// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: d_main.c 253 2006-01-02 21:52:06Z fraggle $ // // 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. // // $Log$ // Revision 1.35 2006/01/02 21:52:06 fraggle // Move I_InitGraphics call to be invoked earlier in D_DoomMain. Call the // NET_WaitForStart function to wait for a start signal in network games. // // Revision 1.34 2006/01/02 00:17:42 fraggle // Encapsulate the event queue code properly. Add a D_PopEvent function // to read a new event from the event queue. // // Revision 1.33 2006/01/01 23:53:14 fraggle // Remove GS_WAITINGSTART gamestate. This will be independent of the main // loop to avoid interfering with the main game code too much. // // Revision 1.32 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.31 2005/10/24 18:50:39 fraggle // Allow the game version to emulate to be specified from the command line // and set compatibility options accordingly. // // Revision 1.30 2005/10/17 23:48:05 fraggle // DEH_CheckCommandLine -> DEH_Init, for consistency with other Init // functions // // Revision 1.29 2005/10/16 20:55:50 fraggle // Fix the '-cdrom' command-line option. // // Revision 1.28 2005/10/16 01:18:10 fraggle // Global "configdir" variable with directory to store config files in. // Create a function to find the filename for a savegame slot. Store // savegames in the config dir. // // Revision 1.27 2005/10/15 17:57:47 fraggle // Add warning message for WADs with FF_START or SS_START in, suggesting // the -merge option. // // Revision 1.26 2005/10/15 17:38:49 fraggle // Print startup banners which have been modified by dehacked. // // Revision 1.25 2005/10/12 21:52:01 fraggle // doomfeatures.h to allow certain features to be disabled in the build // // Revision 1.24 2005/10/09 14:34:19 fraggle // Fix banner string for ultimate doom // // Revision 1.23 2005/10/09 00:20:24 fraggle // Detect registered DOOM banner in dehacked patches // // Revision 1.22 2005/10/08 21:01:55 fraggle // Change dehacked startup message // // Revision 1.21 2005/10/08 20:10:51 fraggle // Shut up compiler warning // // Revision 1.20 2005/10/08 19:33:48 fraggle // Allow dehacked patches to override the name of the game via the // startup banner. // // Revision 1.19 2005/10/08 18:23:18 fraggle // WAD merging code // // Revision 1.18 2005/10/04 00:41:49 fraggle // Move call to dehacked entrypoint to stop crashes // // Revision 1.17 2005/10/02 23:49:01 fraggle // The beginnings of dehacked support // // Revision 1.16 2005/10/02 04:16:47 fraggle // Fixes for Final Doom // // Revision 1.15 2005/09/22 13:13:47 fraggle // Remove external statistics driver support (-statcopy): // nonfunctional on modern systems and never used. // Fix for systems where sizeof(int) != sizeof(void *) // // Revision 1.14 2005/09/11 20:25:56 fraggle // Second configuration file to allow chocolate doom-specific settings. // Adjust some existing command line logic (for graphics settings and // novert) to adjust for this. // // Revision 1.13 2005/09/08 22:05:17 fraggle // Allow alt-tab away while running fullscreen // // Revision 1.12 2005/09/04 18:44:22 fraggle // shut up compiler warnings // // Revision 1.11 2005/09/04 15:59:45 fraggle // 'novert' command line option to disable vertical mouse movement // // Revision 1.10 2005/08/31 21:50:57 fraggle // Nicer banner showing the game type (once we know). Remove dead code. // Find the config file properly. // // Revision 1.9 2005/08/31 21:35:42 fraggle // Display the game name in the title bar. Move game start code to later // in initialisation because of the IWAD detection changes. // // Revision 1.8 2005/08/31 21:24:24 fraggle // Remove the last traces of NORMALUNIX // // Revision 1.7 2005/08/31 21:21:18 fraggle // Better IWAD detection and identification. Support '-iwad' to specify // the IWAD to use. // // Revision 1.6 2005/08/30 22:11:10 fraggle // Windows fixes // // Revision 1.5 2005/08/04 22:55:07 fraggle // Use DOOM_VERSION to define the Doom version (don't conflict with // automake's config.h). Display GPL message instead of anti-piracy // messages. // // Revision 1.4 2005/08/04 21:48:32 fraggle // Turn on compiler optimisation and warning options // Add SDL_mixer sound code // // Revision 1.3 2005/08/04 18:42:15 fraggle // Silence compiler warnings // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:34 fraggle // Initial import // // // 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. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: d_main.c 253 2006-01-02 21:52:06Z fraggle $"; #define BGCOLOR 7 #define FGCOLOR 8 #include #include #include #include #ifdef _WIN32 #include #else #include #include #endif #include "config.h" #include "deh_main.h" #include "doomdef.h" #include "doomstat.h" #include "dstrings.h" #include "doomfeatures.h" #include "sounds.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_misc.h" #include "m_menu.h" #include "p_saveg.h" #include "i_system.h" #include "i_sound.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_gui.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 all configuration data is stored - // default.cfg, savegames, etc. char * configdir; // location of IWAD and WAD files char * iwadfile; char * wadfiles[MAXWADFILES]; boolean devparm; // started game with -devparm boolean nomonsters; // checkparm of -nomonsters boolean respawnparm; // checkparm of -respawn boolean fastparm; // checkparm of -fast boolean drone; boolean singletics = false; // debug flag to cancel adaptiveness //extern int soundVolume; //extern int sfxVolume; //extern int musicVolume; extern boolean inhelpscreens; skill_t startskill; int startepisode; int startmap; boolean autostart; FILE* debugfile; boolean advancedemo; 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 ( ( gamemode == commercial ) && (W_CheckNumForName("map01")<0) ) 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 ("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--; } } 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 ("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; } while (!tics); 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"); } 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 = 35 * 11; else pagetic = 170; gamestate = GS_DEMOSCREEN; pagename = "TITLEPIC"; if ( gamemode == commercial ) S_StartMusic(mus_dm2ttl); else S_StartMusic (mus_intro); break; case 1: G_DeferedPlayDemo ("demo1"); break; case 2: pagetic = 200; gamestate = GS_DEMOSCREEN; pagename = "CREDIT"; break; case 3: G_DeferedPlayDemo ("demo2"); break; case 4: gamestate = GS_DEMOSCREEN; if ( gamemode == commercial) { pagetic = 35 * 11; pagename = "TITLEPIC"; S_StartMusic(mus_dm2ttl); } else { pagetic = 200; if ( gamemode == retail ) pagename = "CREDIT"; else pagename = "HELP2"; } break; case 5: G_DeferedPlayDemo ("demo3"); break; // THE DEFINITIVE DOOM Special Edition demo case 6: G_DeferedPlayDemo ("demo4"); break; } } // // D_StartTitle // void D_StartTitle (void) { gameaction = ga_nothing; demosequence = -1; D_AdvanceDemo (); } // print title for every printed line char title[128]; // // D_AddFile // void D_AddFile (char *file) { int numwadfiles; char *newfile; for (numwadfiles = 0 ; wadfiles[numwadfiles] ; numwadfiles++) ; newfile = malloc (strlen(file)+1); strcpy (newfile, file); wadfiles[numwadfiles] = newfile; } // Check if a file exists static int FileExists(char *filename) { FILE *fstream; fstream = fopen(filename, "r"); if (fstream != NULL) { fclose(fstream); return 1; } else { return 0; } } struct { char *name; GameMission_t mission; } iwads[] = { {"doom.wad", doom}, {"doom2.wad", doom2}, {"tnt.wad", pack_tnt}, {"plutonia.wad", pack_plut}, {"doom1.wad", doom}, }; // Search a directory to try to find an IWAD // Returns non-zero if successful static int SearchDirectoryForIWAD(char *dir) { int i; int result; result = 0; for (i=0; i 0) { // Ultimate Doom gamemode = retail; } else if (W_CheckNumForName("E3M1") > 0) { gamemode = registered; } else { gamemode = shareware; } } else { // Doom 2 of some kind. gamemode = commercial; } } // Set the gamedescription string static void SetGameDescription(void) { gamedescription = "Unknown"; if (gamemission == doom) { // Doom 1. But which version? if (gamemode == retail) { // Ultimate Doom gamedescription = GetGameName("The Ultimate DOOM"); } else if (gamemode == registered) { gamedescription = GetGameName("DOOM Registered"); } else if (gamemode == shareware) { gamedescription = GetGameName("DOOM Shareware"); } } else { // Doom 2 of some kind. But which mission? if (gamemission == doom2) gamedescription = GetGameName("DOOM 2: Hell on Earth"); else if (gamemission == pack_plut) gamedescription = GetGameName("DOOM 2: Plutonia Experiment"); else if (gamemission == pack_tnt) gamedescription = GetGameName("DOOM 2: TNT - Evilution"); } } // // Find a Response File // void FindResponseFile (void) { int i; #define MAXARGVS 100 for (i = 1;i < myargc;i++) if (myargv[i][0] == '@') { FILE * handle; int size; int k; int index; int indexinfile; char *infile; char *file; char *moreargs[20]; char *firstargv; // READ THE RESPONSE FILE INTO MEMORY handle = fopen (&myargv[i][1],"rb"); if (!handle) { printf ("\nNo such response file!"); exit(1); } printf("Found response file %s!\n",&myargv[i][1]); fseek (handle,0,SEEK_END); size = ftell(handle); fseek (handle,0,SEEK_SET); file = malloc (size); fread (file,size,1,handle); fclose (handle); // KEEP ALL CMDLINE ARGS FOLLOWING @RESPONSEFILE ARG for (index = 0,k = i+1; k < myargc; k++) moreargs[index++] = myargv[k]; firstargv = myargv[0]; myargv = malloc(sizeof(char *)*MAXARGVS); memset(myargv,0,sizeof(char *)*MAXARGVS); myargv[0] = firstargv; infile = file; indexinfile = k = 0; indexinfile++; // SKIP PAST ARGV[0] (KEEP IT) do { myargv[indexinfile++] = infile+k; while(k < size && ((*(infile+k)>= ' '+1) && (*(infile+k)<='z'))) k++; *(infile+k) = 0; while(k < size && ((*(infile+k)<= ' ') || (*(infile+k)>'z'))) k++; } while(k < size); for (k = 0;k < index;k++) myargv[indexinfile++] = moreargs[k]; myargc = indexinfile; // DISPLAY ARGS printf("%d command-line args:\n",myargc); for (k=1;k 0) { printf(D_CDROM); configdir = strdup("c:\\doomdata\\"); } else #endif { configdir = strdup(""); } } } static struct { char *description; char *cmdline; GameVersion_t version; } gameversions[] = { {"Doom 1.9", "1.9", exe_doom_1_9}, {"Ultimate Doom", "ultimate", exe_ultimate}, {"Final Doom", "final", exe_final}, {NULL}, }; // Initialise the game version static void InitGameVersion(void) { int p; int i; 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 (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; } } } for (i=0; gameversions[i].description != NULL; ++i) { if (gameversions[i].version == gameversion) { printf("InitGameVersion: Emulating the behaviour of the " "'%s' executable.\n", gameversions[i].description); break; } } // 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; } } // // D_DoomMain // void D_DoomMain (void) { int p; char file[256]; FindResponseFile (); FindIWAD (); 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; // print banner PrintBanner(PACKAGE_STRING); if (devparm) printf(D_DEVSTR); // find which dir to use for config files SetConfigDir(); // turbo option if ( (p=M_CheckParm ("-turbo")) ) { int scale = 200; extern int forwardmove[2]; extern int sidemove[2]; if (p 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]); } // 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 (); #ifdef FEATURE_DEHACKED printf("DEH_Init: Init Dehacked support.\n"); DEH_Init(); #endif printf ("W_Init: Init WADfiles.\n"); W_InitMultipleFiles (wadfiles); #ifdef FEATURE_WAD_MERGE p = M_CheckParm("-merge"); if (p > 0) { for (p = p + 1; p1) 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; } if (M_CheckParm("-novert")) novert = true; else if (M_CheckParm("-nonovert")) novert = false; if (W_CheckNumForName("SS_START") >= 0 || W_CheckNumForName("FF_START") >= 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 ("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 (); I_InitGraphics (); NET_WaitForStart(); // 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) { strcpy(file, P_SaveGameFile(atoi(myargv[p+1]))); 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 }