// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file d_main.c /// \brief SRB2 main program /// /// SRB2 main program (D_SRB2Main) and game loop (D_SRB2Loop), /// plus functions to parse command line parameters, configure game /// parameters, and call the startup functions. #if (defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON) #include #include #endif #ifdef __GNUC__ #include // for getcwd #endif #ifdef _WIN32 #include #include #endif #include #include "doomdef.h" #include "am_map.h" #include "console.h" #include "d_net.h" #include "f_finale.h" #include "g_game.h" #include "hu_stuff.h" #include "i_sound.h" #include "i_system.h" #include "i_threads.h" #include "i_video.h" #include "m_argv.h" #include "m_menu.h" #include "m_misc.h" #include "p_setup.h" #include "p_saveg.h" #include "r_main.h" #include "r_local.h" #include "s_sound.h" #include "st_stuff.h" #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "d_main.h" #include "d_netfil.h" #include "m_cheat.h" #include "y_inter.h" #include "p_local.h" // chasecam #include "m_misc.h" // screenshot functionality #include "deh_tables.h" // Dehacked list test #include "m_cond.h" // condition initialization #include "fastcmp.h" #include "r_fps.h" // Frame interpolation/uncapped #include "keys.h" #include "filesrch.h" // refreshdirmenu #include "g_input.h" // tutorial mode control scheming #include "m_perfstats.h" // SRB2Kart #include "k_grandprix.h" #include "doomstat.h" #ifdef CMAKECONFIG #include "config.h" #else #include "config.h.in" #endif #ifdef HWRENDER #include "hardware/hw_main.h" // 3D View Rendering #endif #ifdef _WINDOWS #include "win32/win_main.h" // I_DoStartupMouse #endif #ifdef HW3SOUND #include "hardware/hw3sound.h" #endif #include "lua_script.h" // Version numbers for netplay :upside_down_face: int VERSION; int SUBVERSION; #ifdef HAVE_DISCORDRPC #include "discord.h" #endif // platform independant focus loss UINT8 window_notinfocus = false; INT32 window_x; INT32 window_y; // // DEMO LOOP // static char *startupiwads[MAX_WADFILES]; static char *startuppwads[MAX_WADFILES]; boolean devparm = false; // started game with -devparm boolean singletics = false; // timedemo boolean lastdraw = false; postimg_t postimgtype[MAXSPLITSCREENPLAYERS]; INT32 postimgparam[MAXSPLITSCREENPLAYERS]; // These variables are in effect // whether the respective sound system is disabled // or they're init'ed, but the player just toggled them boolean sound_disabled = false; boolean digital_disabled = false; boolean advancedemo; #ifdef DEBUGFILE INT32 debugload = 0; #endif UINT16 numskincolors; menucolor_t *menucolorhead, *menucolortail; char savegamename[256]; char liveeventbackup[256]; char srb2home[256] = "."; char srb2path[256] = "."; boolean usehome = true; const char *pandf = "%s" PATHSEP "%s"; static char addonsdir[MAX_WADPATH]; // // EVENT HANDLING // // Events are asynchronous inputs generally generated by the game user. // Events can be discarded if no responder claims them // referenced from i_system.c for I_GetKey() event_t events[MAXEVENTS]; INT32 eventhead, eventtail; boolean dedicated = false; // // D_PostEvent // Called by the I/O functions when input is detected // void D_PostEvent(const event_t *ev) { events[eventhead] = *ev; eventhead = (eventhead+1) & (MAXEVENTS-1); } // modifier keys // Now handled in I_OsPolling UINT8 shiftdown = 0; // 0x1 left, 0x2 right UINT8 ctrldown = 0; // 0x1 left, 0x2 right UINT8 altdown = 0; // 0x1 left, 0x2 right boolean capslock = 0; // gee i wonder what this does. // // D_ProcessEvents // Send all the events of the given timestamp down the responder chain // void D_ProcessEvents(void) { event_t *ev; boolean eaten; for (; eventtail != eventhead; eventtail = (eventtail+1) & (MAXEVENTS-1)) { ev = &events[eventtail]; // Screenshots over everything so that they can be taken anywhere. if (M_ScreenshotResponder(ev)) continue; // ate the event if (gameaction == ga_nothing && gamestate == GS_TITLESCREEN) { if (cht_Responder(ev)) continue; } if (demo.savemode == DSM_TITLEENTRY) { if (G_DemoTitleResponder(ev)) continue; } // Menu input #ifdef HAVE_THREADS I_lock_mutex(&m_menu_mutex); #endif { eaten = M_Responder(ev); } #ifdef HAVE_THREADS I_unlock_mutex(m_menu_mutex); #endif if (eaten) continue; // menu ate the event // Demo input: if (demo.playback) if (M_DemoResponder(ev)) continue; // demo ate the event // console input #ifdef HAVE_THREADS I_lock_mutex(&con_mutex); #endif { eaten = CON_Responder(ev); } #ifdef HAVE_THREADS I_unlock_mutex(con_mutex); #endif if (eaten) { hu_keystrokes = true; continue; // 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 // added comment : there is a wipe eatch change of the gamestate gamestate_t wipegamestate = GS_LEVEL; // -1: Default; 0-n: Wipe index; INT16_MAX: do not wipe INT16 wipetypepre = -1; INT16 wipetypepost = -1; static void D_Display(void) { boolean forcerefresh = false; static boolean wipe = false; INT32 wipedefindex = 0; UINT8 i; if (!dedicated) { if (nodrawers) return; // for comparative timing/profiling // Lactozilla: Switching renderers works by checking // if the game has to do it right when the frame // needs to render. If so, five things will happen: // 1. Interface