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com_game.c
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com_game.c
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/*
Copyright (C) 2000-2021 DarkPlaces contributors
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.
*/
#include "darkplaces.h"
#include "com_game.h"
// Game mods
gamemode_t gamemode;
const char *gamename;
const char *gamenetworkfiltername; // same as gamename currently but with _ in place of spaces so that "getservers" packets parse correctly (this also means the
const char *gamedirname1;
const char *gamedirname2;
const char *gamescreenshotname;
const char *gameuserdirname;
char com_modname[MAX_OSPATH] = "";
gamemode_t com_startupgamemode;
gamemode_t com_startupgamegroup;
typedef struct gamemode_info_s
{
gamemode_t mode; ///< this gamemode
gamemode_t group; ///< different games with same group can switch automatically when gamedirs change
const char* prog_name; ///< not null
const char* cmdline; ///< not null
const char* gamename; ///< not null
const char* gamenetworkfiltername; ///< not null
const char* gamedirname1; ///< not null
const char* gamedirname2; ///< may be null
const char* gamescreenshotname; ///< not null
const char* gameuserdirname; ///< not null
} gamemode_info_t;
static const gamemode_info_t gamemode_info [GAME_COUNT] =
{// game basegame prog_name cmdline gamename gamenetworkfilername basegame modgame screenshot userdir // commandline option
{ GAME_NORMAL, GAME_NORMAL, "", "-quake", "DarkPlaces-Quake", "DarkPlaces-Quake", "id1", NULL, "dp", "darkplaces" }, // COMMANDLINEOPTION: Game: -quake runs the game Quake (default)
{ GAME_HIPNOTIC, GAME_NORMAL, "hipnotic", "-hipnotic", "Darkplaces-Hipnotic", "Darkplaces-Hipnotic", "id1", "hipnotic", "dp", "darkplaces" }, // COMMANDLINEOPTION: Game: -hipnotic runs Quake mission pack 1: The Scourge of Armagon
{ GAME_ROGUE, GAME_NORMAL, "rogue", "-rogue", "Darkplaces-Rogue", "Darkplaces-Rogue", "id1", "rogue", "dp", "darkplaces" }, // COMMANDLINEOPTION: Game: -rogue runs Quake mission pack 2: The Dissolution of Eternity
{ GAME_NEHAHRA, GAME_NORMAL, "nehahra", "-nehahra", "DarkPlaces-Nehahra", "DarkPlaces-Nehahra", "id1", "nehahra", "dp", "darkplaces" }, // COMMANDLINEOPTION: Game: -nehahra runs The Seal of Nehahra movie and game
{ GAME_QUOTH, GAME_NORMAL, "quoth", "-quoth", "Darkplaces-Quoth", "Darkplaces-Quoth", "id1", "quoth", "dp", "darkplaces" }, // COMMANDLINEOPTION: Game: -quoth runs the Quoth mod for playing community maps made for it
{ GAME_NEXUIZ, GAME_NEXUIZ, "nexuiz", "-nexuiz", "Nexuiz", "Nexuiz", "data", NULL, "nexuiz", "nexuiz" }, // COMMANDLINEOPTION: Game: -nexuiz runs the multiplayer game Nexuiz
{ GAME_XONOTIC, GAME_XONOTIC, "xonotic", "-xonotic", "Xonotic", "Xonotic", "data", NULL, "xonotic", "xonotic" }, // COMMANDLINEOPTION: Game: -xonotic runs the multiplayer game Xonotic
{ GAME_TRANSFUSION, GAME_TRANSFUSION, "transfusion", "-transfusion", "Transfusion", "Transfusion", "basetf", NULL, "transfusion", "transfusion" }, // COMMANDLINEOPTION: Game: -transfusion runs Transfusion (the recreation of Blood in Quake)
{ GAME_GOODVSBAD2, GAME_GOODVSBAD2, "gvb2", "-goodvsbad2", "GoodVs.Bad2", "GoodVs.Bad2", "rts", NULL, "gvb2", "gvb2" }, // COMMANDLINEOPTION: Game: -goodvsbad2 runs the psychadelic RTS FPS game Good Vs Bad 2
{ GAME_TEU, GAME_TEU, "teu", "-teu", "TheEvilUnleashed", "TheEvilUnleashed", "baseteu", NULL, "teu", "teu" }, // COMMANDLINEOPTION: Game: -teu runs The Evil Unleashed (this option is obsolete as they are not using darkplaces)
