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d_main.c
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d_main.c
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//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005-2014 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.
//
// DESCRIPTION:
// DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
// plus functions to determine game mode (shareware, registered),
// parse command line parameters, configure game parameters (turbo),
// and call the startup functions.
//
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
#include "deh_main.h"
#include "doomdef.h"
#include "doomstat.h"
#include "dstrings.h"
#include "doomfeatures.h"
#include "sounds.h"
#include "d_iwad.h"
#include "z_zone.h"
#include "w_main.h"
#include "w_wad.h"
#include "s_sound.h"
#include "v_video.h"
#include "f_finale.h"
#include "f_wipe.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_controls.h"
#include "m_misc.h"
#include "m_menu.h"
#include "p_saveg.h"
#include "i_endoom.h"
#include "i_joystick.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "wi_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "net_client.h"
#include "net_dedicated.h"
#include "net_query.h"
#include "p_setup.h"
#include "r_local.h"
#include "statdump.h"
#include "d_main.h"
//
// D-DoomLoop()
// Not a globally visible function,
// just included for source reference,
// called by D_DoomMain, never exits.
// Manages timing and IO,
// calls all ?_Responder, ?_Ticker, and ?_Drawer,
// calls I_GetTime, I_StartFrame, and I_StartTic
//
void D_DoomLoop (void);
// Location where savegames are stored
char * savegamedir;
// location of IWAD and WAD files
char * iwadfile;
boolean devparm; // started game with -devparm
boolean nomonsters; // checkparm of -nomonsters
boolean respawnparm; // checkparm of -respawn
boolean fastparm; // checkparm of -fast
//extern int soundVolume;
//extern int sfxVolume;
//extern int musicVolume;
extern boolean inhelpscreens;
skill_t startskill;
int startepisode;
int startmap;
boolean autostart;
int startloadgame;
boolean advancedemo;
// Store demo, do not accept any inputs
boolean storedemo;
// "BFG Edition" version of doom2.wad does not include TITLEPIC.
boolean bfgedition;
// If true, the main game loop has started.
boolean main_loop_started = false;
char wadfile[1024]; // primary wad file
char mapdir[1024]; // directory of development maps
int show_endoom = 1;
void D_ConnectNetGame(void);
void D_CheckNetGame(void);
//
// D_ProcessEvents
// Send all the events of the given timestamp down the responder chain
//
void D_ProcessEvents (void)
{
event_t* ev;
// IF STORE DEMO, DO NOT ACCEPT INPUT
if (storedemo)
return;
while ((ev = D_PopEvent()) != NULL)
{
if (M_Responder (ev))
continue; // menu ate the event
G_Responder (ev);
}
}
//
// D_Display
// draw current display, possibly wiping it from the previous
//
// wipegamestate can be set to -1 to force a wipe on the next draw
gamestate_t wipegamestate = GS_DEMOSCREEN;
extern boolean setsizeneeded;
extern int showMessages;
void R_ExecuteSetViewSize (void);
void D_Display (void)
{
static boolean viewactivestate = false;
static boolean menuactivestate = false;
static boolean inhelpscreensstate = false;
static boolean fullscreen = false;
static gamestate_t oldgamestate = -1;
static int borderdrawcount;
int nowtime;
int tics;
