(* Copyright (C) Doom 2D: Forever Developers
*
* 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 3 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, see .
*)
{$INCLUDE ../shared/a_modes.inc}
unit g_main;
interface
procedure Main ();
procedure Init ();
procedure Release ();
procedure Update ();
procedure Draw ();
procedure KeyPress (K: Word);
procedure CharPress (C: AnsiChar);
var
GameDir: string;
DataDir: string;
MapsDir: string;
ModelsDir: string;
GameWAD: string;
implementation
uses
{$INCLUDE ../nogl/noGLuses.inc}
{$IFDEF ENABLE_HOLMES}
g_holmes, fui_wadread, fui_style, fui_gfx_gl,
{$ENDIF}
SDL2, wadreader, e_log, g_window,
e_graphics, e_input, g_game, g_console, g_gui,
e_sound, g_options, g_sound, g_player, g_basic,
g_weapons, SysUtils, g_triggers, MAPDEF, g_map,
g_menu, g_language, g_net, g_touch,
utils, conbuf, envvars,
xparser;
var
charbuff: packed array [0..15] of AnsiChar;
procedure Main();
var
sdlflags: LongWord;
{$IF not DEFINED(HEADLESS) and DEFINED(ENABLE_HOLMES)}
flexloaded: Boolean;
{$ENDIF}
begin
e_InitWritelnDriver();
GetDir(0, GameDir);
MapsDir := GameDir + '/maps/';
DataDir := GameDir + '/data/';
ModelsDir := DataDir + 'models/';
GameWAD := DataDir + 'Game.wad';
e_InitLog(GameDir + '/' + LOG_FILENAME, TWriteMode.WM_NEWFILE);
e_WriteLog(
'Doom 2D: Forever version ' + GAME_VERSION +
' proto ' + IntToStr(NET_PROTOCOL_VER),
TMsgType.Notify
);
e_WriteLog(
'Build date: ' + GAME_BUILDDATE + ' ' + GAME_BUILDTIME,
TMsgType.Notify
);
{$IFDEF HEADLESS}
conbufDumpToStdOut := true;
{$ENDIF}
e_WriteToStdOut := False; //{$IFDEF HEADLESS}True;{$ELSE}False;{$ENDIF}
{$IFDEF HEADLESS}
{$IFDEF USE_SDLMIXER}
sdlflags := SDL_INIT_TIMER or SDL_INIT_AUDIO or $00004000;
// HACK: shit this into env and hope for the best
SetEnvVar('SDL_AUDIODRIVER', 'dummy');
{$ELSE}
sdlflags := SDL_INIT_TIMER or $00004000;
{$ENDIF}
{$ELSE}
{$IFDEF USE_SDLMIXER}
{*sdlflags := SDL_INIT_EVERYTHING;*}
sdlflags := SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO;
{$ELSE}
sdlflags := SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO;
{$ENDIF}
{$ENDIF}
SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, '0');
if SDL_Init(sdlflags) < 0 then
raise Exception.Create('SDL: Init failed: ' + SDL_GetError());
e_WriteLog('Read config file', TMsgType.Notify);
g_Options_Read(GameDir + '/' + CONFIG_FILENAME);
//GetSystemDefaultLCID()
//e_WriteLog('Read language file', MSG_NOTIFY);
//g_Language_Load(DataDir + gLanguage + '.txt');
e_WriteLog(gLanguage, TMsgType.Notify);
g_Language_Set(gLanguage);
{$IFNDEF HEADLESS}
{$IFNDEF ANDROID}
