sys_InfoInit(); // We don't care about dedicated servers for this // Baker 3.76 - Autoplay demo if (com_argc >= 2) { char *infile = com_argv[1]; if (infile[0] && infile[0] != '-' && infile[0] != '+') { char tmp[1024] = {0}, *ext = COM_FileExtension(infile); if (!strncasecmp(ext, "dem", sizeof("dem"))) snprintf(tmp, sizeof(tmp), "playdemo \"%s\"\n", infile); if (tmp[0]) { nostartdemos = true; Cbuf_AddText(tmp); } } } #endif } Cbuf_InsertText ("exec quake.rc\n"); #ifdef PROQUAKE_EXTENSION // Baker 3.80x: this is a hack if (!isDedicated) { Cbuf_AddText ("\nsavefov\n"); Cbuf_AddText ("savesensitivity\n"); } #endif Hunk_AllocName (0, "-HOST_HUNKLEVEL-"); host_hunklevel = Hunk_LowMark (); host_initialized = true; Con_Printf ("Host Initialized\n"); Sys_Printf ("========Quake Initialized=========\n"); }