/////////////////////////////////////////////////////////////////////////////// // Rendering Thread Entry Point void RenderingThreadEntryPoint(void *pVoid) { // Setup the rendering context SetupRC(); // Main loop for rendering while(1) { // Check rendering state info, terminate if flagged if(CheckStates()) break; RenderScene(); // Swap buffers SwapBuffers(hDC); } // Do any necessary cleanup and terminate gluDeleteQuadric(pSphere); // Finally, shut down OpenGL Rendering context wglMakeCurrent(hDC, NULL); wglDeleteContext(hRC); _endthread(); // Terminate the thread nicely }
void LoadActors() { cycle_t timer; timer.Reset(); timer.Clock(); FScriptPosition::ResetErrorCounter(); InitThingdef(); FScriptPosition::StrictErrors = true; ParseScripts(); FScriptPosition::StrictErrors = false; ParseAllDecorate(); FunctionBuildList.Build(); if (FScriptPosition::ErrorCounter > 0) { I_Error("%d errors while parsing DECORATE scripts", FScriptPosition::ErrorCounter); } FScriptPosition::ResetErrorCounter(); for (int i = PClassActor::AllActorClasses.Size() - 1; i >= 0; i--) { auto ti = PClassActor::AllActorClasses[i]; if (ti->Size == TentativeClass) { if (ti->ObjectFlags & OF_Transient) { Printf(TEXTCOLOR_ORANGE "Class %s referenced but not defined\n", ti->TypeName.GetChars()); FScriptPosition::WarnCounter++; DObject::StaticPointerSubstitution(ti, nullptr); PClassActor::AllActorClasses.Delete(i); } else { Printf(TEXTCOLOR_RED "Class %s referenced but not defined\n", ti->TypeName.GetChars()); FScriptPosition::ErrorCounter++; } continue; } if (GetDefaultByType(ti) == nullptr) { Printf(TEXTCOLOR_RED "No ActorInfo defined for class '%s'\n", ti->TypeName.GetChars()); FScriptPosition::ErrorCounter++; continue; } CheckStates(ti); if (ti->bDecorateClass && ti->IsDescendantOf(RUNTIME_CLASS(AStateProvider))) { // either a DECORATE based weapon or CustomInventory. // These are subject to relaxed rules for user variables in states. // Although there is a runtime check for bogus states, let's do a quick analysis if any of the known entry points // hits an unsafe state. If we can find something here it can be handled wuth a compile error rather than a runtime error. CheckForUnsafeStates(ti); } } if (FScriptPosition::ErrorCounter > 0) { I_Error("%d errors during actor postprocessing", FScriptPosition::ErrorCounter); } timer.Unclock(); if (!batchrun) Printf("script parsing took %.2f ms\n", timer.TimeMS()); // Since these are defined in DECORATE now the table has to be initialized here. for (int i = 0; i < 31; i++) { char fmt[20]; mysnprintf(fmt, countof(fmt), "QuestItem%d", i + 1); QuestItemClasses[i] = PClass::FindActor(fmt); } StateSourceLines.Clear(); }