SDL_StartTextInput();
{$ENDIF}
{$ENDIF}
{$IF not DEFINED(HEADLESS) and DEFINED(ENABLE_HOLMES)}
flexloaded := true;
if not fuiAddWad('flexui.wad') then
begin
if not fuiAddWad('./data/flexui.wad') then fuiAddWad('./flexui.wad');
end;
try
fuiGfxLoadFont('win8', 'flexui/fonts/win8.fuifont');
fuiGfxLoadFont('win14', 'flexui/fonts/win14.fuifont');
fuiGfxLoadFont('win16', 'flexui/fonts/win16.fuifont');
fuiGfxLoadFont('dos8', 'flexui/fonts/dos8.fuifont');
fuiGfxLoadFont('msx6', 'flexui/fonts/msx6.fuifont');
except on e: Exception do
begin
writeln('ERROR loading FlexUI fonts');
flexloaded := false;
//raise;
end;
else
begin
flexloaded := false;
//raise;
end;
end;
if (flexloaded) then
begin
try
e_LogWriteln('FlexUI: loading stylesheet...');
uiLoadStyles('flexui/widgets.wgs');
except on e: TParserException do
begin
writeln('ERROR at (', e.tokLine, ',', e.tokCol, '): ', e.message);
//raise;
flexloaded := false;
end;
else
begin
//raise;
flexloaded := false;
end;
end;
end;
g_holmes_imfunctional := not flexloaded;
{$ENDIF}
e_WriteLog('Entering SDLMain', TMsgType.Notify);
{$WARNINGS OFF}
SDLMain();
{$WARNINGS ON}
{$IFNDEF HEADLESS}
SDL_StopTextInput();
{$ENDIF}
e_WriteLog('Releasing SDL', TMsgType.Notify);
SDL_Quit();
end;
procedure Init();
var
NoSound: Boolean;
begin
Randomize;
{$IFDEF HEADLESS}
{$IFDEF USE_SDLMIXER}
NoSound := False; // hope env has set SDL_AUDIODRIVER to dummy
{$ELSE}
NoSound := True; // FMOD backend will sort it out
{$ENDIF}
{$ELSE}
NoSound := False;
{$ENDIF}
e_WriteLog('Init Input', TMsgType.Notify);
e_InitInput();
g_Touch_Init;
if (e_JoysticksAvailable > 0) then
e_WriteLog('Input: Joysticks available.', TMsgType.Notify)
else
e_WriteLog('Input: No Joysticks.', TMsgType.Notify);
if (not gNoSound) then
begin
e_WriteLog('Initializing sound system', TMsgType.Notify);
e_InitSoundSystem(NoSound);
end;
e_WriteLog('Init game', TMsgType.Notify);
g_Game_Init();
FillChar(charbuff, sizeof(charbuff), ' ');
end;
procedure Release();
begin
e_WriteLog('Releasing engine', TMsgType.Notify);
e_ReleaseEngine();
e_WriteLog('Releasing Input', TMsgType.Notify);
e_ReleaseInput();
if not gNoSound then
begin
e_WriteLog('Releasing FMOD', TMsgType.Notify);
e_ReleaseSoundSystem();
end;
end;
procedure Update ();
begin
g_Game_Update();
end;
procedure Draw ();
begin
g_Game_Draw();
end;
function Translit (const S: AnsiString): AnsiString;
var
i: Integer;
begin
Result := S;
for i := 1 to Length(Result) do
begin
case Result[i] of
'É': Result[i] := 'Q';
'Ö': Result[i] := 'W';
'Ó': Result[i] := 'E';
'Ê': Result[i] := 'R';
'Å': Result[i] := 'T';
'Í': Result[i] := 'Y';
