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|
/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* DOOM main program (D_DoomMain) and game loop (D_DoomLoop),
* plus functions to determine game mode (shareware, registered),
* parse command line parameters, configure game parameters (turbo),
* and call the startup functions.
*
*-----------------------------------------------------------------------------
*/
#include "rockmacros.h"
#include "doomdef.h"
#include "doomtype.h"
#include "doomstat.h"
#include "dstrings.h"
#include "sounds.h"
#include "z_zone.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_misc.h"
#include "m_menu.h"
#include "i_system.h"
#include "i_sound.h"
#include "i_video.h"
#include "g_game.h"
#include "hu_stuff.h"
#include "wi_stuff.h"
#include "st_stuff.h"
#include "am_map.h"
#include "p_setup.h"
#include "r_draw.h"
#include "r_main.h"
#include "d_main.h"
#include "d_deh.h" // Ty 04/08/98 - Externalizations
#include "am_map.h"
#include "m_swap.h"
// DEHacked support - Ty 03/09/97 // CPhipps - const char*'s
void ProcessDehFile(const char *filename, const char *outfilename, int lumpnum);
// CPhipps - removed wadfiles[] stuff
boolean devparm; // started game with -devparm
// jff 1/24/98 add new versions of these variables to remember command line
boolean clnomonsters; // checkparm of -nomonsters
boolean clrespawnparm; // checkparm of -respawn
boolean clfastparm; // checkparm of -fast
// jff 1/24/98 end definition of command line version of play mode switches
boolean nomonsters; // working -nomonsters
boolean respawnparm; // working -respawn
boolean fastparm; // working -fast
boolean dehout=true;
boolean singletics = false; // debug flag to cancel adaptiveness
bool doomexit;
//jff 1/22/98 parms for disabling music and sound
boolean nomusicparm=0;
//jff 4/18/98
extern boolean inhelpscreens;
skill_t startskill;
int startepisode;
int startmap;
boolean autostart;
int debugfile;
int ffmap;
boolean advancedemo;
extern boolean timingdemo, singledemo, demoplayback, fastdemo; // killough
int basetic;
void D_DoAdvanceDemo (void);
/*
* D_PostEvent - Event handling
*
* Called by I/O functions when an event is received.
* Try event handlers for each code area in turn.
*/
void D_PostEvent(event_t *ev)
{
/* cph - suppress all input events at game start
* FIXME: This is a lousy kludge */
if (gametic < 3)
return;
if(!M_Responder(ev)) {
if(gamestate == GS_LEVEL && (
HU_Responder(ev) ||
ST_Responder(ev) ||
AM_Responder(ev)
))
return;
else
G_Responder(ev);
}
}
//
// D_Wipe
//
// CPhipps - moved the screen wipe code from D_Display to here
// The screens to wipe between are already stored, this just does the timing
// and screen updating
static void D_Wipe(void)
{
boolean done;
int wipestart = I_GetTime () - 1;
do
{
int nowtime, tics;
do
{
//I_uSleep(5000); // CPhipps - don't thrash cpu in this loop
nowtime = I_GetTime();
tics = nowtime - wipestart;
}
while (!tics);
wipestart = nowtime;
done = wipe_ScreenWipe(0,0,SCREENWIDTH,SCREENHEIGHT,tics);
M_Drawer(); // menu is drawn even on top of wipes
I_FinishUpdate(); // page flip or blit buffer
}
while (!done);
}
//
// 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 D_Display (void)
{
static boolean isborderstate IDATA_ATTR= false;
static boolean borderwillneedredraw IDATA_ATTR= false;
static boolean inhelpscreensstate IDATA_ATTR= false;
static gamestate_t oldgamestate IDATA_ATTR= -1;
boolean wipe;
boolean viewactive = false, isborder = false;
if (nodrawers) // for comparative timing / profiling
return;
// save the current screen if about to wipe
if ((wipe = gamestate != wipegamestate))
wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
if (gamestate != GS_LEVEL) { // Not a level
switch (oldgamestate) {
case -1:
case GS_LEVEL:
V_SetPalette(0); // cph - use default (basic) palette
default:
break;
}
switch (gamestate) {
case GS_INTERMISSION:
WI_Drawer();
break;
case GS_FINALE:
F_Drawer();
break;
case GS_DEMOSCREEN:
D_PageDrawer();
break;
default:
break;
}
} else if (gametic != basetic) { // In a level
boolean redrawborderstuff;
HU_Erase();
if (setsizeneeded) { // change the view size if needed
R_ExecuteSetViewSize();
oldgamestate = -1; // force background redraw
}
// Work out if the player view is visible, and if there is a border
viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens;
isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active));
if (oldgamestate != GS_LEVEL) {
R_FillBackScreen (); // draw the pattern into the back screen
redrawborderstuff = isborder;
} else {
// CPhipps -
// If there is a border, and either there was no border last time,
// or the border might need refreshing, then redraw it.
redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw);
// The border may need redrawing next time if the border surrounds the screen,
// and there is a menu being displayed
borderwillneedredraw = menuactive && isborder && viewactive && (viewwidth != SCREENWIDTH);
}
if (redrawborderstuff)
R_DrawViewBorder();
// Now do the drawing
if (viewactive)
R_RenderPlayerView (&players[displayplayer]);
if (automapmode & am_active)
AM_Drawer();
ST_Drawer((viewheight != SCREENHEIGHT) || ((automapmode & am_active) && !(automapmode & am_overlay)), redrawborderstuff);
R_DrawViewBorder();
HU_Drawer();
}
inhelpscreensstate = inhelpscreens;
isborderstate = isborder;
oldgamestate = wipegamestate = gamestate;
// draw pause pic
if (paused) {
static int x;
if (!x) { // Cache results of x pos calc
int lump = W_GetNumForName("M_PAUSE");
const patch_t* p = W_CacheLumpNum(lump);
x = (320 - SHORT(p->width))/2;
W_UnlockLumpNum(lump);
}
// CPhipps - updated for new patch drawing
V_DrawNamePatch(x, (!(automapmode & am_active) || (automapmode & am_overlay))
? 4+(viewwindowy*200/SCREENHEIGHT) : 4, // cph - Must un-stretch viewwindowy
0, "M_PAUSE", CR_DEFAULT, VPT_STRETCH);
}
// menus go directly to the screen
M_Drawer(); // menu is drawn even on top of everything
D_BuildNewTiccmds();
// normal update
if (!wipe)
I_FinishUpdate (); // page flip or blit buffer
else {
// wipe update
wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
D_Wipe();
}
}
//
// 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
//
extern boolean demorecording;
static void D_DoomLoop (void)
{
basetic = gametic;
I_SubmitSound();
while (!doomexit)
{
// process one or more tics
if (singletics)
{
I_StartTic ();
G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
if (advancedemo)
D_DoAdvanceDemo ();
M_Ticker ();
G_Ticker ();
gametic++;
maketic++;
}
else
TryRunTics (); // will run at least one tic
// killough 3/16/98: change consoleplayer to displayplayer
if (players[displayplayer].mo) // cph 2002/08/10
S_UpdateSounds(players[displayplayer].mo);// move positional sounds
// Update display, next frame, with current state.