functions will be called so // that switching to OpenGL creates a // GL context, and switching to Software // allocates screen buffers. // 2. Software will set drawer functions, // and OpenGL will load textures and // create plane polygons, if necessary. // 3. Functions related to switching video // modes (resolution) are called. // 4. The frame is ready to be drawn! // Check for change of renderer or screen size (video mode) if ((setrenderneeded || setmodeneeded) && !wipe) SCR_SetMode(); // change video mode // Recalc the screen if (vid.recalc) SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc() if (rendermode == render_soft) { for (i = 0; i <= r_splitscreen; ++i) { R_SetViewContext(VIEWCONTEXT_PLAYER1 + i); R_InterpolateViewRollAngle(rendertimefrac); R_CheckViewMorph(i); } } // Change the view size if needed // Set by changing video mode or renderer if (setsizeneeded) { R_ExecuteSetViewSize(); forcerefresh = true; // force background redraw } // draw buffered stuff to screen // Used only by linux GGI version I_UpdateNoBlit(); } // save the current screen if about to wipe wipe = (gamestate != wipegamestate); if (wipe && wipetypepre != INT16_MAX) { // set for all later wipedefindex = gamestate; // wipe_xxx_toblack if (gamestate == GS_TITLESCREEN && wipegamestate != GS_INTRO) wipedefindex = wipe_timeattack_toblack; if (wipetypepre < 0 || !F_WipeExists(wipetypepre)) wipetypepre = wipedefs[wipedefindex]; if (rendermode != render_none) { // Fade to black first if (!(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction)) // fades to black on its own timing, always && wipetypepre != UINT8_MAX) { F_WipeStartScreen(); F_WipeColorFill(31); F_WipeEndScreen(); F_RunWipe(wipetypepre, gamestate != GS_TIMEATTACK, "FADEMAP0", false, false); } if (gamestate != GS_LEVEL && rendermode != render_none) { V_SetPaletteLump("PLAYPAL"); // Reset the palette R_ReInitColormaps(0, LUMPERROR); } F_WipeStartScreen(); } else //dedicated servers { F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK, "FADEMAP0", false, false); wipegamestate = gamestate; } wipetypepre = -1; } else wipetypepre = -1; if (dedicated) //bail out after wipe logic return; // do buffered drawing switch (gamestate) { case GS_TITLESCREEN: if (!titlemapinaction || !curbghide) { F_TitleScreenDrawer(); break; } /* FALLTHRU */ case GS_LEVEL: if (!gametic) break; HU_Erase(); AM_Drawer(); break; case GS_INTERMISSION: Y_IntermissionDrawer(); HU_Erase(); HU_Drawer(); break; case GS_VOTING: Y_VoteDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TIMEATTACK: break; case GS_INTRO: F_IntroDrawer(); if (wipegamestate == (gamestate_t)-1) { wipe = true; wipedefindex = gamestate; // wipe_xxx_toblack } break; case GS_ENDING: F_EndingDrawer(); HU_Erase(); HU_Drawer(); break; case GS_CUTSCENE: F_CutsceneDrawer(); HU_Erase(); HU_Drawer(); break; case GS_GAMEEND: F_GameEndDrawer(); break; case GS_EVALUATION: F_GameEvaluationDrawer(); HU_Erase(); HU_Drawer(); break; case GS_CONTINUING: //F_ContinueDrawer(); break; case GS_CREDITS: F_CreditDrawer(); HU_Erase(); HU_Drawer(); break; case GS_WAITINGPLAYERS: // The clientconnect drawer is independent... if (netgame) { // I don't think HOM from nothing drawing is independent... F_WaitingPlayersDrawer(); HU_Erase(); HU_Drawer(); } case GS_DEDICATEDSERVER: case GS_NULL: break; } // STUPID race condition... { wipegamestate = gamestate; // clean up border stuff // see if the border needs to be initially drawn if (gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction && curbghide && (!hidetitlemap))) { if (!automapactive && !dedicated && cv_renderview.value) { viewwindowy = 0; viewwindowx = 0; topleft = screens[0] + viewwindowy*vid.width + viewwindowx; objectsdrawn = 0; ps_rendercalltime = I_GetPreciseTime(); for (i = 0; i <= r_splitscreen; i++) { if (players[displayplayers[i]].mo || players[displayplayers[i]].playerstate == PST_DEAD) { viewssnum = i; #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(); else #endif if (rendermode != render_none) { if (i > 0) // Splitscreen-specific { switch (i) { case 1: if (r_splitscreen > 1) { viewwindowx = viewwidth; viewwindowy = 0; } else { viewwindowx = 0; viewwindowy = viewheight; } M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); break; case 2: viewwindowx = 0; viewwindowy = viewheight; M_Memcpy(ylookup, ylookup3, viewheight*sizeof (ylookup[0])); break; case 3: viewwindowx = viewwidth; viewwindowy = viewheight; M_Memcpy(ylookup, ylookup4, viewheight*sizeof (ylookup[0])); default: break; } topleft = screens[0] + viewwindowy*vid.width + viewwindowx; } R_RenderPlayerView(); if (i > 0) M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } } } if (rendermode == render_soft) { for (i = 0; i <= r_splitscreen; i++) { R_ApplyViewMorph(i); if (postimgtype[i]) V_DoPostProcessor(i, postimgtype[i], postimgparam[i]); } } ps_rendercalltime = I_GetPreciseTime() - ps_rendercalltime; } if (lastdraw) { if (rendermode == render_soft) { VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes); Y_ConsiderScreenBuffer(); usebuffer = true; } lastdraw = false; } ps_uitime = I_GetPreciseTime(); if (gamestate == GS_LEVEL) { ST_Drawer(); F_TextPromptDrawer(); HU_Drawer(); } else F_TitleScreenDrawer(); } else { ps_uitime = I_GetPreciseTime(); } } // change gamma if needed // (GS_LEVEL handles this already due to level-specific palettes) if (forcerefresh && !