{ GAME_BATTLEMECH, GAME_BATTLEMECH, "battlemech", "-battlemech", "Battlemech", "Battlemech", "base", NULL, "battlemech", "battlemech" }, // COMMANDLINEOPTION: Game: -battlemech runs the multiplayer topdown deathmatch game BattleMech
{ GAME_ZYMOTIC, GAME_ZYMOTIC, "zymotic", "-zymotic", "Zymotic", "Zymotic", "basezym", NULL, "zymotic", "zymotic" }, // COMMANDLINEOPTION: Game: -zymotic runs the singleplayer game Zymotic
{ GAME_SETHERAL, GAME_SETHERAL, "setheral", "-setheral", "Setheral", "Setheral", "data", NULL, "setheral", "setheral" }, // COMMANDLINEOPTION: Game: -setheral runs the multiplayer game Setheral
{ GAME_TENEBRAE, GAME_NORMAL, "tenebrae", "-tenebrae", "DarkPlaces-Tenebrae", "DarkPlaces-Tenebrae", "id1", "tenebrae", "dp", "darkplaces" }, // COMMANDLINEOPTION: Game: -tenebrae runs the graphics test mod known as Tenebrae (some features not implemented)
{ GAME_NEOTERIC, GAME_NORMAL, "neoteric", "-neoteric", "Neoteric", "Neoteric", "id1", "neobase", "neo", "darkplaces" }, // COMMANDLINEOPTION: Game: -neoteric runs the game Neoteric
{ GAME_OPENQUARTZ, GAME_NORMAL, "openquartz", "-openquartz", "OpenQuartz", "OpenQuartz", "id1", NULL, "openquartz", "darkplaces" }, // COMMANDLINEOPTION: Game: -openquartz runs the game OpenQuartz, a standalone GPL replacement of the quake content
{ GAME_PRYDON, GAME_NORMAL, "prydon", "-prydon", "PrydonGate", "PrydonGate", "id1", "prydon", "prydon", "darkplaces" }, // COMMANDLINEOPTION: Game: -prydon runs the topdown point and click action-RPG Prydon Gate
{ GAME_DELUXEQUAKE, GAME_DELUXEQUAKE, "dq", "-dq", "Deluxe Quake", "Deluxe_Quake", "basedq", "extradq", "basedq", "dq" }, // COMMANDLINEOPTION: Game: -dq runs the game Deluxe Quake
{ GAME_THEHUNTED, GAME_THEHUNTED, "thehunted", "-thehunted", "The Hunted", "The_Hunted", "thdata", NULL, "th", "thehunted" }, // COMMANDLINEOPTION: Game: -thehunted runs the game The Hunted
{ GAME_DEFEATINDETAIL2, GAME_DEFEATINDETAIL2, "did2", "-did2", "Defeat In Detail 2", "Defeat_In_Detail_2", "data", NULL, "did2_", "did2" }, // COMMANDLINEOPTION: Game: -did2 runs the game Defeat In Detail 2
{ GAME_DARSANA, GAME_DARSANA, "darsana", "-darsana", "Darsana", "Darsana", "ddata", NULL, "darsana", "darsana" }, // COMMANDLINEOPTION: Game: -darsana runs the game Darsana
{ GAME_CONTAGIONTHEORY, GAME_CONTAGIONTHEORY, "contagiontheory", "-contagiontheory", "Contagion Theory", "Contagion_Theory", "ctdata", NULL, "ct", "contagiontheory" }, // COMMANDLINEOPTION: Game: -contagiontheory runs the game Contagion Theory
{ GAME_EDU2P, GAME_EDU2P, "edu2p", "-edu2p", "EDU2 Prototype", "EDU2_Prototype", "id1", "edu2", "edu2_p", "edu2prototype" }, // COMMANDLINEOPTION: Game: -edu2p runs the game Edu2 prototype
{ GAME_PROPHECY, GAME_PROPHECY, "prophecy", "-prophecy", "Prophecy", "Prophecy", "gamedata", NULL, "phcy", "prophecy" }, // COMMANDLINEOPTION: Game: -prophecy runs the game Prophecy
{ GAME_BLOODOMNICIDE, GAME_BLOODOMNICIDE, "omnicide", "-omnicide", "Blood Omnicide", "Blood_Omnicide", "kain", NULL, "omnicide", "omnicide" }, // COMMANDLINEOPTION: Game: -omnicide runs the game Blood Omnicide
{ GAME_STEELSTORM, GAME_STEELSTORM, "steelstorm", "-steelstorm", "Steel-Storm", "Steel-Storm", "gamedata", NULL, "ss", "steelstorm" }, // COMMANDLINEOPTION: Game: -steelstorm runs the game Steel Storm
{ GAME_STEELSTORM2, GAME_STEELSTORM2, "steelstorm2", "-steelstorm2", "Steel Storm 2", "Steel_Storm_2", "gamedata", NULL, "ss2", "steelstorm2" }, // COMMANDLINEOPTION: Game: -steelstorm2 runs the game Steel Storm 2
{ GAME_SSAMMO, GAME_SSAMMO, "steelstorm-ammo", "-steelstormammo", "Steel Storm A.M.M.O.", "Steel_Storm_A.M.M.O.", "gamedata", NULL, "ssammo", "steelstorm-ammo" }, // COMMANDLINEOPTION: Game: -steelstormammo runs the game Steel Storm A.M.M.O.
