コード例 #1
0
/**
**  Game main loop.
**
**  Unit actions.
**  Missile actions.
**  Players (AI).
**  Cyclic events (color cycle,...)
**  Display update.
**  Input/Network/Sound.
*/
void GameMainLoop()
{
	const EventCallback *old_callbacks;

	InitGameCallbacks();

	old_callbacks = GetCallbacks();
	SetCallbacks(&GameCallbacks);

	SetVideoSync();
	GameCursor = UI.Point.Cursor;
	GameRunning = true;

	CParticleManager::init();

#ifdef REALVIDEO
	RealVideoSyncSpeed = VideoSyncSpeed;
#endif

	CclCommand("if (GameStarting ~= nil) then GameStarting() end");

	MultiPlayerReplayEachCycle();

	SingleGameLoop();

	//
	// Game over
	//
	if (GameResult == GameExit) {
		Exit(0);
		return;
	}

#ifdef REALVIDEO
	if (FastForwardCycle > GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
#endif
	NetworkQuitGame();
	EndReplayLog();

	GameCycle = 0;//????
	CParticleManager::exit();
	FlagRevealMap = 0;
	ReplayRevealMap = 0;
	GamePaused = false;
	GodMode = false;

	SetCallbacks(old_callbacks);
}
コード例 #2
0
ファイル: ActorVehicle.cpp プロジェクト: OLR-xray/XRay-NEW
void CActor::detach_Vehicle()
{
	if(!m_holder) return;
	CCar* car=smart_cast<CCar*>(m_holder);
	if(!car)return;
	CPHShellSplitterHolder*sh= car->PPhysicsShell()->SplitterHolder();
	if(sh)sh->Deactivate();
	if(!character_physics_support()->movement()->ActivateBoxDynamic(0))
	{
		if(sh)sh->Activate();
		return;
	}
	if(sh)sh->Activate();
	m_holder->detach_Actor();//

	character_physics_support()->movement()->SetPosition(m_holder->ExitPosition());
	character_physics_support()->movement()->SetVelocity(m_holder->ExitVelocity());

	r_model_yaw=-m_holder->Camera()->yaw;
	r_torso.yaw=r_model_yaw;
	r_model_yaw_dest=r_model_yaw;
	m_holder=NULL;
	SetCallbacks		();
	CKinematicsAnimated* V= smart_cast<CKinematicsAnimated*>(Visual()); R_ASSERT(V);
	V->PlayCycle		(m_anims->m_normal.legs_idle);
	V->PlayCycle		(m_anims->m_normal.m_torso_idle);
	m_holderID=u16(-1);

//.	SetWeaponHideState(whs_CAR, FALSE);
	SetWeaponHideState(INV_STATE_CAR, false);
}
コード例 #3
0
ファイル: PHShellActivate.cpp プロジェクト: 2asoft/xray
void CPHShell::Activate(const Fmatrix &transform,const Fvector& lin_vel,const Fvector& ang_vel,bool disable){

	if(isActive())return;
	activate(disable);

	ELEMENT_I i;
	mXFORM.set(transform);
	for(i=elements.begin();elements.end() != i;++i){
		(*i)->Activate(transform,lin_vel, ang_vel);
	}
	
	{
		JOINT_I i=joints.begin(),e=joints.end();
		for(;i!=e;++i) (*i)->Activate();
	}	

	if(PKinematics())
	{
		SetCallbacks( );
	}
	spatial_register();
	//bActive=true;
	//bActivating=true;
	m_flags.set(flActivating,TRUE);
	m_flags.set(flActive,TRUE);
/////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////
	//mXFORM.set(transform);
	//Activate(disable);
	//set_LinearVel(lin_vel);
	//set_AngularVel(ang_vel);

}
コード例 #4
0
ファイル: PHShellActivate.cpp プロジェクト: 2asoft/xray
void CPHShell::Activate(bool disable, bool not_set_bone_callbacks /*= false*/)
{ 
	if(isActive())return;

	activate(disable);
	{		
		IKinematics* K = m_pKinematics;
		if(not_set_bone_callbacks)
				m_pKinematics = 0;
		ELEMENT_I i=elements.begin(),e=elements.end();
			 for(;i!=e;++i)(*i)->Activate(mXFORM,disable);
		m_pKinematics = K;
	}

	{
		JOINT_I i=joints.begin(),e=joints.end();
		for(;i!=e;++i) (*i)->Activate();
	}	
	
	if(PKinematics() && !not_set_bone_callbacks )
	{
		SetCallbacks( );
	}
	spatial_register();
	m_flags.set(flActivating,TRUE);
	m_flags.set(flActive,TRUE);

}
コード例 #5
0
ファイル: utils.cpp プロジェクト: Asmodean-/Ishiiruka
wxMacDataBrowserControl::wxMacDataBrowserControl( wxWindow* peer,
                                                  const wxPoint& pos,
                                                  const wxSize& size,
                                                  long WXUNUSED(style))
                       : wxMacControl( peer )
{
    Rect bounds = wxMacGetBoundsForControl( peer, pos, size );
    OSStatus err = ::CreateDataBrowserControl(
        MAC_WXHWND(peer->MacGetTopLevelWindowRef()),
        &bounds, kDataBrowserListView, &m_controlRef );
    SetReferenceInNativeControl();
    verify_noerr( err );
    if ( gDataBrowserItemCompareUPP == NULL )
        gDataBrowserItemCompareUPP = NewDataBrowserItemCompareUPP(DataBrowserCompareProc);
    if ( gDataBrowserItemDataUPP == NULL )
        gDataBrowserItemDataUPP = NewDataBrowserItemDataUPP(DataBrowserGetSetItemDataProc);
    if ( gDataBrowserItemNotificationUPP == NULL )
    {
        gDataBrowserItemNotificationUPP =
            (DataBrowserItemNotificationUPP) NewDataBrowserItemNotificationWithItemUPP(DataBrowserItemNotificationProc);
    }