(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))) V_SetPalette(0); // draw pause pic if (paused && cv_showhud.value && !demo.playback) { #if 0 INT32 py; patch_t *patch; if (automapactive) py = 4; else py = viewwindowy + 4; patch = W_CachePatchName("M_PAUSE", PU_PATCH); V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - patch->width)/2, py, 0, patch); #else INT32 y = ((automapactive) ? (32) : (BASEVIDHEIGHT/2)); M_DrawTextBox((BASEVIDWIDTH/2) - (60), y - (16), 13, 2); V_DrawCenteredString(BASEVIDWIDTH/2, y - (4), V_YELLOWMAP, "Game Paused"); #endif } if (demo.rewinding) V_DrawFadeScreen(TC_RAINBOW, (leveltime & 0x20) ? SKINCOLOR_PASTEL : SKINCOLOR_MOONSET); // vid size change is now finished if it was on... vid.recalc = 0; #ifdef HAVE_THREADS I_lock_mutex(&m_menu_mutex); #endif M_Drawer(); // menu is drawn even on top of everything #ifdef HAVE_THREADS I_unlock_mutex(m_menu_mutex); #endif // focus lost moved to M_Drawer CON_Drawer(); ps_uitime = I_GetPreciseTime() - ps_uitime; // // wipe update // if (wipe && wipetypepost != INT16_MAX) { // note: moved up here because NetUpdate does input changes // and input during wipe tends to mess things up wipedefindex += WIPEFINALSHIFT; if (wipetypepost < 0 || !F_WipeExists(wipetypepost)) wipetypepost = wipedefs[wipedefindex]; if (rendermode != render_none) { F_WipeEndScreen(); F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN, "FADEMAP0", true, false); } // reset counters so timedemo doesn't count the wipe duration if (demo.timing) { framecount = 0; demostarttime = I_GetTime(); } wipetypepost = -1; } else wipetypepost = -1; NetUpdate(); // send out any new accumulation // It's safe to end the game now. if (G_GetExitGameFlag()) { Command_ExitGame_f(); G_ClearExitGameFlag(); } // // normal update // if (!wipe) { if (cv_shittyscreen.value) V_DrawVhsEffect(cv_shittyscreen.value == 2); if (cv_netstat.value) { char s[50]; Net_GetNetStat(); s[sizeof s - 1] = '\0'; snprintf(s, sizeof s - 1, "get %d b/s", getbps); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "send %d b/s", sendbps); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s); } if (cv_perfstats.value) { M_DrawPerfStats(); } ps_swaptime = I_GetPreciseTime(); I_FinishUpdate(); // page flip or blit buffer ps_swaptime = I_GetPreciseTime() - ps_swaptime; } } // ========================================================================= // D_SRB2Loop // ========================================================================= tic_t rendergametic; void D_SRB2Loop(void) { tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS; boolean ticked; if (dedicated) server = true; // Pushing of + parameters is now done back in D_SRB2Main, not here. #ifdef _WINDOWS CONS_Printf("I_StartupMouse()...\n"); I_DoStartupMouse(); #endif oldentertics = I_GetTime(); // end of loading screen: CONS_Printf() will no more call FinishUpdate() con_startup = false; // make sure to do a d_display to init mode _before_ load a level SCR_SetMode(); // change video mode SCR_Recalc(); chosenrendermode = render_none; // Check and print which version is executed. // Use this as the border between setup and the main game loop being entered. CONS_Printf( "===========================================================================\n" " We hope you enjoy this game as\n" " much as we did making it!\n" "===========================================================================\n"); // hack to start on a nice clear console screen. COM_ImmedExecute("cls;version"); I_FinishUpdate(); // page flip or blit buffer /* LMFAO this was showing garbage under OpenGL because I_FinishUpdate was called afterward */ #if 0 /* Smells like a hack... Don't fade Sonic's ass into the title screen. */ if (gamestate != GS_TITLESCREEN) { static lumpnum_t gstartuplumpnum = W_CheckNumForName("STARTUP"); if (gstartuplumpnum == LUMPERROR) gstartuplumpnum = W_GetNumForName("MISSING"); V_DrawScaledPatch(0, 0, 0, W_CachePatchNum(gstartuplumpnum, PU_PATCH)); } #endif for (;;) { if (lastwipetic) { oldentertics = lastwipetic; lastwipetic = 0; } // get real tics entertic = I_GetTime(); realtics = entertic - oldentertics; oldentertics = entertic; refreshdirmenu = 0; // not sure where to put this, here as good as any? #ifdef DEBUGFILE if (!realtics) if (debugload) debugload--; #endif if (!realtics && !singletics && cv_frameinterpolation.value != 1) { I_Sleep(); continue; } #ifdef HW3SOUND HW3S_BeginFrameUpdate(); #endif // don't skip more than 10 frames at a time // (fadein / fadeout cause massive frame skip!) if (realtics > 8) realtics = 1; // process tics (but maybe not if realtic == 0) ticked = TryRunTics(realtics); if (cv_frameinterpolation.value == 1 && !