From c137d2ad74b9b46c93411ce7fcae6d7041777d07 Mon Sep 17 00:00:00 2001 From: Simon Howard Date: Sat, 6 Sep 2008 18:32:11 +0000 Subject: Move doom-specific files to a separate directory. Subversion-branch: /branches/raven-branch Subversion-revision: 1201 --- src/doom/d_main.c | 1525 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 1525 insertions(+) create mode 100644 src/doom/d_main.c (limited to 'src/doom/d_main.c') diff --git a/src/doom/d_main.c b/src/doom/d_main.c new file mode 100644 index 00000000..2ab329bf --- /dev/null +++ b/src/doom/d_main.c @@ -0,0 +1,1525 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 Simon Howard +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +// +// DESCRIPTION: +// DOOM main program (D_DoomMain) and game loop (D_DoomLoop), +// plus functions to determine game mode (shareware, registered), +// parse command line parameters, configure game parameters (turbo), +// and call the startup functions. +// +//----------------------------------------------------------------------------- + + +#include +#include +#include +#include + +#include "config.h" +#include "deh_main.h" +#include "doomdef.h" +#include "doomstat.h" + +#include "dstrings.h" +#include "doomfeatures.h" +#include "sounds.h" + +#include "d_iwad.h" + +#include "z_zone.h" +#include "w_wad.h" +#include "w_merge.h" +#include "s_sound.h" +#include "v_video.h" + +#include "f_finale.h" +#include "f_wipe.h" + +#include "m_argv.h" +#include "m_config.h" +#include "m_misc.h" +#include "m_menu.h" +#include "p_saveg.h" + +#include "i_system.h" +#include "i_timer.h" +#include "i_video.h" + +#include "g_game.h" + +#include "hu_stuff.h" +#include "wi_stuff.h" +#include "st_stuff.h" +#include "am_map.h" +#include "net_client.h" +#include "net_dedicated.h" +#include "net_query.h" + +#include "p_setup.h" +#include "r_local.h" + + +#include "d_main.h" + +// +// D-DoomLoop() +// Not a globally visible function, +// just included for source reference, +// called by D_DoomMain, never exits. +// Manages timing and IO, +// calls all ?_Responder, ?_Ticker, and ?_Drawer, +// calls I_GetTime, I_StartFrame, and I_StartTic +// +void D_DoomLoop (void); + +// Location where savegames are stored + +char * savegamedir; + +// location of IWAD and WAD files + +char * iwadfile; + + +boolean devparm; // started game with -devparm +boolean nomonsters; // checkparm of -nomonsters +boolean respawnparm; // checkparm of -respawn +boolean fastparm; // checkparm of -fast + +boolean singletics = false; // debug flag to cancel adaptiveness + + +// If true, game is running as a screensaver + +boolean screensaver_mode = false; + + +//extern int soundVolume; +//extern int sfxVolume; +//extern int musicVolume; + +extern boolean inhelpscreens; + +skill_t startskill; +int startepisode; +int startmap; +boolean autostart; +int startloadgame; + +FILE* debugfile; + +boolean advancedemo; + +// Store demo, do not accept any inputs + +boolean storedemo; + + +char wadfile[1024]; // primary wad file +char mapdir[1024]; // directory of development maps + + +void D_CheckNetGame (void); +void D_ProcessEvents (void); +void G_BuildTiccmd (ticcmd_t* cmd); +void D_DoAdvanceDemo (void); + + +// +// EVENT HANDLING +// +// Events are asynchronous inputs generally generated by the game user. +// Events can be discarded if no responder claims them +// + +#define MAXEVENTS 64 + +static event_t events[MAXEVENTS]; +static int eventhead; +static int eventtail; + + +// +// D_PostEvent +// Called by the I/O functions when input is detected +// +void D_PostEvent (event_t* ev) +{ + events[eventhead] = *ev; + eventhead = (eventhead + 1) % MAXEVENTS; +} + +// Read an event from the queue. + +event_t *D_PopEvent(void) +{ + event_t *result; + + // No more events waiting. + + if (eventtail == eventhead) + { + return NULL; + } + + result = &events[eventtail]; + + // Advance to the next event in the queue. + + eventtail = (eventtail + 1) % MAXEVENTS; + + return result; +} + + +// +// D_ProcessEvents +// Send all the events of the given timestamp down the responder chain +// +void D_ProcessEvents (void) +{ + event_t* ev; + + // IF STORE DEMO, DO NOT ACCEPT INPUT + if (storedemo) + return; + + while ((ev = D_PopEvent()) != NULL) + { + if (M_Responder (ev)) + continue; // menu ate the event + G_Responder (ev); + } +} + + + + +// +// D_Display +// draw current display, possibly wiping it from the previous +// + +// wipegamestate can be set