diff --git a/src/game/g_main.pas b/src/game/g_main.pas
index 1840635b1ce51b070fb950c573b8db8093fe7d8e..b5a22840fbda68d7b604cb420dd1e351f07f0fb2 100644 (file)
--- a/src/game/g_main.pas
+++ b/src/game/g_main.pas
+(* 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 <http://www.gnu.org/licenses/>.
+ *)
+{$INCLUDE ../shared/a_modes.inc}
unit g_main;
interface
-procedure Main();
-procedure Init();
-procedure Release();
-procedure Update();
-procedure Draw();
-procedure KeyPress(K: Word);
-procedure CharPress(C: Char);
+procedure Main ();
+procedure Init ();
+procedure Release ();
+procedure Update ();
+procedure Draw ();
+procedure KeyPress (K: Word);
+procedure CharPress (C: AnsiChar);
var
GameDir: string;
ModelsDir: string;
GameWAD: string;
+
implementation
uses
- SDL2, GL, GLExt, WADEDITOR, e_log, g_window,
+ SDL2, GL, GLExt, wadreader, e_log, g_window,
e_graphics, e_input, g_game, g_console, g_gui,
e_sound, g_options, g_sound, g_player,
g_weapons, SysUtils, g_triggers, MAPDEF, g_map,
- MAPSTRUCT, g_menu, g_language, g_net, sfs;
+ g_menu, g_language, g_net, g_holmes,
+ utils, conbuf, envvars, fui_wadread, fui_style,
+ fui_gfx_gl, xparser;
+
var
- charbuff: Array [0..15] of Char;
+ charbuff: packed array [0..15] of AnsiChar;
procedure Main();
+var
+ sdlflags: LongWord;
+{$IFNDEF HEADLESS}
+ flexloaded: Boolean;
+{$ENDIF}
begin
+ e_InitWritelnDriver();
+
GetDir(0, GameDir);
MapsDir := GameDir + '/maps/';
DataDir := GameDir + '/data/';
ModelsDir := DataDir + 'models/';
GameWAD := DataDir + 'Game.wad';
- e_InitLog(GameDir + '/' + LOG_FILENAME, WM_NEWFILE);
+ e_InitLog(GameDir + '/' + LOG_FILENAME, TWriteMode.WM_NEWFILE);
- e_WriteLog('Read config file', MSG_NOTIFY);
+ e_WriteLog('Read config file', TMsgType.Notify);
g_Options_Read(GameDir + '/' + CONFIG_FILENAME);
+{$IFDEF HEADLESS}
+ conbufDumpToStdOut := true;
+{$ENDIF}
+ e_WriteToStdOut := False; //{$IFDEF HEADLESS}True;{$ELSE}False;{$ENDIF}
+
//GetSystemDefaultLCID()
//e_WriteLog('Read language file', MSG_NOTIFY);
//g_Language_Load(DataDir + gLanguage + '.txt');
- e_WriteLog(gLanguage, MSG_NOTIFY);
+ e_WriteLog(gLanguage, TMsgType.Notify);
g_Language_Set(gLanguage);
-{$IFDEF USE_SDLMIXER}
- if SDL_Init({SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO or SDL_INIT_AUDIO}SDL_INIT_EVERYTHING) < 0 then
+{$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}
{$ELSE}
- if SDL_Init(SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO) < 0 then
+ {$IFDEF USE_SDLMIXER}
+ sdlflags := SDL_INIT_EVERYTHING;
+ {$ELSE}
+ sdlflags := SDL_INIT_JOYSTICK or SDL_INIT_TIMER or SDL_INIT_VIDEO;
+ {$ENDIF}
{$ENDIF}
+ if SDL_Init(sdlflags) < 0 then
raise Exception.Create('SDL: Init failed: ' + SDL_GetError());
+{$IFNDEF HEADLESS}
SDL_StartTextInput();
+{$ENDIF}
+
+{$IFNDEF HEADLESS}
+ 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;
+{$ENDIF}
- e_WriteLog('Entering SDLMain', MSG_NOTIFY);
+ e_WriteLog('Entering SDLMain', TMsgType.Notify);
- {$WARNINGS OFF}
+{$WARNINGS OFF}
SDLMain();
- {$WARNINGS ON}
+{$WARNINGS ON}
+{$IFNDEF HEADLESS}
SDL_StopTextInput();
+{$ENDIF}
- e_WriteLog('Releasing SDL', MSG_NOTIFY);
+ e_WriteLog('Releasing SDL', TMsgType.Notify);
SDL_Quit();
end;
procedure Init();
var
- a: Integer;
+ NoSound: Boolean;
begin
Randomize;
- e_WriteLog('Init Input', MSG_NOTIFY);
+{$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();
if (e_JoysticksAvailable > 0) then
- e_WriteLog('Input: Joysticks available.', MSG_NOTIFY)
+ e_WriteLog('Input: Joysticks available.', TMsgType.Notify)
else
- e_WriteLog('Input: No Joysticks.', MSG_NOTIFY);
+ e_WriteLog('Input: No Joysticks.', TMsgType.Notify);
- if not gNoSound then