(paused || P_AutoPause())) { static float tictime; float entertime = I_GetTimeFrac(); fixed_t entertimefrac; if (ticked) tictime = entertime; if (aproxfps < 35.0) entertimefrac = FRACUNIT; else entertimefrac = FLOAT_TO_FIXED(entertime - tictime); // renderdeltatics is a bit awkard to evaluate, since the system time interface is whole tic-based renderdeltatics = realtics * FRACUNIT; if (entertimefrac > rendertimefrac) renderdeltatics += entertimefrac - rendertimefrac; else renderdeltatics -= rendertimefrac - entertimefrac; rendertimefrac = entertimefrac; } else { rendertimefrac = FRACUNIT; renderdeltatics = realtics * FRACUNIT; } if (cv_frameinterpolation.value == 1) { D_Display(); } if (lastdraw || singletics || gametic > rendergametic) { rendergametic = gametic; rendertimeout = entertic+TICRATE/17; // Update display, next frame, with current state. // (Only display if not already done for frame interp) cv_frameinterpolation.value == 0 ? D_Display() : 0; if (moviemode) M_SaveFrame(); if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); } else if (rendertimeout < entertic) // in case the server hang or netsplit { // (Only display if not already done for frame interp) cv_frameinterpolation.value == 0 ? D_Display() : 0; if (moviemode) M_SaveFrame(); if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); } // consoleplayer -> displayplayers (hear sounds from viewpoint) S_UpdateSounds(); // move positional sounds S_UpdateClosedCaptions(); #ifdef HW3SOUND HW3S_EndFrameUpdate(); #endif LUA_Step(); #ifdef HAVE_DISCORDRPC if (! dedicated) { Discord_RunCallbacks(); } #endif } } // // D_AdvanceDemo // Called after each demo or intro demosequence finishes // void D_AdvanceDemo(void) { advancedemo = true; } // ========================================================================= // D_SRB2Main // ========================================================================= // // D_StartTitle // void D_StartTitle(void) { INT32 i; S_StopMusic(); if (netgame) { if (gametyperules & GTR_CAMPAIGN) { G_SetGamestate(GS_WAITINGPLAYERS); // hack to prevent a command repeat if (server) { char mapname[6]; strlcpy(mapname, G_BuildMapName(spstage_start), sizeof (mapname)); strlwr(mapname); mapname[5] = '\0'; COM_BufAddText(va("map %s\n", mapname)); } } return; } // okay, stop now // (otherwise the game still thinks we're playing!) SV_StopServer(); SV_ResetServer(); for (i = 0; i < MAXPLAYERS; i++) CL_ClearPlayer(i); for (i = 0; i < MAXSPLITSCREENPLAYERS; i++) { players[g_localplayers[i]].availabilities = R_GetSkinAvailabilities(); } splitscreen = 0; SplitScreen_OnChange(); cv_debug = 0; emeralds = 0; memset(&luabanks, 0, sizeof(luabanks)); lastmaploaded = 0; // In case someone exits out at the same time they start a time attack run, // reset modeattacking modeattacking = ATTACKING_NONE; marathonmode = 0; // Reset GP memset(&grandprixinfo, 0, sizeof(struct grandprixinfo)); // empty maptol so mario/etc sounds don't play in sound test when they shouldn't maptol = 0; gameaction = ga_nothing; memset(displayplayers, 0, sizeof(displayplayers)); memset(g_localplayers, 0, sizeof g_localplayers); consoleplayer = 0; //demosequence = -1; G_SetGametype(GT_RACE); // SRB2kart paused = false; advancedemo = false; F_InitMenuPresValues(); F_StartTitleScreen(); currentMenu = &MainDef; // reset the current menu ID // Reset the palette if (rendermode != render_none) V_SetPaletteLump("PLAYPAL"); // The title screen is obviously not a tutorial! (Unless I'm mistaken) /* if (tutorialmode && tutorialgcs) { G_CopyControls(gamecontrol[0], gamecontroldefault[0][gcs_custom], gcl_full, num_gcl_full); // using gcs_custom as temp storage M_StartMessage("Do you want to \x82save the recommended \x82movement controls?\x80\n\nPress 'Y' or 'Enter' to confirm\nPress 'N' or any key to keep \nyour current controls", M_TutorialSaveControlResponse, MM_YESNO); } */ tutorialmode = false; } // // D_AddFile // static void D_AddFile(char **list, const char *file) { size_t pnumwadfiles; char *newfile; for (pnumwadfiles = 0; list[pnumwadfiles]; pnumwadfiles++) ; newfile = malloc(strlen(file) + 1); if (!newfile) { I_Error("No more free memory to AddFile %s",file); } strcpy(newfile, file); list[pnumwadfiles] = newfile; } static inline void D_CleanFile(char **list) { size_t pnumwadfiles; for (pnumwadfiles = 0; list[pnumwadfiles]; pnumwadfiles++) { free(list[pnumwadfiles]); list[pnumwadfiles] = NULL; } } ///\brief Checks if a netgame URL is being handled, and changes working directory to the EXE's if so. /// Done because browsers (at least, Firefox on Windows) launch the game from the browser's directory, which causes problems. static void ChangeDirForUrlHandler(void) { // URL handlers are opened by web browsers (at least Firefox) from the browser's working directory, not the game's stored directory, // so chdir to that directory unless overridden. if (M_GetUrlProtocolArg() != NULL && !M_CheckParm("-nochdir")) { size_t i; CONS_Printf("%s connect links load game files from the SRB2 application's stored directory. Switching to ", SERVER_URL_PROTOCOL); strlcpy(srb2path, myargv[0], sizeof(srb2path)); // Get just the directory, minus the EXE name for (i = strlen(srb2path)-1; i > 0; i--) { if (srb2path[i] == '/' || srb2path[i] == '\\') { srb2path[i] = '\0'; break; } } CONS_Printf("%s\n", srb2path); #if defined (_WIN32) SetCurrentDirectoryA(srb2path); #else if (chdir(srb2path) == -1) I_OutputMsg("Couldn't change working directory\n"); #endif } } // ========================================================================== // Identify the SRB2 version, and IWAD