'Ã': Result[i] := 'U';
'Ø': Result[i] := 'I';
'Ù': Result[i] := 'O';
'Ç': Result[i] := 'P';
'Õ': Result[i] := '['; //Chr(219);
'Ú': Result[i] := ']'; //Chr(221);
'Ô': Result[i] := 'A';
'Û': Result[i] := 'S';
'Â': Result[i] := 'D';
'À': Result[i] := 'F';
'Ï': Result[i] := 'G';
'Ð': Result[i] := 'H';
'Î': Result[i] := 'J';
'Ë': Result[i] := 'K';
'Ä': Result[i] := 'L';
'Æ': Result[i] := ';'; //Chr(186);
'Ý': Result[i] := #39; //Chr(222);
'ß': Result[i] := 'Z';
'×': Result[i] := 'X';
'Ñ': Result[i] := 'C';
'Ì': Result[i] := 'V';
'È': Result[i] := 'B';
'Ò': Result[i] := 'N';
'Ü': Result[i] := 'M';
'Á': Result[i] := ','; //Chr(188);
'Þ': Result[i] := '.'; //Chr(190);
end;
end;
end;
function CheckCheat (ct: TStrings_Locale; eofs: Integer=0): Boolean;
var
ls1, ls2: string;
begin
ls1 := CheatEng[ct];
ls2 := Translit(CheatRus[ct]);
if length(ls1) = 0 then ls1 := '~';
if length(ls2) = 0 then ls2 := '~';
result :=
(Copy(charbuff, 17-Length(ls1)-eofs, Length(ls1)) = ls1) or
(Translit(Copy(charbuff, 17-Length(ls1)-eofs, Length(ls1))) = ls1) or
(Copy(charbuff, 17-Length(ls2)-eofs, Length(ls2)) = ls2) or
(Translit(Copy(charbuff, 17-Length(ls2)-eofs, Length(ls2))) = ls2);
{
if ct = I_GAME_CHEAT_JETPACK then
begin
e_WriteLog('ls1: ['+ls1+']', MSG_NOTIFY);
e_WriteLog('ls2: ['+ls2+']', MSG_NOTIFY);
e_WriteLog('bf0: ['+Copy(charbuff, 17-Length(ls1)-eofs, Length(ls1))+']', MSG_NOTIFY);
e_WriteLog('bf1: ['+Translit(Copy(charbuff, 17-Length(ls1)-eofs, Length(ls1)))+']', MSG_NOTIFY);
e_WriteLog('bf2: ['+Copy(charbuff, 17-Length(ls2)-eofs, Length(ls2))+']', MSG_NOTIFY);
e_WriteLog('bf3: ['+Translit(Copy(charbuff, 17-Length(ls2)-eofs, Length(ls2)))+']', MSG_NOTIFY);
end;
}
end;
procedure Cheat ();
const
CHEAT_DAMAGE = 500;
label
Cheated;
var
s, s2: string;
c: ShortString;
a: Integer;
begin
{
if (not gGameOn) or (not gCheats) or ((gGameSettings.GameType <> GT_SINGLE) and
(gGameSettings.GameMode <> GM_COOP) and (not gDebugMode))
or g_Game_IsNet then Exit;
}
if not gGameOn then exit;
if not conIsCheatsEnabled then exit;
s := 'SOUND_GAME_RADIO';
//
if CheckCheat(I_GAME_CHEAT_GODMODE) then
begin
if gPlayer1 <> nil then gPlayer1.GodMode := not gPlayer1.GodMode;
if gPlayer2 <> nil then gPlayer2.GodMode := not gPlayer2.GodMode;
goto Cheated;
end;
// RAMBO
if CheckCheat(I_GAME_CHEAT_WEAPONS) then
begin
if gPlayer1 <> nil then gPlayer1.AllRulez(False);
if gPlayer2 <> nil then gPlayer2.AllRulez(False);
goto Cheated;
end;
// TANK
if CheckCheat(I_GAME_CHEAT_HEALTH) then
begin
if gPlayer1 <> nil then gPlayer1.AllRulez(True);
if gPlayer2 <> nil then gPlayer2.AllRulez(True);
