// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 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 PC_DOS #include // for snprintf int snprintf(char *str, size_t n, const char *fmt, ...); //int vsnprintf(char *str, size_t n, const char *fmt, va_list ap); #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_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 "mserv.h" // ms_RoomId #include "m_misc.h" // screenshot functionality #include "dehacked.h" // Dehacked list test #include "m_cond.h" // condition initialization #include "fastcmp.h" #include "keys.h" #include "filesrch.h" // refreshdirmenu, mainwadstally #include "g_input.h" // tutorial mode control scheming #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 #ifdef HAVE_BLUA #include "lua_script.h" #endif // platform independant focus loss UINT8 window_notinfocus = false; // // DEMO LOOP // static char *startupwadfiles[MAX_WADFILES]; boolean devparm = false; // started game with -devparm boolean singletics = false; // timedemo boolean lastdraw = false; static void D_CheckRendererState(void); postimg_t postimgtype = postimg_none; INT32 postimgparam; postimg_t postimgtype2 = postimg_none; INT32 postimgparam2; // These variables are in effect // whether the respective sound system is disabled // or they're init'ed, but the player just toggled them boolean midi_disabled = false; boolean sound_disabled = false; boolean digital_disabled = false; boolean advancedemo; #ifdef DEBUGFILE INT32 debugload = 0; #endif 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); } // just for lock this function #if defined (PC_DOS) && !defined (DOXYGEN) void D_PostEvent_end(void) {}; #endif // 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; 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; } // console input if (CON_Responder(ev)) continue; // ate the event // Menu input 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 // 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) { INT32 setrenderstillneeded = 0; boolean forcerefresh = false; static boolean wipe = false; INT32 wipedefindex = 0; if (dedicated) return; 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. Patch data is freed from memory, // and recached if necessary. // 5. The frame is ready to be drawn! // stop movie if needs to change renderer if (setrenderneeded && (moviemode == MM_APNG)) M_StopMovie(); // check for change of renderer or screen size (video mode) if ((setrenderneeded || setmodeneeded) && !wipe) { if (setrenderneeded) { CONS_Debug(DBG_RENDER, "setrenderneeded set (%d)\n", setrenderneeded); setrenderstillneeded = setrenderneeded; } SCR_SetMode(); // change video mode } if (vid.recalc || setrenderstillneeded) { SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc() #ifdef HWRENDER // Shoot! The screen texture was flushed! if ((rendermode == render_opengl) && (gamestate == GS_INTERMISSION)) usebuffer = false; #endif } // change the view size if needed if (setsizeneeded || setrenderstillneeded) { R_ExecuteSetViewSize(); forcerefresh = true; // force background redraw } // Lactozilla: Renderer switching D_CheckRendererState(); // 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_INTERMISSION) { if (intertype == int_spec) // Special Stage wipedefindex = wipe_specinter_toblack; else if (intertype != int_coop) // Multiplayer wipedefindex = wipe_multinter_toblack; } if (wipetypepre < 0 || !F_WipeExists(wipetypepre)) wipetypepre = wipedefs[wipedefindex]; if (rendermode != render_none) { // Fade to black first if ((wipegamestate == (gamestate_t)FORCEWIPE || (wipegamestate != (gamestate_t)FORCEWIPEOFF && !