file to use. // ========================================================================== static boolean AddIWAD(void) { char * path = va(pandf,srb2path,"main.kart"); if (FIL_ReadFileOK(path)) { D_AddFile(startupiwads, path); return true; } else { return false; } } static void IdentifyVersion(void) { const char *srb2waddir = NULL; #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) // change to the directory where 'main.kart' is found srb2waddir = I_LocateWad(); #endif // get the current directory (possible problem on NT with "." as current dir) if (srb2waddir) { strlcpy(srb2path,srb2waddir,sizeof (srb2path)); } else { if (getcwd(srb2path, 256) != NULL) srb2waddir = srb2path; else srb2waddir = "."; } // Load the IWAD if (! AddIWAD()) { I_Error("MAIN.KART not found! Expected in %s\n", srb2waddir); } // will be overwritten in case of -cdrom or unix/win home snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2waddir); configfile[sizeof configfile - 1] = '\0'; // if you change the ordering of this or add/remove a file, be sure to update the md5 // checking in D_SRB2Main #if defined (TESTERS) || defined (HOSTTESTERS) //// #define TEXTURESNAME "MISC_TEXTURES.pk3" #define MAPSNAME "MISC_MAPS.pk3" #define PATCHNAME "MISC_PATCH.pk3" #define MUSICNAME "MISC_MUSIC.PK3" //// #else //// #define TEXTURESNAME "textures.pk3" #define MAPSNAME "maps.pk3" #define PATCHNAME "patch.pk3" #define MUSICNAME "music.pk3" //// #endif //// #if !defined (TESTERS) && !defined (HOSTTESTERS) D_AddFile(startupiwads, va(pandf,srb2waddir,"gfx.pk3")); #endif D_AddFile(startupiwads, va(pandf,srb2waddir,TEXTURESNAME)); D_AddFile(startupiwads, va(pandf,srb2waddir,"chars.pk3")); D_AddFile(startupiwads, va(pandf,srb2waddir,MAPSNAME)); D_AddFile(startupiwads, va(pandf,srb2waddir,"followers.pk3")); #ifdef USE_PATCH_FILE D_AddFile(startupiwads, va(pandf,srb2waddir,PATCHNAME)); #endif //// #undef TEXTURESNAME #undef MAPSNAME #undef PATCHNAME #if !defined (HAVE_SDL) || defined (HAVE_MIXER) #define MUSICTEST(str) \ {\ const char *musicpath = va(pandf,srb2waddir,str);\ int ms = W_VerifyNMUSlumps(musicpath, false); \ if (ms == 1) \ D_AddFile(startupiwads, musicpath); \ else if (ms == 0) \ I_Error("File "str" has been modified with non-music/sound lumps"); \ } MUSICTEST("sounds.pk3") MUSICTEST(MUSICNAME) #undef MUSICNAME #undef MUSICTEST #endif } static void D_ConvertVersionNumbers (void) { /* leave at defaults (0) under DEVELOP */ #ifndef DEVELOP sscanf(SRB2VERSION, "%d.%d", &VERSION, &SUBVERSION); #endif } // // D_SRB2Main // void D_SRB2Main(void) { INT32 i; UINT16 wadnum; lumpinfo_t *lumpinfo; char *name; INT32 p; INT32 pstartmap = 1; boolean autostart = false; /* break the version string into version numbers, for netplay */ D_ConvertVersionNumbers(); // Print GPL notice for our console users (Linux) CONS_Printf( "\n\nSonic Robo Blast 2 Kart\n" "Copyright (C) 1998-2020 by Kart Krew & STJr\n\n" "This program comes with ABSOLUTELY NO WARRANTY.\n\n" "This is free software, and you are welcome to redistribute it\n" "and/or modify it under the terms of the GNU General Public License\n" "as published by the Free Software Foundation; either version 2 of\n" "the License, or (at your option) any later version.\n" "See the 'LICENSE.txt' file for details.\n\n" "Sonic the Hedgehog and related characters are trademarks of SEGA.\n" "We do not claim ownership of SEGA's intellectual property used\n" "in this program.\n\n"); // keep error messages until the final flush(stderr) #if !defined(NOTERMIOS) if (setvbuf(stderr, NULL, _IOFBF, 1000)) I_OutputMsg("setvbuf didnt work\n"); #endif // initialise locale code M_StartupLocale(); // get parameters from a response file (eg: srb2 @parms.txt) M_FindResponseFile(); // MAINCFG is now taken care of where "OBJCTCFG" is handled G_LoadGameSettings(); // Test Dehacked lists DEH_TableCheck(); // Netgame URL special case: change working dir to EXE folder. ChangeDirForUrlHandler(); // identify the main IWAD file to use IdentifyVersion(); #if !defined(NOTERMIOS) setbuf(stdout, NULL); // non-buffered output #endif #if 0 //defined (_DEBUG) devparm = M_CheckParm("-nodebug") == 0; #else devparm = M_CheckParm("-debug") != 0; #endif // for dedicated server #if !defined (_WINDOWS) //already check in win_main.c dedicated = M_CheckParm("-dedicated") != 0; #endif if (devparm) CONS_Printf(M_GetText("Development mode ON.\n")); // default savegame strcpy(savegamename, SAVEGAMENAME"%u.ssg"); strcpy(liveeventbackup, "live"SAVEGAMENAME".bkp"); // intentionally not ending with .ssg { const char *userhome = D_Home(); //Alam: path to home if (!userhome) { #if ((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__CYGWIN__) I_Error("Please set $HOME to your home directory\n"); #else if (dedicated) snprintf(configfile, sizeof configfile, "d"CONFIGFILENAME); else snprintf(configfile, sizeof configfile, CONFIGFILENAME); #endif } else { // use user specific config file #ifdef DEFAULTDIR snprintf(srb2home, sizeof srb2home, "%s" PATHSEP DEFAULTDIR, userhome); if (dedicated) snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, srb2home); else snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2home); // can't use sprintf since there is %u in savegamename