goto Cheated;
end;
// IDDQD
if CheckCheat(I_GAME_CHEAT_DEATH) then
begin
if gPlayer1 <> nil then gPlayer1.Damage(CHEAT_DAMAGE, 0, 0, 0, HIT_TRAP);
if gPlayer2 <> nil then gPlayer2.Damage(CHEAT_DAMAGE, 0, 0, 0, HIT_TRAP);
s := 'SOUND_MONSTER_HAHA';
goto Cheated;
end;
//
if CheckCheat(I_GAME_CHEAT_DOORS) then
begin
g_Triggers_OpenAll();
goto Cheated;
end;
// GOODBYE
if CheckCheat(I_GAME_CHEAT_NEXTMAP) then
begin
if gTriggers <> nil then
for a := 0 to High(gTriggers) do
if gTriggers[a].TriggerType = TRIGGER_EXIT then
begin
gExitByTrigger := True;
//g_Game_ExitLevel(gTriggers[a].Data.MapName);
g_Game_ExitLevel(gTriggers[a].tgcMap);
Break;
end;
goto Cheated;
end;
//
s2 := Copy(charbuff, 15, 2);
if CheckCheat(I_GAME_CHEAT_CHANGEMAP, 2) and (s2[1] >= '0') and (s2[1] <= '9') and (s2[2] >= '0') and (s2[2] <= '9') then
begin
if g_Map_Exist(MapsDir+gGameSettings.WAD+':\MAP'+s2) then
begin
c := 'MAP'+s2;
g_Game_ExitLevel(c);
end;
goto Cheated;
end;
//
if CheckCheat(I_GAME_CHEAT_FLY) then
begin
gFly := not gFly;
goto Cheated;
end;
// BULLFROG
if CheckCheat(I_GAME_CHEAT_JUMPS) then
begin
VEL_JUMP := 30-VEL_JUMP;
goto Cheated;
end;
// FORMULA1
if CheckCheat(I_GAME_CHEAT_SPEED) then
begin
MAX_RUNVEL := 32-MAX_RUNVEL;
goto Cheated;
end;
// CONDOM
if CheckCheat(I_GAME_CHEAT_SUIT) then
begin
if gPlayer1 <> nil then gPlayer1.GiveItem(ITEM_SUIT);
if gPlayer2 <> nil then gPlayer2.GiveItem(ITEM_SUIT);
goto Cheated;
end;
//
if CheckCheat(I_GAME_CHEAT_AIR) then
begin
if gPlayer1 <> nil then gPlayer1.GiveItem(ITEM_OXYGEN);
if gPlayer2 <> nil then gPlayer2.GiveItem(ITEM_OXYGEN);
goto Cheated;
end;
// PURELOVE
if CheckCheat(I_GAME_CHEAT_BERSERK) then
begin
if gPlayer1 <> nil then gPlayer1.GiveItem(ITEM_MEDKIT_BLACK);
if gPlayer2 <> nil then gPlayer2.GiveItem(ITEM_MEDKIT_BLACK);
goto Cheated;
end;
//
if CheckCheat(I_GAME_CHEAT_JETPACK) then
begin
if gPlayer1 <> nil then gPlayer1.GiveItem(ITEM_JETPACK);
if gPlayer2 <> nil then gPlayer2.GiveItem(ITEM_JETPACK);
goto Cheated;
end;
// CASPER
if CheckCheat(I_GAME_CHEAT_NOCLIP) then
begin
if gPlayer1 <> nil then gPlayer1.SwitchNoClip;
if gPlayer2 <> nil then gPlayer2.SwitchNoClip;
goto Cheated;
end;
//
if CheckCheat(I_GAME_CHEAT_NOTARGET) then
begin
if gPlayer1 <> nil then gPlayer1.NoTarget := not gPlayer1.NoTarget;
if gPlayer2 <> nil then gPlayer2.NoTarget := not gPlayer2.NoTarget;
goto Cheated;
end;
// INFERNO
if CheckCheat(I_GAME_CHEAT_NORELOAD) then
begin
if gPlayer1 <> nil then gPlayer1.NoReload := not gPlayer1.NoReload;
if gPlayer2 <> nil then gPlayer2.NoReload := not gPlayer2.NoReload;