int wipestart;
int y;
boolean done;
boolean wipe;
boolean redrawsbar;
if (nodrawers)
return; // for comparative timing / profiling
redrawsbar = false;
// change the view size if needed
if (setsizeneeded)
{
R_ExecuteSetViewSize ();
oldgamestate = -1; // force background redraw
borderdrawcount = 3;
}
// save the current screen if about to wipe
if (gamestate != wipegamestate)
{
wipe = true;
wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
}
else
wipe = false;
if (gamestate == GS_LEVEL && gametic)
HU_Erase();
// do buffered drawing
switch (gamestate)
{
case GS_LEVEL:
if (!gametic)
break;
if (automapactive)
AM_Drawer ();
if (wipe || (viewheight != 200 && fullscreen) )
redrawsbar = true;
if (inhelpscreensstate && !inhelpscreens)
redrawsbar = true; // just put away the help screen
ST_Drawer (viewheight == 200, redrawsbar );
fullscreen = viewheight == 200;
break;
case GS_INTERMISSION:
WI_Drawer ();
break;
case GS_FINALE:
F_Drawer ();
break;
case GS_DEMOSCREEN:
D_PageDrawer ();
break;
}
// draw buffered stuff to screen
I_UpdateNoBlit ();
// draw the view directly
if (gamestate == GS_LEVEL && !automapactive && gametic)
R_RenderPlayerView (&players[displayplayer]);
if (gamestate == GS_LEVEL && gametic)
HU_Drawer ();
// clean up border stuff
if (gamestate != oldgamestate && gamestate != GS_LEVEL)
I_SetPalette (W_CacheLumpName (DEH_String("PLAYPAL"),PU_CACHE));
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
{
viewactivestate = false; // view was not active
R_FillBackScreen (); // draw the pattern into the back screen
}
// see if the border needs to be updated to the screen
if (gamestate == GS_LEVEL && !automapactive && scaledviewwidth != 320)
{
if (menuactive || menuactivestate || !viewactivestate)
borderdrawcount = 3;
if (borderdrawcount)
{
R_DrawViewBorder (); // erase old menu stuff
borderdrawcount--;
}
}
if (testcontrols)
{
// Box showing current mouse speed
V_DrawMouseSpeedBox(testcontrols_mousespeed);
}
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,
W_CacheLumpName (DEH_String("M_PAUSE"), PU_CACHE));
}
// menus go directly to the screen
M_Drawer (); // menu is drawn even on top of everything
NetUpdate (); // send out any new accumulation
// normal update
if (!wipe)
{
I_FinishUpdate (); // page flip or blit buffer
return;
}
// wipe update
wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
wipestart = I_GetTime () - 1;
do
{
do
{
nowtime = I_GetTime ();
tics = nowtime - wipestart;
I_Sleep(1);
} while (tics <= 0);
wipestart = nowtime;
done = wipe_ScreenWipe(wipe_Melt
, 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
I_UpdateNoBlit ();
M_Drawer (); // menu is drawn even on top of wipes
I_FinishUpdate (); // page flip or blit buffer
} while (!done);
}
//
// Add configuration file variable bindings.
//
void D_BindVariables(void)
{
int i;
M_ApplyPlatformDefaults();
I_BindVideoVariables();
I_BindJoystickVariables();
I_BindSoundVariables();
M_BindBaseControls();
M_BindWeaponControls();
M_BindMapControls();
M_BindMenuControls();
M_BindChatControls(MAXPLAYERS);
key_multi_msgplayer[0] = HUSTR_KEYGREEN;
key_multi_msgplayer[1] = HUSTR_KEYINDIGO;
key_multi_msgplayer[2] = HUSTR_KEYBROWN;
key_multi_msgplayer[3] = HUSTR_KEYRED;
#ifdef FEATURE_MULTIPLAYER
NET_BindVariables();
#endif
M_BindVariable("mouse_sensitivity", &mouseSensitivity);
M_BindVariable("sfx_volume", &sfxVolume);
M_BindVariable("music_volume", &musicVolume);