D_Display();
// Give the system some time
rb->yield();
}
}
//
// DEMO LOOP
//
static int demosequence; // killough 5/2/98: made static
static int pagetic;
static const char *pagename; // CPhipps - const
//
// D_PageTicker
// Handles timing for warped projection
//
void D_PageTicker(void)
{
if (--pagetic < 0)
D_AdvanceDemo();
}
//
// D_PageDrawer
//
void D_PageDrawer(void)
{
// CPhipps - updated for new patch drawing
V_DrawNamePatch(0, 0, 0, pagename, CR_DEFAULT, VPT_STRETCH);
}
//
// D_AdvanceDemo
// Called after each demo or intro demosequence finishes
//
void D_AdvanceDemo (void)
{
advancedemo = true;
}
/* killough 11/98: functions to perform demo sequences
* cphipps 10/99: constness fixes
*/
static void D_SetPageName(const char *name)
{
pagename = name;
}
static void D_DrawTitle1(const char *name)
{
S_StartMusic(mus_intro);
pagetic = (TICRATE*170)/35;
D_SetPageName(name);
}
static void D_DrawTitle2(const char *name)
{
S_StartMusic(mus_dm2ttl);
D_SetPageName(name);
}
/* killough 11/98: tabulate demo sequences
*/
static struct
{
void (*func)(const char *);
const char *name;
} const demostates[][4] =
{
{
{D_DrawTitle1, "TITLEPIC"},
{D_DrawTitle1, "TITLEPIC"},
{D_DrawTitle2, "TITLEPIC"},
{D_DrawTitle1, "TITLEPIC"},
},
{
{G_DeferedPlayDemo, "demo1"},
{G_DeferedPlayDemo, "demo1"},
{G_DeferedPlayDemo, "demo1"},
{G_DeferedPlayDemo, "demo1"},
},
{
{D_SetPageName, "CREDIT"},
{D_SetPageName, "CREDIT"},
{D_SetPageName, "CREDIT"},
{D_SetPageName, "CREDIT"},
},
{
{G_DeferedPlayDemo, "demo2"},
{G_DeferedPlayDemo, "demo2"},
{G_DeferedPlayDemo, "demo2"},
{G_DeferedPlayDemo, "demo2"},
},
{
{D_SetPageName, "HELP2"},
{D_SetPageName, "HELP2"},
{D_SetPageName, "CREDIT"},
{D_DrawTitle1, "TITLEPIC"},
},
{
{G_DeferedPlayDemo, "demo3"},
{G_DeferedPlayDemo, "demo3"},
{G_DeferedPlayDemo, "demo3"},
{G_DeferedPlayDemo, "demo3"},
},
{
{NULL,0},
{NULL,0},
{NULL,0},
{D_SetPageName, "CREDIT"},
},
{
{NULL,0},
{NULL,0},
{NULL,0},
{G_DeferedPlayDemo, "demo4"},
},
{
{NULL,0},
{NULL,0},
{NULL,0},
{NULL,0},
}
};
/*
* This cycles through the demo sequences.
* killough 11/98: made table-driven
*/
void D_DoAdvanceDemo(void)
{
players[consoleplayer].playerstate = PST_LIVE; /* not reborn */
advancedemo = usergame = paused = false;
gameaction = ga_nothing;
pagetic = TICRATE * 11; /* killough 11/98: default behavior */
gamestate = GS_DEMOSCREEN;
if (netgame && !demoplayback) {
demosequence = 0;
} else
if (!demostates[++demosequence][gamemode].func)
demosequence = 0;
demostates[demosequence][gamemode].func(demostates[demosequence][gamemode].name);
}
//
// D_StartTitle
//
void D_StartTitle (void)
{
gameaction = ga_nothing;
demosequence = -1;
D_AdvanceDemo();
}
//
// D_AddFile
//
// Rewritten by Lee Killough
//
// Ty 08/29/98 - add source parm to indicate where this came from
// CPhipps - static, const char* parameter
// - source is an enum
// - modified to allocate & use new wadfiles array
void D_AddFile (const char *file, wad_source_t source)
{
wadfiles = realloc(wadfiles, sizeof(*wadfiles)*(numwadfiles+1));
wadfiles[numwadfiles].name =
AddDefaultExtension(strcpy(malloc(strlen(file)+5), file), ".wad");
wadfiles[numwadfiles].src = source; // Ty 08/29/98
numwadfiles++;
}
//
// CheckIWAD
//
// Verify a file is indeed tagged as an IWAD
// Scan its lumps for levelnames and return gamemode as indicated
// Detect missing wolf levels in DOOM II
//
// The filename to check is passed in iwadname, the gamemode detected is
// returned in gmode, hassec returns the presence of secret levels
//