to -1 to force a wipe on the next draw +gamestate_t wipegamestate = GS_DEMOSCREEN; +extern boolean setsizeneeded; +extern int showMessages; +void R_ExecuteSetViewSize (void); + +void D_Display (void) +{ + static boolean viewactivestate = false; + static boolean menuactivestate = false; + static boolean inhelpscreensstate = false; + static boolean fullscreen = false; + static gamestate_t oldgamestate = -1; + static int borderdrawcount; + int nowtime; + int tics; + int wipestart; + int y; + boolean done; + boolean wipe; + boolean redrawsbar; + + if (nodrawers) + return; // for comparative timing / profiling + + redrawsbar = false; + + // change the view size if needed + if (setsizeneeded) + { + R_ExecuteSetViewSize (); + oldgamestate = -1; // force background redraw + borderdrawcount = 3; + } + + // save the current screen if about to wipe + if (gamestate != wipegamestate) + { + wipe = true; + wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); + } + else + wipe = false; + + if (gamestate == GS_LEVEL && gametic) + HU_Erase(); + + // do buffered drawing + switch (gamestate) + { + case GS_LEVEL: + if (!gametic) + break; + if (automapactive) + AM_Drawer (); + if (wipe || (viewheight != 200 && fullscreen) ) + redrawsbar = true; + if (inhelpscreensstate && !inhelpscreens) + redrawsbar = true; // just put away the help screen + ST_Drawer (viewheight == 200, redrawsbar ); + fullscreen = viewheight == 200; + break; + + case GS_INTERMISSION: + WI_Drawer (); + break; + + case GS_FINALE: + F_Drawer (); + break; + + case GS_DEMOSCREEN: + D_PageDrawer (); + break; + } + + // draw buffered stuff to screen + I_UpdateNoBlit (); + + // draw the view directly + if (gamestate == GS_LEVEL && !automapactive && gametic) + R_RenderPlayerView (&players[displayplayer]); + + if (gamestate == GS_LEVEL && gametic) + HU_Drawer (); + + // clean up border stuff + if (gamestate != oldgamestate && gamestate != GS_LEVEL) + I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE)); + + // see if the border needs to be initially drawn + if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL) + { + viewactivestate = false; // view was not active + R_FillBackScreen (); // draw the pattern into the back screen + } + + // see if the border needs to be updated to the screen + if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320) + { + if (menuactive || menuactivestate || !viewactivestate) + borderdrawcount = 3; + if (borderdrawcount) + { + R_DrawViewBorder (); // erase old menu stuff + borderdrawcount--; + } + + } + + if (testcontrols) + { + // Box showing current mouse speed + + G_DrawMouseSpeedBox(); + } + + menuactivestate = menuactive; + viewactivestate = viewactive; + inhelpscreensstate = inhelpscreens; + oldgamestate = wipegamestate = gamestate; + + // draw pause pic + if (paused) + { + if (automapactive) + y = 4; + else + y = viewwindowy+4; + V_DrawPatchDirect(viewwindowx+(scaledviewwidth-68)/2, + y,0,W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE)); + } + + + // menus go directly to the screen + M_Drawer (); // menu is drawn even on top of everything + NetUpdate (); // send out any new accumulation + + + // normal update + if (!wipe) + { + I_FinishUpdate (); // page flip or blit buffer + return; + } + + // wipe update + wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); + + wipestart = I_GetTime () - 1; + + do + { + do + { + nowtime = I_GetTime (); + tics = nowtime - wipestart; + I_Sleep(1); + } while (tics <= 0); + + wipestart = nowtime; + done = wipe_ScreenWipe(wipe_Melt + , 0, 0, SCREENWIDTH, SCREENHEIGHT, tics); + I_UpdateNoBlit (); + M_Drawer (); // menu is drawn even on top of wipes + I_FinishUpdate (); // page flip or blit buffer + } while (!done); +} + + + +// +// D_DoomLoop +// +extern boolean demorecording; + +void D_DoomLoop (void) +{ + if (demorecording) + G_BeginRecording (); + + if (M_CheckParm ("-debugfile")) + { + char filename[20]; + sprintf (filename,"debug%i.txt",consoleplayer); + printf ("debug output to: %s\n",filename); + debugfile = fopen (filename,"w"); + } + + TryRunTics(); + + I_InitGraphics (); + + R_ExecuteSetViewSize(); + + D_StartGameLoop(); + + if (testcontrols) + { + wipegamestate = gamestate; + } + + while (1) + { + // frame syncronous IO operations + I_StartFrame (); + + // process one or more tics + if (singletics) + { + I_StartTic (); + D_ProcessEvents (); + G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]); + if (advancedemo) + D_DoAdvanceDemo (); + M_Ticker (); + G_Ticker (); + gametic++; + maketic++; + } + else + { + TryRunTics (); // will run at least one tic + } + + S_UpdateSounds (players[consoleplayer].mo);// move positional sounds + + // Update display, next frame, with current state. + if (screenvisible) + D_Display (); + } +} + + + +// +// DEMO LOOP +// +int demosequence; +int pagetic; +char *pagename; + + +// +// D_PageTicker +// Handles timing for warped projection +// +void D_PageTicker (void) +{ + if (--pagetic < 0) + D_AdvanceDemo (); +} + + + +// +// D_PageDrawer +// +void D_PageDrawer (void) +{ + V_DrawPatch (0,0, 0, W_CacheLumpName(pagename, PU_CACHE)); +} + + +// +// D_AdvanceDemo +// Called after each demo or intro demosequence finishes +// +void D_AdvanceDemo (void) +{ + advancedemo = true; +} + + +// +// This cycles through the demo sequences. +// FIXME - version dependend demo numbers? +// +void D_DoAdvanceDemo (void) +{ + players[consoleplayer].playerstate = PST_LIVE; // not reborn + advancedemo = false; + usergame = false; // no save / end game here + paused = false; + gameaction = ga_nothing; + + if ( gamemode == retail ) + demosequence = (demosequence+1)%7; + else + demosequence = (demosequence+1)%6; + + switch (demosequence) + { + case 0: + if ( gamemode == commercial ) + pagetic = TICRATE * 11; + else + pagetic = 170; + gamestate = GS_DEMOSCREEN; + pagename = DEH_String("TITLEPIC"); + if ( gamemode == commercial ) + S_StartMusic(mus_dm2ttl); + else + S_StartMusic (mus_intro); + break; + case 1: + G_DeferedPlayDemo(DEH_String("demo1")); + break; + case 2: + pagetic = 200; + gamestate = GS_DEMOSCREEN; + pagename = DEH_String("CREDIT"); + break; + case 3: + G_DeferedPlayDemo(DEH_String("demo2")); + break; + case 4: + gamestate = GS_DEMOSCREEN; + if ( gamemode == commercial) + { + pagetic = TICRATE * 11; + pagename = DEH_String("TITLEPIC"); + S_StartMusic(mus_dm2ttl); + } + else + { + pagetic = 200; + + if ( gamemode == retail ) + pagename = DEH_String("CREDIT"); + else + pagename = DEH_String("HELP2"); + } + break; + case 5: + G_DeferedPlayDemo(DEH_String("demo3")); + break; + // THE DEFINITIVE DOOM Special Edition demo + case 6: + G_DeferedPlayDemo(DEH_String("demo4")); + break; + } +} + + + +// +// D_StartTitle +// +void D_StartTitle (void) +{ + gameaction = ga_nothing; + demosequence = -1; + D_AdvanceDemo (); +} + + + + +// print title for every printed line +char title[128]; + + +static boolean D_AddFile(char *filename) +{ + wad_file_t *handle; + + printf(" adding %s\n", filename); + handle = W_AddFile(filename); + + return handle != NULL; +} +// Startup banner + +void PrintBanner(char *msg) +{ + int i; + int spaces = 35 - (strlen(msg) / 2); + + for (i=0; i + // @category compat + // + // Emulate a specific version of Doom. Valid values are "1.9", + // "ultimate" and "final". + // + + p = M_CheckParm("-gameversion"); + + if (p > 0) + { + for (i=0; gameversions[i].description != NULL; ++i) + { + if (!strcmp(myargv[p+1], gameversions[i].cmdline)) + { + gameversion = gameversions[i].version; + break; + } + } + + if (gameversions[i].description == NULL) + { + printf("Supported game versions:\n"); + + for (i=0; gameversions[i].description != NULL; ++i) + { + printf("\t%s (%s)\n", gameversions[i].cmdline, + gameversions[i].description); + } + + I_Error("Unknown game version '%s'", myargv[p+1]); + } + } + else + { + // Determine automatically + + if (gameversion == exe_chex) + { + // Already determined + } + else if (gamemode == shareware || gamemode == registered) + { + // original + + gameversion = exe_doom_1_9; + } + else if (gamemode == retail) + { + gameversion = exe_ultimate; + } + else if (gamemode == commercial) + { + if (gamemission == doom2) + { + gameversion = exe_doom_1_9; + } + else + { + // Final Doom: tnt or plutonia + + gameversion = exe_final; + } + } + } + + // The original exe does not support retail - 4th episode not supported + + if (gameversion < exe_ultimate && gamemode == retail) + { + gamemode = registered; + } + + // EXEs prior to the Final Doom exes do not support Final Doom. + + if (gameversion < exe_final && gamemode == commercial) + { + gamemission = doom2; + } +} + +void PrintGameVersion(void) +{ + int i; + + for (i=0; gameversions[i].description != NULL; ++i) + { + if (gameversions[i].version == gameversion) + { + printf("Emulating the behavior of the " + "'%s' executable.