{ GAME_STEELSTORMREVENANTS, GAME_STEELSTORMREVENANTS, "steelstorm-revenants", "-steelstormrev", "Steel Storm: Revenants", "Steel_Storm_Revenants", "base", NULL, "ssrev", "steelstorm-revenants" }, // COMMANDLINEOPTION: Game: -steelstormrev runs the game Steel Storm: Revenants
{ GAME_TOMESOFMEPHISTOPHELES, GAME_TOMESOFMEPHISTOPHELES, "tomesofmephistopheles","-tomesofmephistopheles", "Tomes of Mephistopheles", "Tomes_of_Mephistopheles", "gamedata", NULL, "tom", "tomesofmephistopheles" }, // COMMANDLINEOPTION: Game: -tomesofmephistopheles runs the game Tomes of Mephistopheles
{ GAME_STRAPBOMB, GAME_STRAPBOMB, "strapbomb", "-strapbomb", "Strap-on-bomb Car", "Strap-on-bomb_Car", "id1", NULL, "strap", "strapbomb" }, // COMMANDLINEOPTION: Game: -strapbomb runs the game Strap-on-bomb Car
{ GAME_MOONHELM, GAME_MOONHELM, "moonhelm", "-moonhelm", "MoonHelm", "MoonHelm", "data", NULL, "mh", "moonhelm" }, // COMMANDLINEOPTION: Game: -moonhelm runs the game MoonHelm
{ GAME_VORETOURNAMENT, GAME_VORETOURNAMENT, "voretournament", "-voretournament", "Vore Tournament", "Vore_Tournament", "data", NULL, "voretournament", "voretournament" }, // COMMANDLINEOPTION: Game: -voretournament runs the multiplayer game Vore Tournament
{ GAME_DOOMBRINGER, GAME_DOOMBRINGER, "doombringer", "-doombringer", "DOOMBRINGER", "DOOMBRINGER", "dbdata", NULL, "doombringer", "doombringer" }, // COMMANDLINEOPTION: Game: -doombringer runs the game DOOMBRINGER
{ GAME_BATTLEMETAL, GAME_NORMAL, "battlemetal", "-battlemetal", "battlemetal", "battlemetal", "metaldata", NULL, "battlemetal", "battlemetal" }, // COMMANDLINEOPTION: Game: -battlemetal runs the game battleMETAL
{ GAME_QUAKE15, GAME_NORMAL, "quake15", "-quake15", "Quake 1.5", "Quake_1.5", "id1", "quake15", "quake15", "darkplaces" }, // COMMANDLINEOPTION: Game: -quake15 runs the Quake 1.5 or Quake Combat+ mod
{ GAME_AD, GAME_NORMAL, "ad", "-ad", "Arcane Dimensions", "Arcane_Dimensions", "id1", "ad", "ad", "darkplaces" }, // COMMANDLINEOPTION: Game: -ad runs the Arcane Dimensions mod
{ GAME_CTSJ2, GAME_NORMAL, "ctsj2", "-ctsj2", "Coppertone Summer Jam 2", "Coppertone_Summer_Jam_2", "id1", "ctsj2", "ctsj2", "darkplaces" }, // COMMANDLINEOPTION: Game: -ctsj2 runs the Coppertone Summer Jam 2 mod
};
static void COM_SetGameType(int index);
void COM_InitGameType (void)
{
char name [MAX_OSPATH];
int i;
int index = GAME_NORMAL;
#ifdef FORCEGAME
COM_ToLowerString(FORCEGAME, name, sizeof (name));
#else
// check executable filename for keywords, but do it SMARTLY - only check the last path element
FS_StripExtension(FS_FileWithoutPath(sys.argv[0]), name, sizeof (name));
COM_ToLowerString(name, name, sizeof (name));
#endif
for (i = 1;i < (int)(sizeof (gamemode_info) / sizeof (gamemode_info[0]));i++)
if (gamemode_info[i].prog_name && gamemode_info[i].prog_name[0] && strstr (name, gamemode_info[i].prog_name))
index = i;
// check commandline options for keywords
for (i = 0;i < (int)(sizeof (gamemode_info) / sizeof (gamemode_info[0]));i++)
if (Sys_CheckParm (gamemode_info[i].cmdline))
index = i;
com_startupgamemode = gamemode_info[index].mode;
com_startupgamegroup = gamemode_info[index].group;
COM_SetGameType(index);
}
int COM_ChangeGameTypeForGameDirs(unsigned numgamedirs, const char *gamedirs[], qbool failmissing, qbool init)
{
unsigned i, gamemode_count = sizeof(gamemode_info) / sizeof(gamemode_info[0]);
int j, index = -1;
addgamedirs_t ret = GAMEDIRS_SUCCESS;
// this will not not change the gamegroup
// first check if a base game (single gamedir) matches
for (i = 0; i < gamemode_count; i++)
{
if (gamemode_info[i].group == com_startupgamegroup && !(gamemode_info[i].gamedirname2 && gamemode_info[i].gamedirname2[0]))
{
index = i;
break;
}
}
if (index < 0)
Sys_Error("BUG: failed to find the base game!");
// See if there is a derivative game matching the startup one (two gamedirs),
// this prevents a Quake expansion (eg Rogue) getting switched to Quake during startup,
// not used when changing gamedirs later so that it's possible to change from the startup mod to the base one.
