コード例 #1
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
//
// D_DoomMain
//
void D_DoomMain (void)
{
	unsigned p;
	extern std::string defdemoname;

	gamestate = GS_STARTUP;
	M_FindResponseFile();		// [ML] 23/1/07 - Add Response file support back in

	if (lzo_init () != LZO_E_OK)	// [RH] Initialize the minilzo package.
		I_FatalError ("Could not initialize LZO routines");

    C_ExecCmdLineParams (false, true);	// [Nes] test for +logfile command

	Printf (PRINT_HIGH, "Heapsize: %u megabytes\n", got_heapsize);

	M_LoadDefaults ();					// load before initing other systems
	C_ExecCmdLineParams (true, false);	// [RH] do all +set commands on the command line

	const char* iwad = Args.CheckValue("-iwad");
	if (!iwad)
		iwad = "";

	std::vector<std::string> newwadfiles, newpatchfiles;
	newwadfiles.push_back(iwad);
	D_AddWadCommandLineFiles(newwadfiles);
	D_AddDehCommandLineFiles(newpatchfiles);

	D_LoadResourceFiles(newwadfiles, newpatchfiles);

	I_Init();

	V_Init();
	atterm(V_Close);

	#ifdef _WIN32
	const char *sdlv = getenv("SDL_VIDEODRIVER");
	Printf (PRINT_HIGH, "Using %s video driver.\n",sdlv);
	#endif

	C_InitConsole(screen->width, screen->height, true);
	atterm(C_ShutdownConsole);

	// SDL needs video mode set up first before input code can be used
	I_InitInput();

	D_Init();
	atterm(D_Shutdown);

	// Base systems have been inited; enable cvar callbacks
	cvar_t::EnableCallbacks();

	// [RH] User-configurable startup strings. Because BOOM does.
	if (GStrings(STARTUP1)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP1));
	if (GStrings(STARTUP2)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP2));
	if (GStrings(STARTUP3)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP3));
	if (GStrings(STARTUP4)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP4));
	if (GStrings(STARTUP5)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP5));

	// Nomonsters
	sv_nomonsters = Args.CheckParm("-nomonsters");

	// Respawn
	sv_monstersrespawn = Args.CheckParm("-respawn");

	// Fast
	sv_fastmonsters = Args.CheckParm("-fast");

    // developer mode
	devparm = Args.CheckParm ("-devparm");

	// Record a vanilla demo
	p = Args.CheckParm ("-record");
	if (p)
	{
		autorecord = true;
		autostart = true;
		demorecordfile = Args.GetArg (p+1);
	}

	// get skill / episode / map from parms
	strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");

	// Check for -playdemo, play a single demo then quit.
	p = Args.CheckParm ("-playdemo");
	// Hack to check for +playdemo command, since if you just add it normally
	// it won't run because it's attempting to run a demo and still set up the
	// first map as normal.
	if (!p)
		p = Args.CheckParm ("+playdemo");
	if (p && p < Args.NumArgs()-1)
	{
		Printf (PRINT_HIGH, "Playdemo parameter found on command line.\n");
		singledemo = true;
		defdemoname = Args.GetArg (p+1);
	}

	// [SL] check for -timedemo (was removed at some point)
	p = Args.CheckParm("-timedemo");
	if (p && p < Args.NumArgs() - 1)
	{
		singledemo = true;
		G_TimeDemo(Args.GetArg(p + 1));
	}

	const char *val = Args.CheckValue ("-skill");
	if (val)
	{
		sv_skill.Set (val[0]-'0');
	}

	p = Args.CheckParm ("-warp");
	if (p && p < Args.NumArgs() - (1+(gameinfo.flags & GI_MAPxx ? 0 : 1)))
	{
		int ep, map;

		if (gameinfo.flags & GI_MAPxx)
		{
			ep = 1;
			map = atoi (Args.GetArg(p+1));
		}
		else
		{
			ep = Args.GetArg(p+1)[0]-'0';
			map = Args.GetArg(p+2)[0]-'0';
		}

		strncpy (startmap, CalcMapName (ep, map), 8);
		autostart = true;
	}

	// [RH] Hack to handle +map
	p = Args.CheckParm ("+map");
	if (p && p < Args.NumArgs()-1)
	{
		strncpy (startmap, Args.GetArg (p+1), 8);
		((char *)Args.GetArg (p))[0] = '-';
		autostart = true;
	}
	if (devparm)
		Printf (PRINT_HIGH, "%s", GStrings(D_DEVSTR));        // D_DEVSTR