(gamestate == GS_LEVEL || (gamestate == GS_TITLESCREEN && titlemapinaction))) ) // fades to black on its own timing, always && wipetypepre != UINT8_MAX) { F_WipeStartScreen(); // Check for Mega Genesis fade wipestyleflags = WSF_FADEOUT; if (F_TryColormapFade(31)) wipetypepost = -1; // Don't run the fade below this one F_WipeEndScreen(); F_RunWipe(wipetypepre, gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN); } F_WipeStartScreen(); } wipetypepre = -1; } else wipetypepre = -1; // 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_TIMEATTACK: break; case GS_INTRO: F_IntroDrawer(); if (wipegamestate == (gamestate_t)-1) wipe = true; 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... case GS_DEDICATEDSERVER: case GS_NULL: break; } // STUPID race condition... if (wipegamestate == GS_INTRO && gamestate == GS_TITLESCREEN) wipegamestate = FORCEWIPEOFF; else { 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))) { // draw the view directly if (!automapactive && !dedicated && cv_renderview.value) { if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD) { topleft = screens[0] + viewwindowy*vid.width + viewwindowx; objectsdrawn = 0; #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(0, &players[displayplayer]); else #endif if (rendermode != render_none) R_RenderPlayerView(&players[displayplayer]); } // render the second screen if (splitscreen && players[secondarydisplayplayer].mo) { #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(1, &players[secondarydisplayplayer]); else #endif if (rendermode != render_none) { viewwindowy = vid.height / 2; M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); topleft = screens[0] + viewwindowy*vid.width + viewwindowx; R_RenderPlayerView(&players[secondarydisplayplayer]); viewwindowy = 0; M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } } // Image postprocessing effect if (rendermode == render_soft) { if (postimgtype) V_DoPostProcessor(0, postimgtype, postimgparam); if (postimgtype2) V_DoPostProcessor(1, postimgtype2, postimgparam2); } } 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; } if (gamestate == GS_LEVEL) { ST_Drawer(); F_TextPromptDrawer(); HU_Drawer(); } else F_TitleScreenDrawer(); } } // 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 && (!menuactive || netgame)) { #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 - SHORT(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 } // vid size change is now finished if it was on... vid.recalc = 0; M_Drawer(); // menu is drawn even on top of everything // focus lost moved to M_Drawer if (gamestate != GS_TIMEATTACK) CON_Drawer(); // // 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(); // Funny. if (WipeStageTitle && st_overlay) { lt_ticker--; lt_lasttic = lt_ticker; ST_preLevelTitleCardDrawer(); V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol); F_WipeStartScreen(); } // Check for Mega Genesis fade if (F_ShouldColormapFade()) { wipestyleflags |= WSF_FADEIN; wipestyleflags &= ~WSF_FADEOUT; } F_RunWipe(wipetypepost, gamestate != GS_TIMEATTACK && gamestate != GS_TITLESCREEN); } // reset counters so timedemo doesn't count the wipe duration if (timingdemo) { 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_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); } I_FinishUpdate(); // page flip or blit buffer } needpatchflush = false; needpatchrecache = false; } // Lactozilla: Check the renderer's state // after a possible renderer switch. void D_CheckRendererState(void) { // flush all patches from memory // (also frees memory tagged with PU_CACHE) // (which are not necessarily patches but I don't care) if (needpatchflush) Z_FlushCachedPatches(); // some patches have been freed, // so cache them again if (needpatchrecache) R_ReloadHUDGraphics(); } // ========================================================================= // D_SRB2Loop // ========================================================================= tic_t rendergametic; void D_SRB2Loop(void) { tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS; 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(); // 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" " ...wait. =P\n" "===========================================================================\n"); // hack to start on a nice clear console