if (init)
{
for (i = 0; i < gamemode_count; i++)
{
if (gamemode_info[i].group == com_startupgamegroup && (gamemode_info[i].gamedirname2 && gamemode_info[i].gamedirname2[0]) && gamemode_info[i].mode == com_startupgamemode)
{
index = i;
break;
}
}
}
// See if the base game or mod can be identified by a gamedir,
// if more than one matches the last is used because the last gamedir is the primary.
for (j = numgamedirs - 1; j >= 0; --j)
{
for (i = 0; i < gamemode_count; i++)
{
if (gamemode_info[i].group == com_startupgamegroup)
if ((gamemode_info[i].gamedirname2 && gamemode_info[i].gamedirname2[0] && !strcasecmp(gamedirs[j], gamemode_info[i].gamedirname2))
|| (!gamemode_info[i].gamedirname2 && !strcasecmp(gamedirs[j], gamemode_info[i].gamedirname1)))
{
index = i;
goto double_break;
}
}
}
double_break:
// we now have a good guess at which game this is meant to be...
COM_SetGameType(index);
ret = FS_SetGameDirs(numgamedirs, gamedirs, failmissing, !init);
if (ret == GAMEDIRS_SUCCESS)
{
Con_Printf("Game is %s using %s", gamename, fs_numgamedirs > 1 ? "gamedirs" : "gamedir");
for (j = 0; j < fs_numgamedirs; ++j)
Con_Printf(" %s%s", (strcasecmp(fs_gamedirs[j], gamedirname1) && (!gamedirname2 || strcasecmp(fs_gamedirs[j], gamedirname2))) ? "^7" : "^9", fs_gamedirs[j]);
Con_Printf("\n");
Con_Printf("gamename for server filtering: %s\n", gamenetworkfiltername);
Host_UpdateVersion();
}
return ret;
}
static void COM_SetGameType(int index)
{
static char gamenetworkfilternamebuffer[64];
int t;
if (index < 0 || index >= (int)(sizeof (gamemode_info) / sizeof (gamemode_info[0])))
index = 0;
gamemode = gamemode_info[index].mode;
gamename = gamemode_info[index].gamename;
gamenetworkfiltername = gamemode_info[index].gamenetworkfiltername;
gamedirname1 = gamemode_info[index].gamedirname1;
gamedirname2 = gamemode_info[index].gamedirname2;
gamescreenshotname = gamemode_info[index].gamescreenshotname;
gameuserdirname = gamemode_info[index].gameuserdirname;
if (gamemode == com_startupgamemode)
{
if((t = Sys_CheckParm("-customgamename")) && t + 1 < sys.argc)
gamename = gamenetworkfiltername = sys.argv[t+1];
if((t = Sys_CheckParm("-customgamenetworkfiltername")) && t + 1 < sys.argc)
gamenetworkfiltername = sys.argv[t+1];
if((t = Sys_CheckParm("-customgamedirname1")) && t + 1 < sys.argc)
gamedirname1 = sys.argv[t+1];
if((t = Sys_CheckParm("-customgamedirname2")) && t + 1 < sys.argc)
gamedirname2 = *sys.argv[t+1] ? sys.argv[t+1] : NULL;
if((t = Sys_CheckParm("-customgamescreenshotname")) && t + 1 < sys.argc)
gamescreenshotname = sys.argv[t+1];
if((t = Sys_CheckParm("-customgameuserdirname")) && t + 1 < sys.argc)
gameuserdirname = sys.argv[t+1];
}
if (strchr(gamenetworkfiltername, ' '))
{
char *s;
// if there are spaces in the game's network filter name it would
// cause parse errors in getservers in dpmaster, so we need to replace
// them with _ characters
dp_strlcpy(gamenetworkfilternamebuffer, gamenetworkfiltername, sizeof(gamenetworkfilternamebuffer));
while ((s = strchr(gamenetworkfilternamebuffer, ' ')) != NULL)
*s = '_';
gamenetworkfiltername = gamenetworkfilternamebuffer;
}
}