goto Cheated;
end;
if CheckCheat(I_GAME_CHEAT_AIMLINE) then
begin
gAimLine := not gAimLine;
goto Cheated;
end;
if CheckCheat(I_GAME_CHEAT_AUTOMAP) then
begin
gShowMap := not gShowMap;
goto Cheated;
end;
Exit;
Cheated:
g_Sound_PlayEx(s);
end;
procedure KeyPress (K: Word);
var
Msg: g_gui.TMessage;
begin
case K of
IK_PAUSE: // :
begin
if (g_ActiveWindow = nil) then g_Game_Pause(not gPause);
end;
IK_BACKQUOTE, VK_CONSOLE: // <`/~/¨/¸>:
begin
g_Console_Switch();
end;
IK_ESCAPE, VK_ESCAPE: // :
begin
if gChatShow then
begin
g_Console_Chat_Switch();
Exit;
end;
if gConsoleShow then
begin
g_Console_Switch();
end
else if (g_ActiveWindow <> nil) then
begin
Msg.Msg := WM_KEYDOWN;
Msg.WParam := IK_ESCAPE;
g_ActiveWindow.OnMessage(Msg);
if (not g_Game_IsNet) and (g_ActiveWindow = nil) then g_Game_Pause(false); //Fn loves to do this
end
else if (gState <> STATE_FOLD) then
begin
if gGameOn or (gState = STATE_INTERSINGLE) or (gState = STATE_INTERCUSTOM) then
begin
g_Game_InGameMenu(True);
end
else if (gExit = 0) and (gState <> STATE_SLIST) then
begin
if (gState <> STATE_MENU) then
begin
if (NetMode <> NET_NONE) then
begin
g_Game_StopAllSounds(True);
g_Game_Free;
gState := STATE_MENU;
Exit;
end;
end;
g_GUI_ShowWindow('MainMenu');
g_Sound_PlayEx('MENU_OPEN');
end;
end;
end;
IK_F2, IK_F3, IK_F4, IK_F5, IK_F6, IK_F7, IK_F10:
begin // .. �
if gGameOn and (not gConsoleShow) and (not gChatShow) then
begin
while (g_ActiveWindow <> nil) do g_GUI_HideWindow(False);
if (not g_Game_IsNet) then g_Game_Pause(True);
case K of
IK_F2: g_Menu_Show_SaveMenu();
IK_F3: g_Menu_Show_LoadMenu();
IK_F4: g_Menu_Show_GameSetGame();
IK_F5: g_Menu_Show_OptionsVideo();
IK_F6: g_Menu_Show_OptionsSound();
IK_F7: g_Menu_Show_EndGameMenu();
IK_F10: g_Menu_Show_QuitGameMenu();
end;
end;
end;
else
begin
gJustChatted := False;
if gConsoleShow or gChatShow then
begin
g_Console_Control(K);
end
else if (g_ActiveWindow <> nil) then
begin
Msg.Msg := WM_KEYDOWN;
Msg.WParam := K;
g_ActiveWindow.OnMessage(Msg);
end
else if (gState = STATE_MENU) then
begin
g_GUI_ShowWindow('MainMenu');
g_Sound_PlayEx('MENU_OPEN');
end;
end;
end;
end;
procedure CharPress (C: AnsiChar);
var
Msg: g_gui.TMessage;
a: Integer;
begin
if (not gChatShow) and ((C = '`') or (C = '~') or (C = '¸') or (C = '¨')) then Exit;
if gConsoleShow or gChatShow then
begin
g_Console_Char(C);
end
else if (g_ActiveWindow <> nil) then
begin
Msg.Msg := WM_CHAR;
Msg.WParam := Ord(C);
g_ActiveWindow.OnMessage(Msg);
end
else
begin
for a := 0 to 14 do charbuff[a] := charbuff[a+1];
charbuff[15] := upcase1251(C);
Cheat();
end;
end;
end.