void H2_GameLoop(void) { if (M_CheckParm("-debugfile")) { char filename[20]; M_snprintf(filename, sizeof(filename), "debug%i.txt", consoleplayer); debugfile = fopen(filename, "w"); } I_SetWindowTitle(gamedescription); I_GraphicsCheckCommandLine(); I_SetGrabMouseCallback(D_GrabMouseCallback); I_InitGraphics(); while (1) { // Frame syncronous IO operations I_StartFrame(); // Process one or more tics // Will run at least one tic TryRunTics(); // Move positional sounds S_UpdateSounds(players[displayplayer].mo); DrawAndBlit(); } }
// // D_DoomLoop // void D_DoomLoop (void) { if (bfgedition && (demorecording || (gameaction == ga_playdemo) || netgame)) { printf(" WARNING: You are playing using one of the Doom Classic\n" " IWAD files shipped with the Doom 3: BFG Edition. These are\n" " known to be incompatible with the regular IWAD files and\n" " may cause demos and network games to get out of sync.\n"); } if (demorecording) G_BeginRecording (); main_loop_started = true; TryRunTics(); I_SetWindowTitle(gamedescription); I_GraphicsCheckCommandLine(); I_SetGrabMouseCallback(D_GrabMouseCallback); I_InitGraphics(); V_EnableLoadingDisk(SCREENWIDTH - LOADING_DISK_W, SCREENHEIGHT - LOADING_DISK_H); V_RestoreBuffer(); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); TryRunTics (); // will run at least one tic S_UpdateSounds (players[consoleplayer].mo);// move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display (); } }
// // D_DoomLoop // // haleyjd 08/23/10: [STRIFE] Verified unmodified. // void D_DoomLoop (void) { if (demorecording) G_BeginRecording (); main_loop_started = true; TryRunTics(); if (!showintro) { I_SetWindowTitle(gamedescription); I_InitGraphics(); } I_EnableLoadingDisk(); I_SetGrabMouseCallback(D_GrabMouseCallback); V_RestoreBuffer(); R_ExecuteSetViewSize(); D_StartGameLoop(); if (testcontrols) { wipegamestate = gamestate; } while (1) { // frame syncronous IO operations I_StartFrame (); // process one or more tics TryRunTics (); // will run at least one tic S_UpdateSounds (players[consoleplayer].mo);// move positional sounds // Update display, next frame, with current state. if (screenvisible) D_Display (); } }
static void D_InitIntroSequence(void) { if(showintro) { // In vanilla Strife, Mode 13h was initialized directly in D_DoomMain. // We have to be a little more courteous of the low-level code here. I_SetWindowTitle(gamedescription); I_SetGrabMouseCallback(D_StartupGrabCallback); I_InitGraphics(); V_RestoreBuffer(); // make the V_ routines work // Load all graphics rawgfx_startup0 = W_CacheLumpName("STARTUP0", PU_STATIC); rawgfx_startp[0] = W_CacheLumpName("STRTPA1", PU_STATIC); rawgfx_startp[1] = W_CacheLumpName("STRTPB1", PU_STATIC); rawgfx_startp[2] = W_CacheLumpName("STRTPC1", PU_STATIC); rawgfx_startp[3] = W_CacheLumpName("STRTPD1", PU_STATIC); rawgfx_startlz[0] = W_CacheLumpName("STRTLZ1", PU_STATIC); rawgfx_startlz[1] = W_CacheLumpName("STRTLZ2", PU_STATIC); rawgfx_startbot = W_CacheLumpName("STRTBOT", PU_STATIC); // Draw the background D_IntroBackground(); } /* // STRIFE-FIXME: This was actually displayed on a special textmode // screen with ANSI color codes... would require use of textlib to // emulate properly... else { puts(DEH_String("Conversation ON")); puts(DEH_String("Rogue Entertainment")); puts(DEH_String("and")); puts(DEH_String("Velocity Games")); puts(DEH_String("present")); puts(DEH_String("S T R I F E")); puts(DEH_String("Loading...")); } */ }