X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_main.pas;h=d60f2ddaa6de5fbf4940eff6a8d95f0e473b4299;hb=0e101bd452c40da601236aaa2dd4106be47ddce1;hp=969167f098e6fc1461a67fccc32fcb5547e0aad9;hpb=ac201b02f10ef558087d50f6b03b4519ab567558;p=d2df-sdl.git diff --git a/src/game/g_main.pas b/src/game/g_main.pas index 969167f..d60f2dd 100644 --- a/src/game/g_main.pas +++ b/src/game/g_main.pas @@ -1,15 +1,29 @@ -{$MODE DELPHI} +(* Copyright (C) Doom 2D: Forever Developers + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, version 3 of the License ONLY. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see . + *) +{$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: Char); +procedure Main (); +procedure Init (); +procedure Release (); +procedure Update (); +procedure Draw (); +procedure KeyPress (K: Word); +procedure CharPress (C: AnsiChar); var GameDir: string; @@ -17,130 +31,236 @@ var MapsDir: string; ModelsDir: string; GameWAD: string; + LogFileName: string; implementation uses - SDL2, GL, GLExt, wadreader, e_log, g_window, +{$INCLUDE ../nogl/noGLuses.inc} +{$IFDEF ENABLE_HOLMES} + g_holmes, fui_wadread, fui_style, fui_gfx_gl, +{$ENDIF} +{$IFDEF USE_SDL2} + SDL2, +{$ENDIF} + wadreader, e_log, g_window, e_graphics, e_input, g_game, g_console, g_gui, - e_sound, g_options, g_sound, g_player, + e_sound, g_options, g_sound, g_player, g_basic, g_weapons, SysUtils, g_triggers, MAPDEF, g_map, - MAPSTRUCT, g_menu, g_language, g_net, utils; + g_menu, g_language, g_net, g_touch, g_system, g_res_downloader, + utils, conbuf, envvars, + xparser; + var - charbuff: Array [0..15] of Char; + charbuff: packed array [0..15] of AnsiChar; procedure Main(); var sdlflags: LongWord; +{$IF not DEFINED(HEADLESS) and DEFINED(ENABLE_HOLMES)} + flexloaded: Boolean; +{$ENDIF} begin + e_InitWritelnDriver(); + GetDir(0, GameDir); MapsDir := GameDir + '/maps/'; DataDir := GameDir + '/data/'; ModelsDir := DataDir + 'models/'; GameWAD := DataDir + 'Game.wad'; - e_InitLog(GameDir + '/' + LOG_FILENAME, WM_NEWFILE); + e_InitLog(GameDir + '/' + LogFileName, TWriteMode.WM_NEWFILE); - e_WriteLog('Read config file', MSG_NOTIFY); - g_Options_Read(GameDir + '/' + CONFIG_FILENAME); - - e_WriteToStdOut := {$IFDEF HEADLESS}True;{$ELSE}False;{$ENDIF} - - //GetSystemDefaultLCID() + 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 + ); - //e_WriteLog('Read language file', MSG_NOTIFY); - //g_Language_Load(DataDir + gLanguage + '.txt'); - e_WriteLog(gLanguage, MSG_NOTIFY); - g_Language_Set(gLanguage); +{$IFDEF HEADLESS} + conbufDumpToStdOut := true; +{$ENDIF} + e_WriteToStdOut := False; //{$IFDEF HEADLESS}True;{$ELSE}False;{$ENDIF} +{$IFDEF USE_SDL2} {$IFDEF HEADLESS} + {$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_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} {$ENDIF} + + SDL_SetHint(SDL_HINT_ACCELEROMETER_AS_JOYSTICK, '0'); + if SDL_Init(sdlflags) < 0 then raise Exception.Create('SDL: Init failed: ' + SDL_GetError()); +{$ENDIF} -{$IFDEF HEADLESS} - SDL_StartTextInput(); + e_WriteLog('Read config file', TMsgType.Notify); + g_Options_Read(GameDir + '/' + CONFIG_FILENAME); + + //GetSystemDefaultLCID() + + //e_WriteLog('Read language file', MSG_NOTIFY); + //g_Language_Load(DataDir + gLanguage + '.txt'); + e_WriteLog(gLanguage, TMsgType.Notify); + g_Language_Set(gLanguage); + +{$IFNDEF USE_SDL2} + sys_Init; +{$ENDIF} + +{$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; {$ENDIF} - e_WriteLog('Entering SDLMain', MSG_NOTIFY); + //g_Res_CreateDatabases(); // it will be done before connecting to the server for the first time + + e_WriteLog('Entering SDLMain', TMsgType.Notify); {$WARNINGS OFF} SDLMain(); {$WARNINGS ON} -{$IFDEF HEADLESS} - SDL_StopTextInput(); -{$ENDIF} - - e_WriteLog('Releasing SDL', MSG_NOTIFY); +{$IFDEF USE_SDL2} + e_WriteLog('Releasing SDL', TMsgType.Notify); SDL_Quit(); +{$ELSE} + sys_Final; +{$ENDIF} 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(); + g_Touch_Init; +(* 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 begin - e_WriteLog('Initializing sound system', MSG_NOTIFY); - e_InitSoundSystem({$IFDEF HEADLESS}True{$ELSE}False{$ENDIF}); + 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'; @@ -175,6 +295,7 @@ begin 'Á': Result[i] := ','; //Chr(188); 'Þ': Result[i] := '.'; //Chr(190); end; + end; end; @@ -205,19 +326,23 @@ begin 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'; @@ -264,7 +389,8 @@ begin 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; @@ -275,9 +401,7 @@ begin begin if g_Map_Exist(MapsDir+gGameSettings.WAD+':\MAP'+s2) then begin - c := 'MAP00'; - c[3] := s2[1]; - c[4] := s2[2]; + c := 'MAP'+s2; g_Game_ExitLevel(c); end; goto Cheated; @@ -365,88 +489,62 @@ Cheated: g_Sound_PlayEx(s); end; -procedure KeyPress(K: Word); + +procedure KeyPress (K: Word); +{$IFNDEF HEADLESS} var Msg: g_gui.TMessage; +{$ENDIF} begin +{$IFNDEF HEADLESS} case K of - IK_PAUSE: // : - begin - if (g_ActiveWindow = nil) then - g_Game_Pause(not gPause); - end; - - IK_BACKQUOTE: // <`/~/¨/¸>: - begin - g_Console_Switch(); - end; - - IK_ESCAPE: // : + VK_ESCAPE: // : begin - if gChatShow then + if (g_ActiveWindow <> nil) then begin - g_Console_Chat_Switch(); - Exit; - end; - - if gConsoleShow then - g_Console_Switch() - else - if g_ActiveWindow <> nil then + Msg.Msg := WM_KEYDOWN; + Msg.WParam := VK_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 // .. � 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; @@ -455,49 +553,48 @@ begin 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; +{$ENDIF} 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 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 - 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; + begin + for a := 0 to 14 do charbuff[a] := charbuff[a+1]; + charbuff[15] := upcase1251(C); + Cheat(); + end; end; + end.