screen. COM_ImmedExecute("cls;version"); V_DrawScaledPatch(0, 0, 0, W_CachePatchNum(W_GetNumForName("CONSBACK"), PU_CACHE)); I_FinishUpdate(); // page flip or blit buffer 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) { 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) TryRunTics(realtics); if (lastdraw || singletics || gametic > rendergametic) { rendergametic = gametic; rendertimeout = entertic+TICRATE/17; // Update display, next frame, with current state. D_Display(); if (moviemode) M_SaveFrame(); if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); } else if (rendertimeout < entertic) // in case the server hang or netsplit { // Lagless camera! Yay! if (gamestate == GS_LEVEL && netgame) { if (splitscreen && camera2.chase) P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false); if (camera.chase) P_MoveChaseCamera(&players[displayplayer], &camera, false); } D_Display(); if (moviemode) M_SaveFrame(); if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); } // consoleplayer -> displayplayer (hear sounds from viewpoint) S_UpdateSounds(); // move positional sounds S_UpdateClosedCaptions(); // check for media change, loop music.. I_UpdateCD(); #ifdef HW3SOUND HW3S_EndFrameUpdate(); #endif #ifdef HAVE_BLUA LUA_Step(); #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); players[consoleplayer].availabilities = players[1].availabilities = R_GetSkinAvailabilities(); // players[1] is supposed to be for 2p splitscreen = false; SplitScreen_OnChange(); botingame = false; botskin = 0; 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; // empty maptol so mario/etc sounds don't play in sound test when they shouldn't maptol = 0; gameaction = ga_nothing; displayplayer = consoleplayer = 0; G_SetGametype(GT_COOP); 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, gamecontroldefault[gcs_custom], gcl_tutorial_full, num_gcl_tutorial_full); // using gcs_custom as temp storage CV_SetValue(&cv_usemouse, tutorialusemouse); CV_SetValue(&cv_alwaysfreelook, tutorialfreelook); CV_SetValue(&cv_mousemove, tutorialmousemove); CV_SetValue(&cv_analog[0], tutorialanalog); 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(const char *file) { size_t pnumwadfiles; char *newfile; for (pnumwadfiles = 0; startupwadfiles[pnumwadfiles]; pnumwadfiles++) ; newfile = malloc(strlen(file) + 1); if (!newfile) { I_Error("No more free memory to AddFile %s",file); } strcpy(newfile, file); startupwadfiles[pnumwadfiles] = newfile; } static inline void D_CleanFile(void) { size_t pnumwadfiles; for (pnumwadfiles = 0; startupwadfiles[pnumwadfiles]; pnumwadfiles++) { free(startupwadfiles[pnumwadfiles]); startupwadfiles[pnumwadfiles] = NULL; } } // ========================================================================== // Identify the SRB2 version, and IWAD file to use. // ========================================================================== static void IdentifyVersion(void) { char *srb2wad; const char *srb2waddir = NULL; #if (defined (__unix__) && !defined (MSDOS)) || defined (UNIXCOMMON) || defined (HAVE_SDL) // change to the directory where 'srb2.pk3' 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 = "."; } } #if defined (macintosh) && !defined (HAVE_SDL) // cwd is always "/" when app is dbl-clicked if (!stricmp(srb2waddir, "/")) srb2waddir = I_GetWadDir(); #endif // Commercial. srb2wad = malloc(strlen(srb2waddir)+1+8+1); if (srb2wad == NULL) I_Error("No more free memory to look in %s", srb2waddir); else sprintf(srb2wad, pandf, srb2waddir, "srb2.pk3"); // will be overwritten in case of -cdrom or unix/win home snprintf(configfile, sizeof configfile, "%s" PATHSEP CONFIGFILENAME, srb2waddir); configfile[sizeof configfile - 1] = '\0'; // Load the IWAD if (srb2wad != NULL && FIL_ReadFileOK(srb2wad)) D_AddFile(srb2wad); else I_Error("srb2.pk3 not found! Expected in %s, ss file: %s\n", srb2waddir, srb2wad); if (srb2wad) free(srb2wad); // if you change the ordering of this or add/remove a file, be