	// [RH] Now that all text strings are set up,
	// insert them into the level and cluster data.
	G_SetLevelStrings();

	// [RH] Parse through all loaded mapinfo lumps
	G_ParseMapInfo();

	// [ML] Parse musinfo lump
	G_ParseMusInfo();

	// [RH] Parse any SNDINFO lumps
	S_ParseSndInfo();

	// NOTE(jsd): Set up local player color
	EXTERN_CVAR(cl_color);
	R_BuildPlayerTranslation (0, V_GetColorFromString (NULL, cl_color.cstring()));

	I_FinishClockCalibration ();

	Printf (PRINT_HIGH, "D_CheckNetGame: Checking network game status.\n");
	D_CheckNetGame ();

	// [RH] Initialize items. Still only used for the give command. :-(
	InitItems ();

	// [RH] Lock any cvars that should be locked now that we're
	// about to begin the game.
	cvar_t::EnableNoSet ();

	// [RH] Now that all game subsystems have been initialized,
	// do all commands on the command line other than +set
	C_ExecCmdLineParams (false, false);

	Printf_Bold("\n\35\36\36\36\36 Odamex Client Initialized \36\36\36\36\37\n");
	if(gamestate != GS_CONNECTING)
		Printf(PRINT_HIGH, "Type connect <address> or use the Odamex Launcher to connect to a game.\n");
    Printf(PRINT_HIGH, "\n");

	setmodeneeded = false; // [Fly] we don't need to set a video mode here!
    //gamestate = GS_FULLCONSOLE;

	// [SL] allow the user to pass the name of a netdemo as the first argument.
	// This allows easy launching of netdemos from Windows Explorer or other GUIs.

	// [Xyltol]
	if (Args.GetArg(1))
	{
		std::string demoarg = Args.GetArg(1);
		if (demoarg.find(".odd") != std::string::npos)
			CL_NetDemoPlay(demoarg);
	}

	p = Args.CheckParm("-netplay");
	if (p)
	{
		if (Args.GetArg(p + 1))
		{
			std::string filename = Args.GetArg(p + 1);
			CL_NetDemoPlay(filename);
		}
		else
		{
			Printf(PRINT_HIGH, "No netdemo filename specified.\n");
		}
	}

	// denis - bring back the demos
    if ( gameaction != ga_loadgame )
    {
		if (autostart || netgame || singledemo)
		{
			if (singledemo)
				G_DoPlayDemo();
			else
			{
				if(autostart)
				{
					// single player warp (like in g_level)
					serverside = true;
                    sv_allowexit = "1";
                    sv_freelook = "1";
                    sv_allowjump = "1";
                    sv_allowredscreen = "1";
                    sv_gametype = GM_COOP;

					players.clear();
					players.push_back(player_t());
					players.back().playerstate = PST_REBORN;
					consoleplayer_id = displayplayer_id = players.back().id = 1;
				}

				G_InitNew (startmap);
				if (autorecord)
					if (G_RecordDemo(demorecordfile.c_str()))
						G_BeginRecording();
			}
		}
        else
		{
            if (gamestate != GS_CONNECTING)
                gamestate = GS_HIDECONSOLE;

			C_HideConsole();

			if (gamemode == commercial_bfg) // DOOM 2 BFG Edtion
                AddCommandString("menu_main");

			D_StartTitle (); // start up intro loop
		}
    }

	// denis - this will run a demo and quit
	p = Args.CheckParm ("+demotest");
	if (p && p < Args.NumArgs()-1)
	{
		demotest = 1;
		defdemoname = Args.GetArg (p+1);
		G_DoPlayDemo();

		while(demoplayback)
		{
			DObject::BeginFrame ();
			G_Ticker();
			DObject::EndFrame ();
			gametic++;
		}
	}
	else
	{
		demotest = 0;
		D_DoomLoop ();		// never returns
	}
}
コード例 #2
0
ファイル: d_main.cpp プロジェクト: JohnnyonFlame/odamex
//
// D_DoomMain
//
void D_DoomMain (void)
{
    unsigned p;
    const char *iwad;
    extern std::string defdemoname;