M_BindVariable("show_messages", &showMessages);
M_BindVariable("screenblocks", &screenblocks);
M_BindVariable("detaillevel", &detailLevel);
M_BindVariable("snd_channels", &snd_channels);
M_BindVariable("vanilla_savegame_limit", &vanilla_savegame_limit);
M_BindVariable("vanilla_demo_limit", &vanilla_demo_limit);
M_BindVariable("show_endoom", &show_endoom);
// Multiplayer chat macros
for (i=0; i<10; ++i)
{
char buf[12];
M_snprintf(buf, sizeof(buf), "chatmacro%i", i);
M_BindVariable(buf, &chat_macros[i]);
}
}
//
// D_GrabMouseCallback
//
// Called to determine whether to grab the mouse pointer
//
boolean D_GrabMouseCallback(void)
{
// Drone players don't need mouse focus
if (drone)
return false;
// when menu is active or game is paused, release the mouse
if (menuactive || paused)
return false;
// only grab mouse when playing levels (but not demos)
return (gamestate == GS_LEVEL) && !demoplayback && !advancedemo;
}
//
// D_DoomLoop
//
void D_DoomLoop (void)
{
if (bfgedition &&
(demorecording || (gameaction == ga_playdemo) || netgame))
{
printf(" WARNING: You are playing using one of the Doom Classic\n"
" IWAD files shipped with the Doom 3: BFG Edition. These are\n"
" known to be incompatible with the regular IWAD files and\n"
" may cause demos and network games to get out of sync.\n");
}
if (demorecording)
G_BeginRecording ();
main_loop_started = true;
TryRunTics();
I_SetWindowTitle(gamedescription);
I_GraphicsCheckCommandLine();
I_SetGrabMouseCallback(D_GrabMouseCallback);
I_InitGraphics();
I_EnableLoadingDisk();
V_RestoreBuffer();
R_ExecuteSetViewSize();
D_StartGameLoop();
if (testcontrols)
{
wipegamestate = gamestate;
}
while (1)
{
// frame syncronous IO operations
I_StartFrame ();
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, 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;
// The Ultimate Doom executable changed the demo sequence to add
// a DEMO4 demo. Final Doom was based on Ultimate, so also
// includes this change; however, the Final Doom IWADs do not
// include a DEMO4 lump, so the game bombs out with an error
// when it reaches this point in the demo sequence.
// However! There is an alternate version of Final Doom that
// includes a fixed executable.
if (gameversion == exe_ultimate || gameversion == exe_final)
demosequence = (demosequence+1)%7;
else
demosequence = (demosequence+1)%6;
switch (demosequence)
{
case 0:
if ( gamemode == commercial )
pagetic = TICRATE * 11;
else
pagetic = 170;
gamestate = GS_DEMOSCREEN;
pagename = DEH_String("TITLEPIC");
if ( gamemode == commercial )
S_StartMusic(mus_dm2ttl);
else
S_StartMusic (mus_intro);
break;
case 1:
G_DeferedPlayDemo(DEH_String("demo1"));
break;
case 2:
pagetic = 200;
gamestate = GS_DEMOSCREEN;
pagename = DEH_String("CREDIT");
break;
case 3:
G_DeferedPlayDemo(DEH_String("demo2"));
break;
case 4:
gamestate = GS_DEMOSCREEN;
if ( gamemode == commercial)
{
pagetic = TICRATE * 11;
pagename = DEH_String("TITLEPIC");
S_StartMusic(mus_dm2ttl);
}
else
{
pagetic = 200;
if ( gamemode == retail )
pagename = DEH_String("CREDIT");
else
pagename = DEH_String("HELP2");
}
break;
case 5:
G_DeferedPlayDemo(DEH_String("demo3"));
break;
// THE DEFINITIVE DOOM Special Edition demo
case 6:
G_DeferedPlayDemo(DEH_String("demo4"));
break;
}
// The Doom 3: BFG Edition version of doom2.wad does not have a
// TITLETPIC lump. Use INTERPIC instead as a workaround.