sure to update the md5 // checking in D_SRB2Main // Add the maps D_AddFile(va(pandf,srb2waddir,"zones.pk3")); // Add the players D_AddFile(va(pandf,srb2waddir, "player.dta")); #ifdef USE_PATCH_DTA // Add our crappy patches to fix our bugs D_AddFile(va(pandf,srb2waddir,"patch.pk3")); #endif #if !defined (HAVE_SDL) || defined (HAVE_MIXER) { #define MUSICTEST(str) \ {\ const char *musicpath = va(pandf,srb2waddir,str);\ int ms = W_VerifyNMUSlumps(musicpath); \ if (ms == 1) \ D_AddFile(musicpath); \ else if (ms == 0) \ I_Error("File "str" has been modified with non-music/sound lumps"); \ } MUSICTEST("music.dta") #ifdef DEVELOP // remove when music_new.dta is merged into music.dta MUSICTEST("music_new.dta") #endif } #endif } #ifdef PC_DOS /* ======================================================================== */ // Code for printing SRB2's title bar in DOS /* ======================================================================== */ // // Center the title string, then add the date and time of compilation. // static inline void D_MakeTitleString(char *s) { char temp[82]; char *t; const char *u; INT32 i; for (i = 0, t = temp; i < 82; i++) *t++=' '; for (t = temp + (80-strlen(s))/2, u = s; *u != '\0' ;) *t++ = *u++; u = compdate; for (t = temp + 1, i = 11; i-- ;) *t++ = *u++; u = comptime; for (t = temp + 71, i = 8; i-- ;) *t++ = *u++; temp[80] = '\0'; strcpy(s, temp); } static inline void D_Titlebar(void) { char title1[82]; // srb2 title banner char title2[82]; strcpy(title1, "Sonic Robo Blast 2"); strcpy(title2, "Sonic Robo Blast 2"); D_MakeTitleString(title1); // SRB2 banner clrscr(); textattr((BLUE<<4)+WHITE); clreol(); cputs(title1); // standard srb2 banner textattr((RED<<4)+WHITE); clreol(); gotoxy((80-strlen(title2))/2, 2); cputs(title2); normvideo(); gotoxy(1,3); } #endif // // D_SRB2Main // void D_SRB2Main(void) { INT32 p; INT32 pstartmap = 1; boolean autostart = false; // Print GPL notice for our console users (Linux) CONS_Printf( "\n\nSonic Robo Blast 2\n" "Copyright (C) 1998-2019 by Sonic Team Junior\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 (PC_DOS) && !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_Check(); // 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 #ifdef PC_DOS D_Titlebar(); #endif if (devparm) CONS_Printf(M_GetText("Development mode ON.\n")); // default savegame strcpy(savegamename, SAVEGAMENAME"%u.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); snprintf(downloaddir, sizeof downloaddir, "%s" PATHSEP "DOWNLOAD", srb2home); 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); #else snprintf(srb2home, sizeof srb2home, "%s", userhome); snprintf(downloaddir, sizeof downloaddir, "%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); #endif } configfile[sizeof configfile - 1] = '\0'; } // Create addons dir snprintf(addonsdir, sizeof addonsdir, "%s%s%s", srb2home, PATHSEP, "addons"); I_mkdir(addonsdir, 0755); // rand() needs seeded regardless of password srand((unsigned int)time(NULL)); if (M_CheckParm("-password") && M_IsNextParm()) D_SetPassword(M_GetNextParm()); // add any files specified on the command line with -file wadfile // to the wad list if (!(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? { if (!W_VerifyNMUSlumps(s)) G_SetGameModified(true); D_AddFile(s); } } } } // get map from parms if (M_CheckParm("-server") || dedicated) netgame = server = true; CONS_Printf("Z_Init(): Init zone memory allocation daemon. \n"); Z_Init(); // 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_CheckParm("-connect")) F_InitMenuPresValues(); //---------------------------------------------------- READY TIME // we need to check for dedicated before initialization of some subsystems CONS_Printf("I_StartupTimer()...\n"); I_StartupTimer(); // Make backups of some SOCcable tables. P_BackupTables(); // Setup character tables // Have to be done here before files are loaded M_InitCharacterTables(); mainwads = 3; // doesn't include music.dta #ifdef USE_PATCH_DTA mainwads++; #endif // load wad, including the main wad file CONS_Printf("W_InitMultipleFiles(): Adding IWAD and main PWADs.