\n", gameversions[i].description); + break; + } + } +} + +// Load the Chex Quest dehacked file, if we are in Chex mode. + +static void LoadChexDeh(void) +{ + char *chex_deh; + + if (gameversion == exe_chex) + { + chex_deh = D_FindWADByName("chex.deh"); + + if (chex_deh == NULL) + { + I_Error("Unable to find Chex Quest dehacked file (chex.deh).\n" + "The dehacked file is required in order to emulate\n" + "chex.exe correctly. It can be found in your nearest\n" + "/idgames repository mirror at:\n\n" + " utils/exe_edit/patches/chexdeh.zip"); + } + + if (!DEH_LoadFile(chex_deh)) + { + I_Error("Failed to load chex.deh needed for emulating chex.exe."); + } + } +} + +// +// 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); + + printf (DEH_String("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 + } + + //! + // @arg
+ // @category net + // + // Query the status of the server running on the given IP + // address. + // + + p = M_CheckParm("-query"); + + if (p > 0) + { + NET_QueryAddress(myargv[p+1]); + } + + //! + // @category net + // + // Search the local LAN for running servers. + // + + if (M_CheckParm("-search")) + NET_LANQuery(); + +#endif + +#ifdef FEATURE_DEHACKED + printf("DEH_Init: Init Dehacked support.\n"); + DEH_Init(); +#endif + + 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"); + } + + setbuf (stdout, NULL); + 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) + printf(DEH_String(D_DEVSTR)); + + // find which dir to use for config files + + M_SetConfigDir(); + + //! + // @arg + // @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 400) + scale = 400; + printf (DEH_String("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 + printf (DEH_String("V_Init: allocate screens.\n")); + V_Init (); + + printf (DEH_String("M_LoadDefaults: Load system defaults.\n")); + M_LoadDefaults (); // load before initing other systems + + printf (DEH_String("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 + // @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 + // @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 + // @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 + // @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 + // @category mod + // + // Equivalent to "-af -as ". + // + + p = M_CheckParm("-aa"); + + if (p > 0) + { + for (p = p + 1; p + // @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); + } + } + + // Debug: +// W_PrintDirectory(); + + // 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); + } + + //! + // @arg + // @category demo + // @vanilla + // + // Play back the demo named demo.lmp. + // + + p = M_CheckParm ("-playdemo"); + + if (!p) + { + //! + // @arg + // @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) + { + 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(); + 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 + // @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 + // @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 + // @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]); + printf("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) + { + printf(DEH_String("Austin Virtual Gaming: Levels will end " + "after 20 minutes\n")); + timelimit = 20; + } + + //! + // @arg [ | ] + // @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; + } + + // 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 + // @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) + { + 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(); + + printf (DEH_String("M_Init: Init miscellaneous info.\n")); + M_Init (); + + printf (DEH_String("R_Init: Init DOOM refresh daemon - ")); + R_Init (); + + printf (DEH_String("\nP_Init: Init Playloop state.\n")); + P_Init (); + + printf (DEH_String("I_Init: Setting up machine state.\n")); + I_Init (); + +#ifdef FEATURE_MULTIPLAYER + printf ("NET_Init: Initialise network subsystem.\n"); + NET_Init (); +#endif + + printf (DEH_String("S_Init: Setting up sound.\n")); + S_Init (sfxVolume * 8, musicVolume * 8); + + printf (DEH_String("D_CheckNetGame: Checking network game status.\n")); + D_CheckNetGame (); + + PrintGameVersion(); + + printf (DEH_String("HU_Init: Setting up heads up display.\n")); + HU_Init (); + + printf (DEH_String("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 + // @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 + } + + p = M_CheckParm ("-timedemo"); + if (p && p < myargc-1) + { + 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 +} + -- cgit v1.2.3