if (bfgedition && !strcasecmp(pagename, "TITLEPIC")
&& W_CheckNumForName("titlepic") < 0)
{
pagename = DEH_String("INTERPIC");
}
}
//
// D_StartTitle
//
void D_StartTitle (void)
{
gameaction = ga_nothing;
demosequence = -1;
D_AdvanceDemo ();
}
// Strings for dehacked replacements of the startup banner
//
// These are from the original source: some of them are perhaps
// not used in any dehacked patches
static char *banners[] =
{
// doom2.wad
" "
"DOOM 2: Hell on Earth v%i.%i"
" ",
// doom1.wad
" "
"DOOM Shareware Startup v%i.%i"
" ",
// doom.wad
" "
"DOOM Registered Startup v%i.%i"
" ",
// Registered DOOM uses this
" "
"DOOM System Startup v%i.%i"
" ",
// doom.wad (Ultimate DOOM)
" "
"The Ultimate DOOM Startup v%i.%i"
" ",
// tnt.wad
" "
"DOOM 2: TNT - Evilution v%i.%i"
" ",
// plutonia.wad
" "
"DOOM 2: Plutonia Experiment v%i.%i"
" ",
};
//
// Get game name: if the startup banner has been replaced, use that.
// Otherwise, use the name given
//
static char *GetGameName(char *gamename)
{
size_t i;
char *deh_sub;
for (i=0; i<arrlen(banners); ++i)
{
// Has the banner been replaced?
deh_sub = DEH_String(banners[i]);
if (deh_sub != banners[i])
{
size_t gamename_size;
int version;
// Has been replaced.
// We need to expand via printf to include the Doom version number
// We also need to cut off spaces to get the basic name
gamename_size = strlen(deh_sub) + 10;
gamename = Z_Malloc(gamename_size, PU_STATIC, 0);
version = G_VanillaVersionCode();
M_snprintf(gamename, gamename_size, deh_sub,
version / 100, version % 100);
while (gamename[0] != '\0' && isspace((int)gamename[0]))
{
memmove(gamename, gamename + 1, gamename_size - 1);
}
while (gamename[0] != '\0' && isspace((int)gamename[strlen(gamename)-1]))
{
gamename[strlen(gamename) - 1] = '\0';
}
return gamename;
}
}
return gamename;
}
static void SetMissionForPackName(char *pack_name)
{
int i;
static const struct
{
char *name;
int mission;
} packs[] = {
{ "doom2", doom2 },
{ "tnt", pack_tnt },
{ "plutonia", pack_plut },
};
for (i = 0; i < arrlen(packs); ++i)
{
if (!strcasecmp(pack_name, packs[i].name))
{
gamemission = packs[i].mission;
return;
}
}
printf("Valid mission packs are:\n");
for (i = 0; i < arrlen(packs); ++i)
{
printf("\t%s\n", packs[i].name);
}
I_Error("Unknown mission pack name: %s", pack_name);
}
//
// Find out what version of Doom is playing.
//
void D_IdentifyVersion(void)
{
// gamemission is set up by the D_FindIWAD function. But if
// we specify '-iwad', we have to identify using
// IdentifyIWADByName. However, if the iwad does not match
// any known IWAD name, we may have a dilemma. Try to
// identify by its contents.
if (gamemission == none)
{
unsigned int i;
for (i=0; i<numlumps; ++i)
{
if (!strncasecmp(lumpinfo[i].name, "MAP01", 8))
{
gamemission = doom2;
break;
}
else if (!strncasecmp(lumpinfo[i].name, "E1M1", 8))
{
gamemission = doom;
break;
}
}
if (gamemission == none)
{
// Still no idea. I don't think this is going to work.
I_Error("Unknown or invalid IWAD file.");
}
}
// Make sure gamemode is set up correctly
if (logical_gamemission == doom)
{
// Doom 1. But which version?
if (W_CheckNumForName("E4M1") > 0)
{
// Ultimate Doom
gamemode = retail;
}
else if (W_CheckNumForName("E3M1") > 0)
{
gamemode = registered;
}
else
{
gamemode = shareware;
}
}
else
{
int p;
// Doom 2 of some kind.
gamemode = commercial;
// We can manually override the gamemission that we got from the
// IWAD detection code. This allows us to eg. play Plutonia 2
// with Freedoom and get the right level names.
//!
// @arg <pack>
//
// Explicitly specify a Doom II "mission pack" to run as, instead of
// detecting it based on the filename. Valid values are: "doom2",
// "tnt" and "plutonia".