strcatbf(savegamename, srb2home, PATHSEP); strcatbf(liveeventbackup, srb2home, PATHSEP); snprintf(luafiledir, sizeof luafiledir, "%s" PATHSEP "luafiles", srb2home); #else // DEFAULTDIR snprintf(srb2home, sizeof srb2home, "%s", userhome); if (dedicated) snprintf(configfile, sizeof configfile, "%s" PATHSEP "d"CONFIGFILENAME, userhome); else snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, userhome); // can't use sprintf since there is %u in savegamename strcatbf(savegamename, userhome, PATHSEP); strcatbf(liveeventbackup, userhome, PATHSEP); snprintf(luafiledir, sizeof luafiledir, "%s" PATHSEP "luafiles", userhome); #endif // DEFAULTDIR } configfile[sizeof configfile - 1] = '\0'; } // Create addons dir snprintf(addonsdir, sizeof addonsdir, "%s%s%s", srb2home, PATHSEP, "addons"); I_mkdir(addonsdir, 0755); /* and downloads in a subdirectory */ snprintf(downloaddir, sizeof downloaddir, "%s%s%s", addonsdir, PATHSEP, "downloads"); // rand() needs seeded regardless of password srand((unsigned int)time(NULL)); rand(); rand(); rand(); if (M_CheckParm("-password") && M_IsNextParm()) D_SetPassword(M_GetNextParm()); // player setup menu colors must be initialized before // any wad file is added, as they may contain colors themselves M_InitPlayerSetupColors(); CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n"); Z_Init(); CON_SetLoadingProgress(LOADED_ZINIT); // Do this up here so that WADs loaded through the command line can use ExecCfg COM_Init(); #ifndef TESTERS // add any files specified on the command line with -file wadfile // to the wad list if (!((M_GetUrlProtocolArg() || M_CheckParm("-connect")) && !M_CheckParm("-server"))) { if (M_CheckParm("-file")) { // the parms after p are wadfile/lump names, // until end of parms or another - preceded parm while (M_IsNextParm()) { const char *s = M_GetNextParm(); if (s) // Check for NULL? D_AddFile(startuppwads, s); } } } #endif // get map from parms if (M_CheckParm("-server") || dedicated) netgame = server = true; // adapt tables to SRB2's needs, including extra slots for dehacked file support P_PatchInfoTables(); // initiate menu metadata before SOCcing them M_InitMenuPresTables(); // init title screen display params if (M_GetUrlProtocolArg() || M_CheckParm("-connect")) F_InitMenuPresValues(); //---------------------------------------------------- READY TIME // we need to check for dedicated before initialization of some subsystems CONS_Printf("I_StartupTimer()...\n"); I_StartupTimer(); CON_SetLoadingProgress(LOADED_ISTARTUPTIMER); // Make backups of some SOCcable tables. P_BackupTables(); // Setup character tables // Have to be done here before files are loaded M_InitCharacterTables(); // load wad, including the main wad file CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n"); W_InitMultipleFiles(startupiwads, false); D_CleanFile(startupiwads); mainwads = 0; #ifndef DEVELOP // Check MD5s of autoloaded files // Note: Do not add any files that ignore MD5! W_VerifyFileMD5(mainwads, ASSET_HASH_MAIN_KART); // main.kart mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_GFX_PK3); // gfx.pk3 mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_TEXTURES_PK3); // textures.pk3 mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_CHARS_PK3); // chars.pk3 mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_MAPS_PK3); // maps.pk3 -- 4 - If you touch this, make sure to touch up the majormods stuff below. mainwads++; W_VerifyFileMd5(mainwads, ASSET_HASH_FOLLOWERS_PK3); // followers.pk3 #ifdef USE_PATCH_FILE mainwads++; W_VerifyFileMD5(mainwads, ASSET_HASH_PATCH_PK3); // patch.pk3 #endif #else #if !defined (TESTERS) && !defined (HOSTTESTERS) mainwads++; // gfx.pk3 #endif mainwads++; // textures.pk3 mainwads++; // chars.pk3 mainwads++; // maps.pk3 mainwads++; // followers.pk3 #ifdef USE_PATCH_FILE mainwads++; // patch.pk3 #endif #endif //ifndef DEVELOP // // search for maps // for (wadnum = 0; wadnum <= mainwads; wadnum++) { lumpinfo = wadfiles[wadnum]->lumpinfo; for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lumpinfo++) { name = lumpinfo->name; if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers { INT16 num; if (name[5] != '\0') continue; num = (INT16)M_MapNumber(name[3], name[4]); // we want to record whether this map exists. if it doesn't have a header, we can assume it's not relephant if (num <= NUMMAPS && mapheaderinfo[num - 1]) { mapheaderinfo[num - 1]->alreadyExists = true; } } } } CON_SetLoadingProgress(LOADED_IWAD); CONS_Printf("W_InitMultipleFiles(): Adding external PWADs.\n"); W_InitMultipleFiles(startuppwads, true); D_CleanFile(startuppwads); // // search for maps... again. // for (wadnum = mainwads+1; wadnum < numwadfiles; wadnum++) { lumpinfo = wadfiles[wadnum]->lumpinfo; for (i = 0; i < wadfiles[wadnum]->numlumps; i++, lumpinfo++) { name = lumpinfo->name; if (name[0] == 'M' && name[1] == 'A' && name[2] == 'P') // Ignore the headers { INT16 num; if (name[5] != '\0') continue; num = (INT16)M_MapNumber(name[3], name[4]); // we want to record whether this map exists. if it doesn't have a header, we can assume it's not relephant if (num <= NUMMAPS && mapheaderinfo[num - 1]) { if (mapheaderinfo[num - 1]->alreadyExists != false) { G_SetGameModified(multiplayer, true); // oops, double-defined - no record attack privileges for you } mapheaderinfo[num - 1]->alreadyExists = true; } CONS_Printf("%s\n", name); } } } CON_SetLoadingProgress(LOADED_PWAD); cht_Init(); //---------------------------------------------------- READY SCREEN // we need to check for dedicated before initialization of some subsystems CONS_Printf("I_StartupGraphics()...