// jff 4/19/98 Add routine to test IWAD for validity and determine
// the gamemode from it. Also note if DOOM II, whether secret levels exist
// CPhipps - const char* for iwadname, made static
#if 0
static void CheckIWAD(const char *iwadname,GameMode_t *gmode,boolean *hassec)
{
if ( !fileexists (iwadname) )
{
int ud=0,rg=0,sw=0,cm=0,sc=0;
int handle;
// Identify IWAD correctly
if ( (handle = open (iwadname,O_RDONLY)) != -1)
{
wadinfo_t header;
// read IWAD header
read (handle, &header, sizeof(header));
if (!strncmp(header.identification,"IWAD",4))
{
size_t length;
filelump_t *fileinfo;
// read IWAD directory
header.numlumps = LONG(header.numlumps);
header.infotableofs = LONG(header.infotableofs);
length = header.numlumps;
fileinfo = malloc(length*sizeof(filelump_t));
lseek (handle, header.infotableofs, SEEK_SET);
read (handle, fileinfo, length*sizeof(filelump_t));
close(handle);
// scan directory for levelname lumps
while (length--)
if (fileinfo[length].name[0] == 'E' &&
fileinfo[length].name[2] == 'M' &&
fileinfo[length].name[4] == 0)
{
if (fileinfo[length].name[1] == '4')
++ud;
else if (fileinfo[length].name[1] == '3')
++rg;
else if (fileinfo[length].name[1] == '2')
++rg;
else if (fileinfo[length].name[1] == '1')
++sw;
}
else if (fileinfo[length].name[0] == 'M' &&
fileinfo[length].name[1] == 'A' &&
fileinfo[length].name[2] == 'P' &&
fileinfo[length].name[5] == 0)
{
++cm;
if (fileinfo[length].name[3] == '3')
if (fileinfo[length].name[4] == '1' ||
fileinfo[length].name[4] == '2')
++sc;
}
free(fileinfo);
}
else // missing IWAD tag in header
I_Error("CheckIWAD: IWAD tag %s not present", iwadname);
}
else // error from open call
I_Error("CheckIWAD: Can't open IWAD %s", iwadname);
// Determine game mode from levels present
// Must be a full set for whichever mode is present
// Lack of wolf-3d levels also detected here
*gmode = indetermined;
*hassec = false;
if (cm>=30)
{
*gmode = commercial;
*hassec = sc>=2;
}
else if (ud>=9)
*gmode = retail;
else if (rg>=18)
*gmode = registered;
else if (sw>=9)
*gmode = shareware;
}
else // error from access call
I_Error("CheckIWAD: IWAD %s not readable", iwadname);
}
#endif
void D_DoomMainSetup(void)
{
int p;
nomonsters = M_CheckParm ("-nomonsters");
respawnparm = M_CheckParm ("-respawn");
fastparm = M_CheckParm ("-fast");
devparm = M_CheckParm ("-devparm");
if (M_CheckParm ("-altdeath"))
deathmatch = 2;
else if (M_CheckParm ("-deathmatch"))
deathmatch = 1;
printf("Welcome to Rockdoom\n");
switch ( gamemode )
{
case retail:
printf ("The Ultimate DOOM Startup v%d.%d\n",DVERSION/100,DVERSION%100);
break;
case shareware:
printf ("DOOM Shareware Startup v%d.%d\n",DVERSION/100,DVERSION%100);
break;
case registered:
printf ("DOOM Registered Startup v%d.%d\n",DVERSION/100,DVERSION%100);
break;
case commercial:
switch (gamemission)
{
case pack_plut:
printf ("DOOM 2: Plutonia Experiment v%d.%d\n",DVERSION/100,DVERSION%100);
break;
case pack_tnt:
printf ("DOOM 2: TNT - Evilution v%d.%d\n",DVERSION/100,DVERSION%100);
break;
default:
printf ("DOOM 2: Hell on Earth v%d.%d\n",DVERSION/100,DVERSION%100);
break;
}
break;
default:
printf ("Public DOOM v%d.%d\n",DVERSION/100,DVERSION%100);
break;
}
if (devparm)
printf(D_DEVSTR);
// turbo option
if ((p=M_CheckParm ("-turbo")))
{
int scale = 200;
extern int forwardmove[2];
extern int sidemove[2];
if (p<myargc-1)
scale = atoi (myargv[p+1]);
if (scale < 10)
scale = 10;
if (scale > 400)
scale = 400;
printf ("turbo scale: %d%%\n",scale);
forwardmove[0] = forwardmove[0]*scale/100;
forwardmove[1] = forwardmove[1]*scale/100;