\n"); if (!W_InitMultipleFiles(startupwadfiles, mainwads)) #ifdef _DEBUG CONS_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n"); #else I_Error("A WAD file was not found or not valid.\nCheck the log to see which ones.\n"); #endif D_CleanFile(); #ifndef DEVELOP // md5s last updated 06/12/19 (ddmmyy) // Check MD5s of autoloaded files W_VerifyFileMD5(0, ASSET_HASH_SRB2_PK3); // srb2.pk3 W_VerifyFileMD5(1, ASSET_HASH_ZONES_PK3); // zones.pk3 W_VerifyFileMD5(2, ASSET_HASH_PLAYER_DTA); // player.dta #ifdef USE_PATCH_DTA W_VerifyFileMD5(3, ASSET_HASH_PATCH_DTA); // patch.pk3 #endif // don't check music.dta because people like to modify it, and it doesn't matter if they do // ...except it does if they slip maps in there, and that's what W_VerifyNMUSlumps is for. #endif //ifndef DEVELOP mainwadstally = packetsizetally; // technically not accurate atm, remember to port the two-stage -file process from kart in 2.2.x 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); autostart = true; } } 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(); // we need the font of the console CONS_Printf("HU_Init(): Setting up heads up display.\n"); HU_Init(); COM_Init(); CON_Init(); 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()" G_LoadGameData(); #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(); // Lactozilla: Does the render mode need to change? if ((setrenderneeded != 0) && (setrenderneeded != rendermode)) { needpatchflush = true; needpatchrecache = true; VID_CheckRenderer(); SCR_ChangeRendererCVars(setrenderneeded); } D_CheckRendererState(); wipegamestate = gamestate; savedata.lives = 0; // flag this as not-used //------------------------------------------------ COMMAND LINE PARAMS // Initialize CD-Audio if (M_CheckParm("-usecd") && !dedicated) I_InitCD(); if (M_CheckParm("-noupload")) COM_BufAddText("downloading 0\n"); CONS_Printf("M_Init(): Init miscellaneous info.\n"); M_Init(); CONS_Printf("R_Init(): Init SRB2 refresh daemon.\n"); R_Init(); // setting up sound if (dedicated) { sound_disabled = true; midi_disabled = digital_disabled = true; } if (M_CheckParm("-noaudio")) // combines -nosound and -nomusic { sound_disabled = true; digital_disabled = true; midi_disabled = true; } else { if (M_CheckParm("-nosound")) sound_disabled = true; if (M_CheckParm("-nomusic")) // combines -nomidimusic and -nodigmusic { digital_disabled = true; midi_disabled = true; } else { if (M_CheckParm("-nomidimusic")) midi_disabled = true; // WARNING: DOS version initmusic in I_StartupSound if (M_CheckParm("-nodigmusic")) digital_disabled = true; // WARNING: DOS version initmusic in I_StartupSound } } if (!( sound_disabled && digital_disabled #ifndef NO_MIDI && midi_disabled #endif )) { CONS_Printf("S_InitSfxChannels(): Setting up sound channels.\n"); I_StartupSound(); I_InitMusic(); S_InitSfxChannels(cv_soundvolume.value); } S_InitMusicDefs(); CONS_Printf("ST_Init(): Init status bar.\n"); ST_Init(); if (M_CheckParm("-room")) { if (!M_IsNextParm()) I_Error("usage: -room \nCheck the Master Server's webpage for room ID numbers.\n"); ms_RoomId = atoi(M_GetNextParm()); #ifdef UPDATE_ALERT GetMODVersion_Console(); #endif } // init all NETWORK CONS_Printf("D_CheckNetGame(): Checking network game status.\n"); if (D_CheckNetGame()) 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"adedserv.cfg\"\n", srb2home)); else COM_ImmedExecute(va("exec \"%s"PATHSEP"autoexec.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")) { singledemo = 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 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 (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, ultimatemode, 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)) I_Quit(); // fail so reset game stuff } } 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; }