    M_ClearRandom();

    gamestate = GS_STARTUP;
    SetLanguageIDs ();
    M_FindResponseFile();		// [ML] 23/1/07 - Add Response file support back in

    if (lzo_init () != LZO_E_OK)	// [RH] Initialize the minilzo package.
        I_FatalError ("Could not initialize LZO routines");

    C_ExecCmdLineParams (false, true);	// [Nes] test for +logfile command

    Printf (PRINT_HIGH, "Heapsize: %u megabytes\n", got_heapsize);

    M_LoadDefaults ();					// load before initing other systems
    C_ExecCmdLineParams (true, false);	// [RH] do all +set commands on the command line

    iwad = Args.CheckValue("-iwad");
    if(!iwad)
        iwad = "";

    D_AddDefWads(iwad);
    D_AddCmdParameterFiles();

    wadhashes = W_InitMultipleFiles (wadfiles);

    // [RH] Initialize localizable strings.
    GStrings.LoadStrings (W_GetNumForName ("LANGUAGE"), STRING_TABLE_SIZE, false);
    GStrings.Compact ();

    // [RH] Initialize configurable strings.
    //D_InitStrings ();
    D_DoDefDehackedPatch ();

    // [RH] Moved these up here so that we can do most of our
    //		startup output in a fullscreen console.

    HU_Init ();
    I_Init ();
    V_Init ();

    // Base systems have been inited; enable cvar callbacks
    cvar_t::EnableCallbacks ();

    // [RH] User-configurable startup strings. Because BOOM does.
    if (GStrings(STARTUP1)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP1));
    if (GStrings(STARTUP2)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP2));
    if (GStrings(STARTUP3)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP3));
    if (GStrings(STARTUP4)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP4));
    if (GStrings(STARTUP5)[0])	Printf (PRINT_HIGH, "%s\n", GStrings(STARTUP5));

    // Nomonsters
    sv_nomonsters = Args.CheckParm("-nomonsters");

    // Respawn
    sv_monstersrespawn = Args.CheckParm("-respawn");

    // Fast
    sv_fastmonsters = Args.CheckParm("-fast");

    // developer mode
    devparm = Args.CheckParm ("-devparm");

    // Record a vanilla demo
    p = Args.CheckParm ("-record");
    if (p)
    {
        autorecord = true;
        autostart = true;
        demorecordfile = Args.GetArg (p+1);
    }

    // get skill / episode / map from parms
    strcpy (startmap, (gameinfo.flags & GI_MAPxx) ? "MAP01" : "E1M1");

    // Check for -playdemo, play a single demo then quit.
    p = Args.CheckParm ("-playdemo");
    // Hack to check for +playdemo command, since if you just add it normally
    // it won't run because it's attempting to run a demo and still set up the
    // first map as normal.
    if (!p)
        p = Args.CheckParm ("+playdemo");
    if (p && p < Args.NumArgs()-1)
    {
        Printf (PRINT_HIGH, "Playdemo parameter found on command line.\n");
        singledemo = true;
        defdemoname = Args.GetArg (p+1);
    }

    const char *val = Args.CheckValue ("-skill");
    if (val)
    {
        sv_skill.Set (val[0]-'0');
    }

    p = Args.CheckParm ("-warp");
    if (p && p < Args.NumArgs() - (1+(gameinfo.flags & GI_MAPxx ? 0 : 1)))
    {
        int ep, map;

        if (gameinfo.flags & GI_MAPxx)
        {
            ep = 1;
            map = atoi (Args.GetArg(p+1));
        }
        else
        {
            ep = Args.GetArg(p+1)[0]-'0';
            map = Args.GetArg(p+2)[0]-'0';
        }

        strncpy (startmap, CalcMapName (ep, map), 8);
        autostart = true;
    }

    // [RH] Hack to handle +map
    p = Args.CheckParm ("+map");
    if (p && p < Args.NumArgs()-1)
    {
        strncpy (startmap, Args.GetArg (p+1), 8);
        ((char *)Args.GetArg (p))[0] = '-';
        autostart = true;
    }
    if (devparm)
        Printf (PRINT_HIGH, "%s", GStrings(D_DEVSTR));        // D_DEVSTR