+ if (not gNoSound) then
begin
- e_WriteLog('Initializing sound system', MSG_NOTIFY);
- e_InitSoundSystem();
+ e_WriteLog('Initializing sound system', TMsgType.Notify);
+ e_InitSoundSystem(NoSound);
end;
- e_WriteLog('Init game', MSG_NOTIFY);
+ e_WriteLog('Init game', TMsgType.Notify);
g_Game_Init();
- for a := 0 to 15 do charbuff[a] := ' ';
+ FillChar(charbuff, sizeof(charbuff), ' ');
end;
+
procedure Release();
begin
- e_WriteLog('Releasing engine', MSG_NOTIFY);
+ e_WriteLog('Releasing engine', TMsgType.Notify);
e_ReleaseEngine();
- e_WriteLog('Releasing Input', MSG_NOTIFY);
+ e_WriteLog('Releasing Input', TMsgType.Notify);
e_ReleaseInput();
if not gNoSound then
begin
- e_WriteLog('Releasing FMOD', MSG_NOTIFY);
+ e_WriteLog('Releasing FMOD', TMsgType.Notify);
e_ReleaseSoundSystem();
end;
end;
-procedure Update();
+
+procedure Update ();
begin
g_Game_Update();
end;
-procedure Draw();
+
+procedure Draw ();
begin
g_Game_Draw();
end;
-function Translit(S: String): String;
+
+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';
'Á': Result[i] := ','; //Chr(188);
'Þ': Result[i] := '.'; //Chr(190);
end;
+ end;
end;
end;
-procedure Cheat();
+procedure Cheat ();
const
CHEAT_DAMAGE = 500;
label
Cheated;
var
s, s2: string;
- c: Char16;
+ 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 gTriggers[a].TriggerType = TRIGGER_EXIT then
begin
gExitByTrigger := True;
- g_Game_ExitLevel(gTriggers[a].Data.MapName);
+ //g_Game_ExitLevel(gTriggers[a].Data.MapName);
+ g_Game_ExitLevel(gTriggers[a].tgcMap);
Break;
end;
goto Cheated;
g_Sound_PlayEx(s);
end;
-procedure KeyPress(K: Word);
+
+procedure KeyPress (K: Word);
var
Msg: g_gui.TMessage;
begin
case K of
IK_PAUSE: // <Pause/Break>:
begin
- if (g_ActiveWindow = nil) then
- g_Game_Pause(not gPause);
+ if (g_ActiveWindow = nil) then g_Game_Pause(not gPause);
end;
IK_BACKQUOTE: // <`/~/¨/¸>:
end;
if gConsoleShow then
- g_Console_Switch()
- else
- if g_ActiveWindow <> nil 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
- Msg.Msg := WM_KEYDOWN;
- Msg.WParam := IK_ESCAPE;
- g_ActiveWindow.OnMessage(Msg);
- end
- else
- if gState <> STATE_FOLD then
- if gGameOn
- or (gState = STATE_INTERSINGLE)
- or (gState = STATE_INTERCUSTOM)
- then
- g_Game_InGameMenu(True)
- else
- if (gExit = 0) and (gState <> STATE_SLIST) then
- begin
- if gState <> STATE_MENU then
- if NetMode <> NET_NONE then
- begin
- g_Game_StopAllSounds(True);
- g_Game_Free;
- gState := STATE_MENU;
- Exit;
- end;
-
- g_GUI_ShowWindow('MainMenu');
- g_Sound_PlayEx('MENU_OPEN');
- end;
+ 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 // <F2> .. <F6> � <F12>
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);
-
+ 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();
+ 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;
begin
gJustChatted := False;
if gConsoleShow or gChatShow then
- g_Console_Control(K)
- else
- if g_ActiveWindow <> nil then
- begin
- Msg.Msg := WM_KEYDOWN;
- Msg.WParam := K;
- g_ActiveWindow.OnMessage(Msg);
- end
- else
- begin
- if (gState = STATE_MENU) then
- begin
- g_GUI_ShowWindow('MainMenu');
- g_Sound_PlayEx('MENU_OPEN');
- end;
- end;
+ 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: Char);
+
+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 (not gChatShow) and ((C = '`') or (C = '~') or (C = '¸') or (C = '¨')) then Exit;
if gConsoleShow or gChatShow then
- g_Console_Char(C)
+ 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
- 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] := SFSUpCase(C);
- Cheat();
- end;
+ begin
+ for a := 0 to 14 do charbuff[a] := charbuff[a+1];
+ charbuff[15] := upcase1251(C);
+ Cheat();
+ end;
end;
+
end.