\n"); I_StartupGraphics(); #ifdef HWRENDER // Lactozilla: Add every hardware mode CVAR and CCMD. // Has to be done before the configuration file loads, // but after the OpenGL library loads. HWR_AddCommands(); #endif //--------------------------------------------------------- CONSOLE // setup loading screen SCR_Startup(); // Do this in background; lots of number crunching R_InitTranslucencyTables(); CON_SetLoadingProgress(LOADED_ISTARTUPGRAPHICS); CONS_Printf("HU_Init()...\n"); HU_Init(); CON_Init(); CON_SetLoadingProgress(LOADED_HUINIT); memset(timelimits, 0, sizeof(timelimits)); memset(pointlimits, 0, sizeof(pointlimits)); timelimits[GT_BATTLE] = 2; D_RegisterServerCommands(); D_RegisterClientCommands(); // be sure that this is called before D_CheckNetGame R_RegisterEngineStuff(); S_RegisterSoundStuff(); I_RegisterSysCommands(); //--------------------------------------------------------- CONFIG.CFG M_FirstLoadConfig(); // WARNING : this do a "COM_BufExecute()" M_Init(); #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) VID_PrepareModeList(); // Regenerate Modelist according to cv_fullscreen #endif // set user default mode or mode set at cmdline SCR_CheckDefaultMode(); if (M_CheckParm("-noupload")) COM_BufAddText("downloading 0\n"); G_LoadGameData(); wipegamestate = gamestate; savedata.lives = 0; // flag this as not-used CON_SetLoadingProgress(LOADED_CONFIG); CONS_Printf("R_InitTextureData()...\n"); R_InitTextureData(); // seperated out from below because it takes ages by itself CON_SetLoadingProgress(LOADED_INITTEXTUREDATA); CONS_Printf("R_InitSprites()...\n"); R_InitSprites(); // ditto CON_SetLoadingProgress(LOADED_INITSPRITES); CONS_Printf("R_InitSkins()...\n"); R_InitSkins(); // ditto CON_SetLoadingProgress(LOADED_INITSKINS); CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n"); R_Init(); CON_SetLoadingProgress(LOADED_RINIT); // setting up sound if (dedicated) { sound_disabled = true; digital_disabled = true; } if (M_CheckParm("-noaudio")) // combines -nosound and -nomusic { sound_disabled = true; digital_disabled = true; } else { if (M_CheckParm("-nosound")) sound_disabled = true; if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic { digital_disabled = true; } else { if (M_CheckParm("-nodigmusic")) digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound } } if (!( sound_disabled && digital_disabled )) { CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n"); I_StartupSound(); I_InitMusic(); S_InitSfxChannels(cv_soundvolume.value); } CON_SetLoadingProgress(LOADED_SINITSFXCHANNELS); S_InitMusicDefs(); CONS_Printf("ST_Init(): Init status bar.\n"); ST_Init(); CON_SetLoadingProgress(LOADED_STINIT); //------------------------------------------------ COMMAND LINE PARAMS // this must be done after loading gamedata, // to avoid setting off the corrupted gamedata code in G_LoadGameData if a SOC with custom gamedata is added // -- Monster Iestyn 20/02/20 if (M_CheckParm("-warp") && M_IsNextParm()) { const char *word = M_GetNextParm(); pstartmap = G_FindMapByNameOrCode(word, 0); if (! pstartmap) I_Error("Cannot find a map remotely named '%s'\n", word); else { if (!M_CheckParm("-server")) { G_SetGameModified(true, true); // Start up a "minor" grand prix session memset(&grandprixinfo, 0, sizeof(struct grandprixinfo)); grandprixinfo.gamespeed = KARTSPEED_NORMAL; grandprixinfo.encore = false; grandprixinfo.masterbots = false; grandprixinfo.gp = true; grandprixinfo.roundnum = 0; grandprixinfo.cup = NULL; grandprixinfo.wonround = false; grandprixinfo.initalize = true; } autostart = true; } } // Set up splitscreen players before joining! if (!dedicated && (M_CheckParm("-splitscreen") && M_IsNextParm())) { UINT8 num = atoi(M_GetNextParm()); if (num >= 1 && num <= 4) { CV_StealthSetValue(&cv_splitplayers, num); splitscreen = num-1; SplitScreen_OnChange(); } } // init all NETWORK CONS_Printf("D_CheckNetGame(): Checking network game status.\n"); if (D_CheckNetGame()) autostart = true; CON_SetLoadingProgress(LOADED_DCHECKNETGAME); if (splitscreen && !M_CheckParm("-connect")) // Make sure multiplayer & autostart is set if you have splitscreen, even after D_CheckNetGame multiplayer = autostart = true; // check for a driver that wants intermission stats // start the apropriate game based on parms if (M_CheckParm("-metal")) { G_RecordMetal(); autostart = true; } else if (M_CheckParm("-record") && M_IsNextParm()) { G_RecordDemo(M_GetNextParm()); autostart = true; } // user settings come before "+" parameters. if (dedicated) COM_ImmedExecute(va("exec \"%s"PATHSEP"kartserv.cfg\"\n", srb2home)); else COM_ImmedExecute(va("exec \"%s"PATHSEP"kartexec.cfg\" -noerror\n", srb2home)); if (!autostart) M_PushSpecialParameters(); // push all "+" parameters at the command buffer // demo doesn't need anymore to be added with D_AddFile() p = M_CheckParm("-playdemo"); if (!p) p = M_CheckParm("-timedemo"); if (p && M_IsNextParm()) { char tmp[MAX_WADPATH]; // add .lmp to identify the EXTERNAL demo file // it is NOT possible to play an internal demo using -playdemo, // rather push a playdemo command.. to do. strcpy(tmp, M_GetNextParm()); // get spaced filename or directory while (M_IsNextParm()) { strcat(tmp, " "); strcat(tmp, M_GetNextParm()); } FIL_DefaultExtension(tmp, ".lmp"); CONS_Printf(M_GetText("Playing demo %s.