void D_SRB2Loop(void) { tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS; if (dedicated) server = true; if (M_CheckParm("-voodoo")) // 256x256 Texture Limiter COM_BufAddText("gr_voodoocompatibility on\n"); // Pushing of + parameters is now done back in D_SRB2Main, not here. CONS_Printf("I_StartupKeyboard()...\n"); I_StartupKeyboard(); #ifdef _WINDOWS CONS_Printf("I_StartupMouse()...\n"); I_DoStartupMouse(); #endif oldentertics = I_GetTime(); // end of loading screen: CONS_Printf() will no more call FinishUpdate() con_startup = false; // make sure to do a d_display to init mode _before_ load a level SCR_SetMode(); // change video mode SCR_Recalc(); // Check and print which version is executed. // Use this as the border between setup and the main game loop being entered. CONS_Printf( "===========================================================================\n" " We hope you enjoy this game as\n" " much as we did making it!\n" " ...wait. =P\n" "===========================================================================\n"); // hack to start on a nice clear console screen. COM_ImmedExecute("cls;version"); if (rendermode == render_soft) V_DrawScaledPatch(0, 0, 0, (patch_t *)W_CacheLumpNum(W_GetNumForName("CONSBACK"), PU_CACHE)); I_FinishUpdate(); // page flip or blit buffer for (;;) { if (lastwipetic) { oldentertics = lastwipetic; lastwipetic = 0; } // get real tics entertic = I_GetTime(); realtics = entertic - oldentertics; oldentertics = entertic; #ifdef DEBUGFILE if (!realtics) if (debugload) debugload--; #endif if (!realtics && !singletics) { I_Sleep(); continue; } #ifdef HW3SOUND HW3S_BeginFrameUpdate(); #endif // don't skip more than 10 frames at a time // (fadein / fadeout cause massive frame skip!) if (realtics > 8) realtics = 1; // process tics (but maybe not if realtic == 0) TryRunTics(realtics); if (lastdraw || singletics || gametic > rendergametic) { rendergametic = gametic; rendertimeout = entertic+TICRATE/17; // Update display, next frame, with current state. D_Display(); supdate = false; if (moviemode) M_SaveFrame(); if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); } else if (rendertimeout < entertic) // in case the server hang or netsplit { // Lagless camera! Yay! if (gamestate == GS_LEVEL && netgame) { if (splitscreen && camera2.chase) P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, false); if (camera.chase) P_MoveChaseCamera(&players[displayplayer], &camera, false); } D_Display(); if (moviemode) M_SaveFrame(); if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); } // consoleplayer -> displayplayer (hear sounds from viewpoint) S_UpdateSounds(); // move positional sounds // check for media change, loop music.. I_UpdateCD(); #ifdef HW3SOUND HW3S_EndFrameUpdate(); #endif } }
void D_SRB2Loop(void) { tic_t oldentertics = 0, entertic = 0, realtics = 0, rendertimeout = INFTICS; if (demorecording) G_BeginRecording(); // user settings if (dedicated) COM_BufAddText(va("exec \"%s"PATHSEP"adedserv.cfg\"\n", srb2home)); else COM_BufAddText(va("exec \"%s"PATHSEP"autoexec.cfg\" -noerror\n", srb2home)); if (dedicated) server = true; if (M_CheckParm("-voodoo")) // 256x256 Texture Limiter COM_BufAddText("gr_voodoocompatibility on\n"); // Pushing of + parameters is now done back in D_SRB2Main, not here. // end of loading screen: CONS_Printf() will no more call FinishUpdate() con_startup = false; CONS_Printf("I_StartupKeyboard...\n"); I_StartupKeyboard(); #ifdef _WINDOWS CONS_Printf("I_StartupMouse...