diff --git a/src/game/g_main.pas b/src/game/g_main.pas
index 20419ecc0299fcfc9ae8b4fc982f8f77ff58bcf1..57fe927873118c68a20e3d96c9f19ded132465d1 100644 (file)
--- a/src/game/g_main.pas
+++ b/src/game/g_main.pas
implementation
uses
-{$INCLUDE ../nogl/noGLuses.inc}
{$IFDEF ENABLE_HOLMES}
g_holmes, sdlcarcass, fui_ctls, fui_wadread, fui_style, fui_gfx_gl,
{$ENDIF}
SDL2,
{$ENDIF}
wadreader, e_log, g_window,
- e_graphics, e_input, g_game, g_console, g_gui,
+ r_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, e_res,
g_menu, g_language, g_net, g_touch, g_system, g_res_downloader,
- conbuf, envvars,
+ conbuf, envvars, r_game,
xparser;
charbuff: packed array [0..15] of AnsiChar;
binPath: AnsiString = '';
forceBinDir: Boolean;
+ {$IFDEF USE_SDLMIXER}
+ UseNativeMusic: Boolean;
+ {$ENDIF}
function GetBinaryPath (): AnsiString;
{$IFDEF LINUX}
end;
procedure InitPrep;
- {$IF DEFINED(ANDROID) AND DEFINED(USE_SDLMIXER)}
- var timiditycfg: AnsiString;
- {$ENDIF}
var i: Integer;
begin
{$IFDEF HEADLESS}
e_InitLog(LogFileName, TWriteMode.WM_NEWFILE);
e_InitWritelnDriver();
e_WriteLog('Doom 2D: Forever version ' + GAME_VERSION + ' proto ' + IntToStr(NET_PROTOCOL_VER), TMsgType.Notify);
+ e_WriteLog('Build arch: ' + g_GetBuildArch(), TMsgType.Notify);
e_WriteLog('Build date: ' + GAME_BUILDDATE + ' ' + GAME_BUILDTIME, TMsgType.Notify);
e_WriteLog('Build hash: ' + g_GetBuildHash(), TMsgType.Notify);
e_WriteLog('Build by: ' + g_GetBuilderName(), TMsgType.Notify);
e_DeinitLog;
Halt(1);
end;
-
- {$IF DEFINED(ANDROID) AND DEFINED(USE_SDLMIXER)}
- timiditycfg := 'timidity.cfg';
- if e_FindResource(ConfigDirs, timiditycfg) = true then
- begin
- timiditycfg := ExpandFileName(timiditycfg);
- SetEnvVar('TIMIDITY_CFG', timiditycfg);
- e_LogWritefln('Set TIMIDITY_CFG = "%s"', [timiditycfg]);
- end;
- {$ENDIF}
end;
procedure Main();
end;
procedure Init();
-var
- NoSound: Boolean;
+ {$IFDEF USE_SDLMIXER}
+ var timiditycfg: AnsiString;
+ var oldcwd, newcwd: RawByteString;
+ {$ENDIF}
+ var NoSound: Boolean;
begin
Randomize;
e_WriteLog('Input: No Joysticks.', TMsgType.Notify);
*)
- if (not gNoSound) then
+ if gNoSound = false then
begin
e_WriteLog('Initializing sound system', TMsgType.Notify);
+ {$IFDEF USE_SDLMIXER}
+ newcwd := '';
+ if UseNativeMusic then
+ SetEnvVar('SDL_NATIVE_MUSIC', '1');
+ timiditycfg := GetEnvironmentVariable('TIMIDITY_CFG');
+ if timiditycfg = '' then
+ begin
+ timiditycfg := 'timidity.cfg';
+ if e_FindResource(ConfigDirs, timiditycfg) OR e_FindResource(DataDirs, timiditycfg) then
+ begin
+ timiditycfg := ExpandFileName(timiditycfg);
+ newcwd := ExtractFileDir(timiditycfg);
+ SetEnvVar('TIMIDITY_CFG', timiditycfg);
+ end
+ else
+ timiditycfg := '';
+ end;
+ e_LogWritefln('TIMIDITY_CFG = "%s"', [timiditycfg]);
+ e_LogWritefln('SDL_NATIVE_MUSIC = "%s"', [GetEnvironmentVariable('SDL_NATIVE_MUSIC')]);
+ {$ENDIF}
e_InitSoundSystem(NoSound);
+ {$IFDEF USE_SDLMIXER}
+ if e_TimidityDecoder and (newcwd <> '') then
+ begin
+ (* HACK: Set CWD to load GUS patches relatively to cfg file. *)
+ (* CWD not restored after sound init because timidity *)
+ (* store relative pathes internally and load patches *)
+ (* later. I hope game never relies on CWD. *)
+ oldcwd := '';
+ GetDir(0, oldcwd);
+ ChDir(newcwd);
+ e_logwritefln('WARNING: USED TIMIDITY CONFIG HACK, CWD SWITCHED "%s" -> "%s"', [oldcwd, newcwd]);
+ end;
+ {$ENDIF}
end;
e_WriteLog('Init game', TMsgType.Notify);
procedure Update ();
begin
+ // remember old mobj positions, prepare for update
+ g_Game_PreUpdate();
+ // server: receive client commands for new frame
+ // client: receive game state changes from server
+ if (NetMode = NET_SERVER) then g_Net_Host_Update()
+ else if (NetMode = NET_CLIENT) then g_Net_Client_Update();
+ // think
g_Game_Update();
+ // server: send any accumulated outgoing data to clients
+ if NetMode = NET_SERVER then g_Net_Flush();
end;
procedure Draw ();
begin
- g_Game_Draw();
+ r_Game_Draw();
end;
end;
end;
+initialization
+{$IFDEF USE_SDLMIXER}
+ conRegVar('sdl_native_music', @UseNativeMusic, 'use native midi music output when possible', 'use native midi');
+ {$IFDEF DARWIN}
+ UseNativeMusic := true; (* OSX have a good midi support, so why not? *)
+ {$ELSE}
+ UseNativeMusic := false;
+ {$ENDIF}
+{$ENDIF}
end.