    // [RH] Now that all text strings are set up,
    // insert them into the level and cluster data.
    G_SetLevelStrings ();

    // [RH] Parse through all loaded mapinfo lumps
    G_ParseMapInfo ();

    // [ML] Parse musinfo lump
    G_ParseMusInfo ();

    // [RH] Parse any SNDINFO lumps
    S_ParseSndInfo();

    // Check for -file in shareware
    if (modifiedgame && (gameinfo.flags & GI_SHAREWARE))
        I_Error ("You cannot -file with the shareware version. Register!");

#ifdef WIN32
    const char *sdlv = getenv("SDL_VIDEODRIVER");
    Printf (PRINT_HIGH, "Using %s video driver.\n",sdlv);
#endif

    Printf (PRINT_HIGH, "M_Init: Init miscellaneous info.\n");
    M_Init ();

    Printf (PRINT_HIGH, "R_Init: Init DOOM refresh daemon.\n");
    R_Init ();

    Printf (PRINT_HIGH, "P_Init: Init Playloop state.\n");
    P_InitEffects();	// [ML] Do this here so we don't have to put particle crap in server
    P_Init ();

    Printf (PRINT_HIGH, "S_Init: Setting up sound.\n");
    Printf (PRINT_HIGH, "S_Init: default sfx volume is %g\n", (float)snd_sfxvolume);
    Printf (PRINT_HIGH, "S_Init: default music volume is %g\n", (float)snd_musicvolume);
    S_Init (snd_sfxvolume, snd_musicvolume);

    I_FinishClockCalibration ();

    Printf (PRINT_HIGH, "D_CheckNetGame: Checking network game status.\n");
    D_CheckNetGame ();

    Printf (PRINT_HIGH, "ST_Init: Init status bar.\n");
    ST_Init ();

    // [RH] Initialize items. Still only used for the give command. :-(
    InitItems ();

    // [RH] Lock any cvars that should be locked now that we're
    // about to begin the game.
    cvar_t::EnableNoSet ();

    // [RH] Now that all game subsystems have been initialized,
    // do all commands on the command line other than +set
    C_ExecCmdLineParams (false, false);

    Printf_Bold("\n\35\36\36\36\36 Odamex Client Initialized \36\36\36\36\37\n");
    if(gamestate != GS_CONNECTING)
        Printf(PRINT_HIGH, "Type connect <address> or use the Odamex Launcher to connect to a game.\n");
    Printf(PRINT_HIGH, "\n");

    setmodeneeded = false; // [Fly] we don't need to set a video mode here!
    //gamestate = GS_FULLCONSOLE;

    // [SL] allow the user to pass the name of a netdemo as the first argument.
    // This allows easy launching of netdemos from Windows Explorer or other GUIs.

    // [Xyltol]
    if (Args.GetArg(1))
    {
        std::string demoarg = Args.GetArg(1);
        if (demoarg.find(".odd") != std::string::npos)
            CL_NetDemoPlay(demoarg);
    }

    p = Args.CheckParm("-netplay");
    if (p)
    {
        if (Args.GetArg(p + 1))
        {
            std::string filename = Args.GetArg(p + 1);
            CL_NetDemoPlay(filename);
        }
        else
        {
            Printf(PRINT_HIGH, "No netdemo filename specified.\n");
        }
    }

    // denis - bring back the demos
    if ( gameaction != ga_loadgame )
    {
        if (autostart || netgame || singledemo)
        {
            if (singledemo)
                G_DoPlayDemo();
            else
            {
                if(autostart)
                {
                    // single player warp (like in g_level)
                    serverside = true;
                    sv_allowexit = "1";
                    sv_freelook = "1";
                    sv_allowjump = "1";
                    sv_allowredscreen = "1";
                    sv_gametype = GM_COOP;

                    players.clear();
                    players.push_back(player_t());
                    players.back().playerstate = PST_REBORN;
                    consoleplayer_id = displayplayer_id = players.back().id = 1;
                }

                G_InitNew (startmap);
                if (autorecord)
                    if (G_RecordDemo(demorecordfile.c_str()))
                        G_BeginRecording();
            }
        }
        else
        {
            if (gamestate != GS_CONNECTING)
                gamestate = GS_HIDECONSOLE;

            C_ToggleConsole();