//
p = M_CheckParmWithArgs("-pack", 1);
if (p > 0)
{
SetMissionForPackName(myargv[p + 1]);
}
}
}
// Set the gamedescription string
void D_SetGameDescription(void)
{
boolean is_freedoom = W_CheckNumForName("FREEDOOM") >= 0,
is_freedm = W_CheckNumForName("FREEDM") >= 0;
gamedescription = "Unknown";
if (logical_gamemission == doom)
{
// Doom 1. But which version?
if (is_freedoom)
{
gamedescription = GetGameName("Freedoom: Phase 1");
}
else 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 (is_freedoom)
{
if (is_freedm)
{
gamedescription = GetGameName("FreeDM");
}
else
{
gamedescription = GetGameName("Freedoom: Phase 2");
}
}
else if (logical_gamemission == doom2)
{
gamedescription = GetGameName("DOOM 2: Hell on Earth");
}
else if (logical_gamemission == pack_plut)
{
gamedescription = GetGameName("DOOM 2: Plutonia Experiment");
}
else if (logical_gamemission == pack_tnt)
{
gamedescription = GetGameName("DOOM 2: TNT - Evilution");
}
}
}
// print title for every printed line
char title[128];
static boolean D_AddFile(char *filename)
{
wad_file_t *handle;
printf(" adding %s\n", filename);
handle = W_AddFile(filename);
return handle != NULL;
}
// Copyright message banners
// Some dehacked mods replace these. These are only displayed if they are
// replaced by dehacked.
static char *copyright_banners[] =
{
"===========================================================================\n"
"ATTENTION: This version of DOOM has been modified. If you would like to\n"
"get a copy of the original game, call 1-800-IDGAMES or see the readme file.\n"
" You will not receive technical support for modified games.\n"
" press enter to continue\n"
"===========================================================================\n",
"===========================================================================\n"
" Commercial product - do not distribute!\n"
" Please report software piracy to the SPA: 1-800-388-PIR8\n"
"===========================================================================\n",
"===========================================================================\n"
" Shareware!\n"
"===========================================================================\n"
};
// Prints a message only if it has been modified by dehacked.
void PrintDehackedBanners(void)
{
size_t i;
for (i=0; i<arrlen(copyright_banners); ++i)
{
char *deh_s;
deh_s = DEH_String(copyright_banners[i]);
if (deh_s != copyright_banners[i])
{
printf("%s", deh_s);
// Make sure the modified banner always ends in a newline character.
// If it doesn't, add a newline. This fixes av.wad.
if (deh_s[strlen(deh_s) - 1] != '\n')
{
printf("\n");
}
}
}
}
static struct
{
char *description;
char *cmdline;
GameVersion_t version;
} gameversions[] = {
{"Doom 1.666", "1.666", exe_doom_1_666},
{"Doom 1.7/1.7a", "1.7", exe_doom_1_7},
{"Doom 1.8", "1.8", exe_doom_1_8},
{"Doom 1.9", "1.9", exe_doom_1_9},
{"Hacx", "hacx", exe_hacx},
{"Ultimate Doom", "ultimate", exe_ultimate},
{"Final Doom", "final", exe_final},
{"Final Doom (alt)", "final2", exe_final2},
{"Chex Quest", "chex", exe_chex},
{ NULL, NULL, 0},
};
// Initialize the game version
static void InitGameVersion(void)
{
int p;
int i;
//!
// @arg <version>
// @category compat
//
// Emulate a specific version of Doom. Valid values are "1.9",
// "ultimate", "final", "final2", "hacx" and "chex".
//
p = M_CheckParmWithArgs("-gameversion", 1);
if (p)
{
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 (gamemission == pack_chex)
{
// chex.exe - identified by iwad filename
gameversion = exe_chex;
}
else if (gamemission == pack_hacx)
{
// hacx.exe: identified by iwad filename
gameversion = exe_hacx;