sidemove[0] = sidemove[0]*scale/100;
sidemove[1] = sidemove[1]*scale/100;
}
// get skill / episode / map from parms
startskill = sk_medium;
startepisode = 1;
startmap = 1;
autostart = false;
p = M_CheckParm ("-skill");
if (p && p < myargc-1)
{
startskill = myargv[p+1][0]-'1';
autostart = true;
}
p = M_CheckParm ("-episode");
if (p && p < myargc-1)
{
startepisode = myargv[p+1][0]-'0';
startmap = 1;
autostart = true;
}
p = M_CheckParm ("-warp");
if (p && p < myargc-1)
{
if (gamemode == commercial)
startmap = atoi (myargv[p+1]);
else
{
startepisode = myargv[p+1][0]-'0';
startmap = myargv[p+2][0]-'0';
}
autostart = true;
}
// CPhipps - move up netgame init
printf("D_InitNetGame: Checking for network game.\n");
D_InitNetGame();
// init subsystems
printf ("V_Init: allocate screens.\n");
V_Init ();
printf ("W_Init: Init WADfiles.\n");
W_Init();
if ((p = W_CheckNumForName("DEHACKED")) != -1) // cph - add dehacked-in-a-wad support
ProcessDehFile(NULL, dehout ? "/dehlog.txt" : NULL, p);
V_InitColorTranslation(); //jff 4/24/98 load color translation lumps
// Check for -file in shareware
if (modifiedgame)
{
// These are the lumps that will be checked in IWAD,
// if any one is not present, execution will be aborted.
const char name[23][8]=
{
"e2m1","e2m2","e2m3","e2m4","e2m5","e2m6","e2m7","e2m8","e2m9",
"e3m1","e3m3","e3m3","e3m4","e3m5","e3m6","e3m7","e3m8","e3m9",
"dphoof","bfgga0","heada1","cybra1","spida1d1"
};
int i;
if ( gamemode == shareware)
I_Error("\nYou cannot -file with the shareware version. Register!\n");
// Check for fake IWAD with right name,
// but w/o all the lumps of the registered version.
if (gamemode == registered)
for (i = 0;i < 23; i++)
if (W_CheckNumForName(name[i])<0)
I_Error("This is not the registered version.\n");
}
// Iff additonal PWAD files are used, print modified banner
if (modifiedgame)
printf ("ATTENTION: This version of DOOM has been modified.\n");
// Check and print which version is executed.
switch ( gamemode )
{
case shareware:
case indetermined:
printf ("Shareware!\n");
break;
case registered:
case retail:
case commercial:
printf ("Commercial product - do not distribute!\n");
break;
default:
// Ouch.
break;
}
printf ("M_Init: Init miscellaneous info.\n");
M_Init ();
printf ("R_Init: Init DOOM refresh daemon - ");
R_Init ();
printf ("P_Init: Init Playloop state.\n");
P_Init ();
printf ("I_Init: Setting up machine state.\n");
I_Init ();
printf ("S_Init: Setting up sound.\n");
S_Init (snd_SfxVolume /* *8 */, snd_MusicVolume /* *8*/ );
printf ("HU_Init: Setting up heads up display.\n");
HU_Init ();
I_InitGraphics ();
printf ("ST_Init: Init status bar.\n");
ST_Init ();
// check for a driver that wants intermission stats
p = M_CheckParm ("-statcopy");
if (p && p<myargc-1)
{
// for statistics driver
extern void* statcopy;
statcopy = (void*)(long)atoi(myargv[p+1]);
printf ("External statistics registered.\n");
}
// start the apropriate game based on parms
p = M_CheckParm ("-record");
if (p && p < myargc-1)
{
G_RecordDemo (myargv[p+1]);
autostart = true;
}
p = M_CheckParm ("-loadgame");
if (p && p < myargc-1)
G_LoadGame (atoi(myargv[p+1]), false);
if ( gameaction != ga_loadgame )
{
if (!singledemo) { /* killough 12/98 */
if (autostart || netgame)
G_InitNew (startskill, startepisode, startmap);
else
D_StartTitle (); // start up intro loop
}
}
}
//
// D_DoomMain
//
void D_DoomMain (void)
{
D_DoomMainSetup(); // get this crap off the stack
D_DoomLoop (); // never returns
}
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