            D_StartTitle (); // start up intro loop
        }
    }

    // denis - this will run a demo and quit
    p = Args.CheckParm ("+demotest");
    if (p && p < Args.NumArgs()-1)
    {
        demotest = 1;
        defdemoname = Args.GetArg (p+1);
        G_DoPlayDemo();

        while(demoplayback)
        {
            DObject::BeginFrame ();
            G_Ticker();
            DObject::EndFrame ();
            gametic++;
        }
    }
    else
    {
        demotest = 0;
        D_DoomLoop ();		// never returns
    }
}
コード例 #3
0
ファイル: g_game.cpp プロジェクト: JohnnyonFlame/odamex
void G_Ticker (void)
{
	int 		buf;
	gamestate_t	oldgamestate;
	size_t i;

	// Run client tics;
	CL_RunTics ();

	// do player reborns if needed
	if(serverside)
		for (i = 0; i < players.size(); i++)
			if (players[i].ingame() && players[i].playerstate == PST_REBORN)
				G_DoReborn (players[i]);

	// do things to change the game state
	oldgamestate = gamestate;
	while (gameaction != ga_nothing)
	{
		switch (gameaction)
		{
		case ga_loadlevel:
			G_DoLoadLevel (-1);
			break;
		case ga_newgame:
			G_DoNewGame ();
			break;
		case ga_loadgame:
			gameaction = ga_nothing;
			break;
		case ga_savegame:
			gameaction = ga_nothing;
			break;
		case ga_playdemo:
			G_DoPlayDemo ();
			break;
		case ga_completed:
			G_DoCompleted ();
			break;
		case ga_victory:
		    gameaction = ga_nothing;
			break;
		case ga_worlddone:
			G_DoWorldDone ();
			break;
		case ga_screenshot:
			I_ScreenShot(shotfile.c_str());
			gameaction = ga_nothing;
			break;
		case ga_fullconsole:
			C_FullConsole ();
			gameaction = ga_nothing;
			break;
		case ga_nothing:
			break;
		}
		C_AdjustBottom ();
	}

    // get commands
    buf = gametic%BACKUPTICS;
	memcpy (&consoleplayer().cmd, &consoleplayer().netcmds[buf], sizeof(ticcmd_t));

    static int realrate = 0;
    int packet_size;

	if (demoplayback)
		G_ReadDemoTiccmd(); // play all player commands
	if (demorecording)
		G_WriteDemoTiccmd(); // read in all player commands

    if (connected)
    {
       while ((packet_size = NET_GetPacket()) )
       {
		   // denis - don't accept candy from strangers
		   if(!NET_CompareAdr(serveraddr, net_from))
			  break;

           realrate += packet_size;
		   last_received = gametic;
		   noservermsgs = false;

		   CL_ReadPacketHeader();
           CL_ParseCommands();

		   if (gameaction == ga_fullconsole) // Host_EndGame was called
			   return;
       }

       if (!(gametic%TICRATE))
       {
          netin = realrate;
          realrate = 0;
       }

       if (!noservermsgs)
		   CL_SendCmd();  // send console commands to the server

       CL_SaveCmd();      // save console commands

       if (!(gametic%TICRATE))
       {
           netout = outrate;
           outrate = 0;
       }

	   if (gametic - last_received > 65)
		   noservermsgs = true;
	}
	else if (NET_GetPacket() )
	{
		// denis - don't accept candy from strangers
		if((gamestate == GS_DOWNLOAD || gamestate == GS_CONNECTING)
			&& NET_CompareAdr(serveraddr, net_from))
		{
			int type = MSG_ReadLong();

			if(type == CHALLENGE)
			{
				CL_PrepareConnect();
			}
			else if(type == 0)
			{
				if (!CL_Connect())
					memset (&serveraddr, 0, sizeof(serveraddr));

				connecttimeout = 0;
			}
			else
			{
				// we are already connected to this server, quit first
				MSG_WriteMarker(&net_buffer, clc_disconnect);
				NET_SendPacket(net_buffer, serveraddr);
			}
		}
	}