\n"); I_DoStartupMouse(); #endif oldentertics = I_GetTime(); // make sure to do a d_display to init mode _before_ load a level SCR_SetMode(); // change video mode SCR_Recalc(); for (;;) { // get real tics entertic = I_GetTime(); realtics = entertic - oldentertics; oldentertics = entertic; #ifdef DEBUGFILE if (!realtics) if (debugload) debugload--; #endif if (!realtics && !singletics) { I_Sleep(); continue; } #ifdef HW3SOUND HW3S_BeginFrameUpdate(); #endif // process tics (but maybe not if realtic == 0) TryRunTics(realtics); if (lastdraw || singletics || gametic > rendergametic) { rendergametic = gametic; rendertimeout = entertic+TICRATE/17; // Update display, next frame, with current state. D_Display(); supdate = false; if (moviemode) { #ifdef HAVE_PNG M_SaveFrame(); #else COM_BufAddText("screenshot"); #endif } } else if (rendertimeout < entertic) // in case the server hang or netsplit { // Lagless camera! Yay! if (gamestate == GS_LEVEL && netgame) { if (splitscreen && camera2.chase) P_MoveChaseCamera(&players[secondarydisplayplayer], &camera2, true); if (camera.chase) P_MoveChaseCamera(&players[displayplayer], &camera, true); } D_Display(); } // consoleplayer -> displayplayer (hear sounds from viewpoint) S_UpdateSounds(); // move positional sounds // check for media change, loop music.. I_UpdateCD(); #ifdef HW3SOUND HW3S_EndFrameUpdate(); #endif } }
static void D_Display(void) { static boolean menuactivestate = false; static gamestate_t oldgamestate = -1; boolean redrawsbar = false; static boolean wipe = false; INT32 wipedefindex = 0; if (dedicated) return; if (nodrawers) return; // for comparative timing/profiling // check for change of screen size (video mode) if (setmodeneeded && !wipe) SCR_SetMode(); // change video mode if (vid.recalc) SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc() // change the view size if needed if (setsizeneeded) { R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw redrawsbar = true; } // save the current screen if about to wipe if (gamestate != wipegamestate) { wipe = true; F_WipeStartScreen(); } else wipe = false; // draw buffered stuff to screen // Used only by linux GGI version I_UpdateNoBlit(); if (wipe) { // set for all later wipedefindex = gamestate; // wipe_xxx_toblack if (gamestate == GS_INTERMISSION) { if (intertype == int_spec) // Special Stage wipedefindex = wipe_specinter_toblack; else if (intertype != int_coop) // Multiplayer wipedefindex = wipe_multinter_toblack; } if (rendermode != render_none) { // Fade to black first if (gamestate != GS_LEVEL // fades to black on its own timing, always && wipedefs[wipedefindex] != UINT8_MAX) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); #ifdef HWRENDER if(rendermode != render_soft) HWR_PrepFadeToBlack(); #endif F_WipeEndScreen(); F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK); } F_WipeStartScreen(); } } // do buffered drawing switch (gamestate) { case GS_LEVEL: if (!gametic) break; HU_Erase(); if (automapactive) AM_Drawer(); if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc) redrawsbar = true; break; case GS_INTERMISSION: Y_IntermissionDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TIMEATTACK: break; case GS_INTRO: F_IntroDrawer(); if (wipegamestate == (gamestate_t)-1) wipe = true; break; case GS_CUTSCENE: F_CutsceneDrawer(); HU_Erase(); HU_Drawer(); break; case GS_GAMEEND: F_GameEndDrawer(); break; case GS_EVALUATION: F_GameEvaluationDrawer(); HU_Drawer(); break; case GS_CONTINUING: F_ContinueDrawer(); break; case GS_CREDITS: F_CreditDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TITLESCREEN: F_TitleScreenDrawer(); break; case GS_WAITINGPLAYERS: // The clientconnect drawer is independent... case GS_DEDICATEDSERVER: case GS_NULL: break; } // clean up border stuff // see if the border needs to be initially drawn if (gamestate == GS_LEVEL) { #if 0 if (oldgamestate != GS_LEVEL) R_FillBackScreen(); // draw the pattern into the back screen #endif // draw the view directly if (!automapactive && !dedicated && cv_renderview.value) { if (players[displayplayer].mo || players[displayplayer].playerstate == PST_DEAD) { topleft = screens[0] + viewwindowy*vid.width + viewwindowx; objectsdrawn = 0; #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(0, &players[displayplayer]); else #endif if (rendermode != render_none) R_RenderPlayerView(&players[displayplayer]); } // render the second screen if (splitscreen && players[secondarydisplayplayer].mo) { #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(1, &players[secondarydisplayplayer]); else #endif if (rendermode != render_none) { viewwindowy = vid.height / 2; M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); topleft = screens[0] + viewwindowy*vid.width + viewwindowx; R_RenderPlayerView(&players[secondarydisplayplayer]); viewwindowy = 0; M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } } // Image postprocessing effect if (postimgtype) V_DoPostProcessor(0, postimgtype, postimgparam); if (postimgtype2) V_DoPostProcessor(1, postimgtype2, postimgparam2); } if (lastdraw) { if (rendermode == render_soft) VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes); lastdraw = false; } ST_Drawer(redrawsbar); HU_Drawer(); } // change gamma if needed if (gamestate != oldgamestate && gamestate != GS_LEVEL) V_SetPalette(0); menuactivestate = menuactive; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused && cv_showhud.value && (!menuactive || netgame)) { INT32 py; patch_t *patch; if (automapactive) py = 4; else py = viewwindowy + 4; patch = W_CachePatchName("M_PAUSE", PU_CACHE); V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch); } // vid size change is now finished if it was on... vid.recalc = 0; // FIXME: draw either console or menu, not the two if (gamestate != GS_TIMEATTACK) CON_Drawer(); M_Drawer(); // menu is drawn even on top of everything NetUpdate(); // send out any new accumulation // It's safe to end the game now. if (G_GetExitGameFlag()) { Command_ExitGame_f(); G_ClearExitGameFlag(); } // // normal update // if (!wipe) { if (cv_netstat.value) { char s[50]; Net_GetNetStat(); s[sizeof s - 1] = '\0'; snprintf(s, sizeof s - 1, "get %d b/s", getbps); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "send %d b/s", sendbps); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent); V_DrawRightAlignedString(BASEVIDWIDTH, BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s); } I_FinishUpdate(); // page flip or blit buffer return; } // // wipe update // wipedefindex += WIPEFINALSHIFT; if (rendermode != render_none) { F_WipeEndScreen(); F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK); } }
static void D_Display(void) { static boolean menuactivestate = false; static gamestate_t oldgamestate = -1; boolean redrawsbar = false; static boolean wipe = false; if (dedicated) return; if (nodrawers) return; // for comparative timing/profiling // check for change of screen size (video mode) if (setmodeneeded && !wipe) SCR_SetMode(); // change video mode if (vid.recalc) SCR_Recalc(); // NOTE! setsizeneeded is set by SCR_Recalc() // change the view size if needed if (setsizeneeded) { R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw redrawsbar = true; } // save the current screen if about to wipe if (gamestate != wipegamestate) { wipe = true; #ifndef SHUFFLE if (rendermode == render_soft) #endif F_WipeStartScreen(); } else wipe = false; // Hardware mode does not fade wipe. // Thus, don't delay it unless needed for synchronisity. #ifndef SHUFFLE if (rendermode != render_soft /*&& !netgame*/) { if (gamestate != GS_INTRO && gamestate != GS_INTRO2 && gamestate != GS_CUTSCENE) wipe = false; } #endif // draw buffered stuff to screen // Used only by linux GGI version I_UpdateNoBlit(); // Fade to black first if (rendermode != render_none) { if (wipe) { if (!(mapheaderinfo[gamemap-1]->interscreen[0] == '#' && gamestate == GS_INTERMISSION)) { V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); #if defined (SHUFFLE) && defined (HWRENDER) if(rendermode != render_soft) { HWR_PrepFadeToBlack(); } #endif } F_WipeEndScreen(0, 0, vid.width, vid.height); F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK); WipeInAction = false; } F_WipeStartScreen(); } // do buffered drawing switch (gamestate) { case GS_LEVEL: if (!gametic) break; HU_Erase(); if (automapactive) AM_Drawer(); if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc) redrawsbar = true; break; case GS_INTERMISSION: Y_IntermissionDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TIMEATTACK: break; case GS_INTRO: case GS_INTRO2: F_IntroDrawer(); break; case GS_CUTSCENE: F_CutsceneDrawer(); HU_Erase(); HU_Drawer(); break; case GS_GAMEEND: F_GameEndDrawer(); break; case GS_EVALUATION: F_GameEvaluationDrawer(); break; case GS_CREDITS: F_CreditDrawer(); HU_Erase(); HU_Drawer(); break; case GS_TITLESCREEN: F_TitleScreenDrawer(); break; case GS_DEMOSCREEN: D_PageDrawer(pagename); case GS_DEDICATEDSERVER: case GS_WAITINGPLAYERS: case GS_NULL: break; } // Transitions for Introduction if (gamestate == GS_INTRO && oldgamestate == GS_INTRO2) wipe = true; else if (gamestate == GS_INTRO2 && oldgamestate == GS_INTRO) wipe = true; // clean up border stuff // see if the border needs to be initially drawn if (gamestate == GS_LEVEL) { if (oldgamestate != GS_LEVEL) { #if 0 R_FillBackScreen(); // draw the pattern into the back screen #endif } // draw the view directly if (!automapactive && !dedicated && cv_renderview.value) { if (players[displayplayer].mo) { topleft = screens[0] + viewwindowy*vid.width + viewwindowx; #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(0, &players[displayplayer]); else #endif if (rendermode != render_none) R_RenderPlayerView(&players[displayplayer]); } // render the second screen if (secondarydisplayplayer != consoleplayer && players[secondarydisplayplayer].mo) { #ifdef HWRENDER if (rendermode != render_soft) HWR_RenderPlayerView(1, &players[secondarydisplayplayer]); else #endif if (rendermode != render_none) { viewwindowy = vid.height / 2; M_Memcpy(ylookup, ylookup2, viewheight*sizeof (ylookup[0])); topleft = screens[0] + viewwindowy*vid.width + viewwindowx; R_RenderPlayerView(&players[secondarydisplayplayer]); viewwindowy = 0; M_Memcpy(ylookup, ylookup1, viewheight*sizeof (ylookup[0])); } } // Image postprocessing effect if (postimgtype) V_DoPostProcessor(0, postimgtype, postimgparam); if (postimgtype2) V_DoPostProcessor(1, postimgtype2, postimgparam2); } if (lastdraw) { if (rendermode == render_soft) VID_BlitLinearScreen(screens[0], screens[1], vid.width*vid.bpp, vid.height, vid.width*vid.bpp, vid.rowbytes); lastdraw = false; } ST_Drawer(redrawsbar); HU_Drawer(); } // change gamma if needed if (gamestate != oldgamestate && gamestate != GS_LEVEL) V_SetPalette(0); menuactivestate = menuactive; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused && (!menuactive || netgame)) { INT32 py; patch_t *patch; if (automapactive) py = 4; else py = viewwindowy + 4; patch = W_CachePatchName("M_PAUSE", PU_CACHE); V_DrawScaledPatch(viewwindowx + (BASEVIDWIDTH - SHORT(patch->width))/2, py, 0, patch); } // vid size change is now finished if it was on... vid.recalc = 0; // FIXME: draw either console or menu, not the two if (gamestate != GS_TIMEATTACK) CON_Drawer(); M_Drawer(); // menu is drawn even on top of everything NetUpdate(); // send out any new accumulation // It's safe to end the game now. if (G_GetExitGameFlag()) { Command_ExitGame_f(); G_ClearExitGameFlag(); } // // normal update // if (!wipe) { if (cv_netstat.value) { char s[50]; Net_GetNetStat(); s[sizeof s - 1] = '\0'; snprintf(s, sizeof s - 1, "get %d b/s", getbps); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-40, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "send %d b/s", sendbps); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-30, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "GameMiss %.2f%%", gamelostpercent); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-20, V_YELLOWMAP, s); snprintf(s, sizeof s - 1, "SysMiss %.2f%%", lostpercent); V_DrawString(BASEVIDWIDTH - V_StringWidth(s), BASEVIDHEIGHT-ST_HEIGHT-10, V_YELLOWMAP, s); } I_FinishUpdate(); // page flip or blit buffer if (takescreenshot) // Only take screenshots after drawing. M_DoScreenShot(); return; } // // wipe update // if (rendermode != render_none) { F_WipeEndScreen(0, 0, vid.width, vid.height); F_RunWipe(2*TICRATE, gamestate != GS_TIMEATTACK); WipeInAction = false; } }