\n"), tmp); if (M_CheckParm("-playdemo")) { demo.quitafterplaying = true; // quit after one demo G_DeferedPlayDemo(tmp); } else G_TimeDemo(tmp); G_SetGamestate(GS_NULL); wipegamestate = GS_NULL; return; } /*if (M_CheckParm("-ultimatemode")) { autostart = true; ultimatemode = true; }*/ // rei/miru: bootmap (Idea: starts the game on a predefined map) if (bootmap && !(M_CheckParm("-warp") && M_IsNextParm())) { pstartmap = bootmap; if (pstartmap < 1 || pstartmap > NUMMAPS) I_Error("Cannot warp to map %d (out of range)\n", pstartmap); else { autostart = true; } } if (autostart || netgame) { gameaction = ga_nothing; CV_ClearChangedFlags(); // Do this here so if you run SRB2 with eg +timelimit 5, the time limit counts // as having been modified for the first game. M_PushSpecialParameters(); // push all "+" parameter at the command buffer COM_BufExecute(); // ensure the command buffer gets executed before the map starts (+skin) strncpy(connectedservername, cv_servername.string, MAXSERVERNAME); if (M_CheckParm("-gametype") && M_IsNextParm()) { // from Command_Map_f INT32 j; INT16 newgametype = -1; const char *sgametype = M_GetNextParm(); newgametype = G_GetGametypeByName(sgametype); if (newgametype == -1) // reached end of the list with no match { j = atoi(sgametype); // assume they gave us a gametype number, which is okay too if (j >= 0 && j < gametypecount) newgametype = (INT16)j; } if (newgametype != -1) { j = gametype; G_SetGametype(newgametype); D_GameTypeChanged(j); } } if (M_CheckParm("-skill") && M_IsNextParm()) { INT32 j; INT16 newskill = -1; const char *sskill = M_GetNextParm(); const char *masterstr = "Master"; if (!strcasecmp(masterstr, sskill)) { newskill = KARTGP_MASTER; } else { for (j = 0; kartspeed_cons_t[j].strvalue; j++) { if (!strcasecmp(kartspeed_cons_t[j].strvalue, sskill)) { newskill = (INT16)kartspeed_cons_t[j].value; break; } } if (!kartspeed_cons_t[j].strvalue) // reached end of the list with no match { j = atoi(sskill); // assume they gave us a skill number, which is okay too if (j >= KARTSPEED_EASY && j <= KARTGP_MASTER) newskill = (INT16)j; } } if (grandprixinfo.gp == true) { if (newskill == KARTGP_MASTER) { grandprixinfo.masterbots = true; newskill = KARTSPEED_HARD; } grandprixinfo.gamespeed = newskill; } else if (newskill == KARTGP_MASTER) { newskill = KARTSPEED_HARD; } if (newskill != -1) CV_SetValue(&cv_kartspeed, newskill); } if (server && !M_CheckParm("+map")) { // Prevent warping to nonexistent levels if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR) I_Error("Could not warp to %s (map not found)\n", G_BuildMapName(pstartmap)); // Prevent warping to locked levels // ... unless you're in a dedicated server. Yes, technically this means you can view any level by // running a dedicated server and joining it yourself, but that's better than making dedicated server's // lives hell. else if (!dedicated && M_MapLocked(pstartmap)) I_Error("You need to unlock this level before you can warp to it!\n"); else { D_MapChange(pstartmap, gametype, (cv_kartencore.value == 1), true, 0, false, false); } } } else if (M_CheckParm("-skipintro")) { F_InitMenuPresValues(); F_StartTitleScreen(); } else F_StartIntro(); // Tails 03-03-2002 CON_ToggleOff(); if (dedicated && server) { levelstarttic = gametic; G_SetGamestate(GS_LEVEL); if (!P_LoadLevel(false, false)) I_Quit(); // fail so reset game stuff } #ifdef HAVE_DISCORDRPC if (! dedicated) { DRPC_Init(); } #endif if (con_startup_loadprogress != LOADED_ALLDONE) { I_Error("Something is wrong with the loading bar! (got %d, expected %d)\n", con_startup_loadprogress, LOADED_ALLDONE); return; } } const char *D_Home(void) { const char *userhome = NULL; #ifdef ANDROID return "/data/data/org.srb2/"; #endif if (M_CheckParm("-home") && M_IsNextParm()) userhome = M_GetNextParm(); else { #if !((defined (__unix__) && !defined (MSDOS)) || defined(__APPLE__) || defined (UNIXCOMMON)) && !defined (__APPLE__) if (FIL_FileOK(CONFIGFILENAME)) usehome = false; // Let's NOT use home else #endif userhome = I_GetEnv("HOME"); //Alam: my new HOME for srb2 } #ifdef _WIN32 //Alam: only Win32 have APPDATA and USERPROFILE if (!userhome && usehome) //Alam: Still not? { char *testhome = NULL; testhome = I_GetEnv("APPDATA"); if (testhome != NULL && (FIL_FileOK(va("%s" PATHSEP "%s" PATHSEP CONFIGFILENAME, testhome, DEFAULTDIR)))) { userhome = testhome; } } #ifndef __CYGWIN__ if (!userhome && usehome) //Alam: All else fails? { char *testhome = NULL; testhome = I_GetEnv("USERPROFILE"); if (testhome != NULL && (FIL_FileOK(va("%s" PATHSEP "%s" PATHSEP CONFIGFILENAME, testhome, DEFAULTDIR)))) { userhome = testhome; } } #endif// !__CYGWIN__ #endif// _WIN32 if (usehome) return userhome; else return NULL; }