	// check for special buttons
	if(serverside && consoleplayer().ingame())
    {
		player_t &player = consoleplayer();

		if (player.cmd.ucmd.buttons & BT_SPECIAL)
		{
			switch (player.cmd.ucmd.buttons & BT_SPECIALMASK)
			{
			  case BTS_PAUSE:
				paused ^= 1;
				if (paused)
					S_PauseSound ();
				else
					S_ResumeSound ();
				break;

			  case BTS_SAVEGAME:
				if (!savedescription[0])
					strcpy (savedescription, "NET GAME");
				savegameslot =  (player.cmd.ucmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
				gameaction = ga_savegame;
				break;
			}
		}
    }
コード例 #4
0
ファイル: g_game.c プロジェクト: GhostlyDeath/chocolate-doom
void G_Ticker(void)
{
    int i, buf;
    ticcmd_t *cmd = NULL;

//
// do player reborns if needed
//
    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i] && players[i].playerstate == PST_REBORN)
            G_DoReborn(i);

//
// do things to change the game state
//
    while (gameaction != ga_nothing)
    {
        switch (gameaction)
        {
            case ga_loadlevel:
                G_DoLoadLevel();
                break;
            case ga_newgame:
                G_DoNewGame();
                break;
            case ga_loadgame:
                G_DoLoadGame();
                break;
            case ga_savegame:
                G_DoSaveGame();
                break;
            case ga_playdemo:
                G_DoPlayDemo();
                break;
            case ga_screenshot:
                V_ScreenShot("HTIC%02i.%s");
                gameaction = ga_nothing;
                break;
            case ga_completed:
                G_DoCompleted();
                break;
            case ga_worlddone:
                G_DoWorldDone();
                break;
            case ga_victory:
                F_StartFinale();
                break;
            default:
                break;
        }
    }


//
// get commands, check consistancy, and build new consistancy check
//
    //buf = gametic%BACKUPTICS;
    buf = (gametic / ticdup) % BACKUPTICS;

    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i])
        {
            cmd = &players[i].cmd;

            memcpy(cmd, &netcmds[i], sizeof(ticcmd_t));

            if (demoplayback)
                G_ReadDemoTiccmd(cmd);
            if (demorecording)
                G_WriteDemoTiccmd(cmd);

            if (netgame && !(gametic % ticdup))
            {
                if (gametic > BACKUPTICS
                    && consistancy[i][buf] != cmd->consistancy)
                {
                    I_Error("consistency failure (%i should be %i)",
                            cmd->consistancy, consistancy[i][buf]);
                }
                if (players[i].mo)
                    consistancy[i][buf] = players[i].mo->x;
                else
                    consistancy[i][buf] = rndindex;
            }
        }

//
// check for special buttons
//
    for (i = 0; i < MAXPLAYERS; i++)
        if (playeringame[i])
        {
            if (players[i].cmd.buttons & BT_SPECIAL)
            {
                switch (players[i].cmd.buttons & BT_SPECIALMASK)
                {
                    case BTS_PAUSE:
                        paused ^= 1;
                        if (paused)
                        {
                            S_PauseSound();
                        }
                        else
                        {
                            S_ResumeSound();
                        }
                        break;

                    case BTS_SAVEGAME:
                        if (!savedescription[0])
                        {
                            if (netgame)
                            {
                                M_StringCopy(savedescription,
                                             DEH_String("NET GAME"),
                                             sizeof(savedescription));
                            }
                            else
                            {
                                M_StringCopy(savedescription,
                                             DEH_String("SAVE GAME"),
                                             sizeof(savedescription));
                            }
                        }
                        savegameslot =
                            (players[i].cmd.
                             buttons & BTS_SAVEMASK) >> BTS_SAVESHIFT;
                        gameaction = ga_savegame;
                        break;
                }
            }
        }
    // turn inventory off after a certain amount of time
    if (inventory && !(--inventoryTics))
    {
        players[consoleplayer].readyArtifact =
            players[consoleplayer].inventory[inv_ptr].type;
        inventory = false;
        cmd->arti = 0;
    }
//
// do main actions
//
//
// do main actions
//
    switch (gamestate)
    {
        case GS_LEVEL:
            P_Ticker();
            SB_Ticker();
            AM_Ticker();
            CT_Ticker();
            break;
        case GS_INTERMISSION:
            IN_Ticker();
            break;
        case GS_FINALE:
            F_Ticker();
            break;
        case GS_DEMOSCREEN:
            D_PageTicker();
            break;
    }
}