    DataBrowserCallbacks callbacks;
    InitializeDataBrowserCallbacks( &callbacks, kDataBrowserLatestCallbacks );

    callbacks.u.v1.itemDataCallback = gDataBrowserItemDataUPP;
    callbacks.u.v1.itemCompareCallback = gDataBrowserItemCompareUPP;
    callbacks.u.v1.itemNotificationCallback = gDataBrowserItemNotificationUPP;
    SetCallbacks( &callbacks );

}
コード例 #6
0
ファイル: DiffBar.cpp プロジェクト: sapient/e
void DiffBar::Swap() {
	for (list<cxMatch>::iterator p = m_matchlist.begin(); p != m_matchlist.end(); ++p) {
		const size_t temp = p->offset1;
		p->offset1 = p->offset2;
		p->offset2 = temp;
	}

	EditorCtrl* temp = m_leftEditor;
	m_leftEditor = m_rightEditor;
	m_rightEditor = temp;

	m_leftStyler.SwapSide();
	m_rightStyler.SwapSide();

	// Re-set the editor callbacks
	SetCallbacks();

	// Re-set document callbacks
	DocumentWrapper& doc1 = m_leftEditor->GetDocument();
	DocumentWrapper& doc2 = m_rightEditor->GetDocument();
	cxLOCKDOC_WRITE(doc1)
		Document& d2 = doc2.GetDoc();
		doc.SetChangeCallback(OnLeftDocumentChanged, this);
		d2.SetChangeCallback(OnRightDocumentChanged, this);
	cxENDLOCK

	TransformMatchlist();
	m_needRedraw = true;
}
コード例 #7
0
ファイル: ncp_buffer.cpp プロジェクト: GiedriusM/openthread
NcpFrameBuffer::NcpFrameBuffer(uint8_t *aBuffer, uint16_t aBufferLen) :
    mBuffer(aBuffer),
    mBufferEnd(aBuffer + aBufferLen),
    mBufferLength(aBufferLen)
{
    otMessageQueueInit(&mMessageQueue);
    otMessageQueueInit(&mWriteFrameMessageQueue);
    SetCallbacks(NULL, NULL, NULL);
    Clear();
}
コード例 #8
0
ファイル: title.cpp プロジェクト: Andrettin/Wyrmgus
/**
**  Show a title image
*/
void TitleScreen::ShowTitleImage()
{
	const EventCallback *old_callbacks = GetCallbacks();
	EventCallback callbacks;

	WaitNoEvent = true;

	callbacks.ButtonPressed = WaitCallbackButtonPressed;
	callbacks.ButtonReleased = WaitCallbackButtonReleased;
	callbacks.MouseMoved = WaitCallbackMouse;
	callbacks.MouseExit = WaitCallbackExit;
	callbacks.KeyPressed = WaitCallbackKeyPressed;
	callbacks.KeyReleased = WaitCallbackKeyReleased;
	callbacks.KeyRepeated = WaitCallbackKeyRepeated;
	//callbacks.NetworkEvent = NetworkEvent;
	callbacks.NetworkEvent = nullptr;

	SetCallbacks(&callbacks);

	CGraphic *g = CGraphic::New(this->File);
	g->Load();
	if (this->StretchImage) {
		g->Resize(Video.Width, Video.Height);
	}

	int timeout = this->Timeout ? this->Timeout * CYCLES_PER_SECOND : -1;

	while (timeout-- && WaitNoEvent) {
		g->DrawClip((Video.Width - g->Width) / 2, (Video.Height - g->Height) / 2);
		this->ShowLabels();

		Invalidate();
		RealizeVideoMemory();
		WaitEventsOneFrame();
	}

	SetCallbacks(old_callbacks);
	CGraphic::Free(g);
}
コード例 #9
0
ファイル: PHShellActivate.cpp プロジェクト: 2asoft/xray
void CPHShell::Activate(const Fmatrix &m0,float dt01,const Fmatrix &m2,bool disable){

	if(isActive())return;
	activate(disable);
//	ELEMENT_I i;
	mXFORM.set(m0);
	//for(i=elements.begin();elements.end() != i;++i){

	//	(*i)->Activate(m0,dt01, m2, disable);
	//}
	
	{		
		ELEMENT_I i=elements.begin(),e=elements.end();
		for(;i!=e;++i)(*i)->Activate(mXFORM,disable);
	}

	{
		JOINT_I i=joints.begin(),e=joints.end();
		for(;i!=e;++i) (*i)->Activate();
	}	
	
	Fmatrix m;
	{
		Fmatrix old_m = mXFORM;//+GetGlobalTransformDynamic update mXFORM;
		GetGlobalTransformDynamic	(&m);
		mXFORM = old_m;
	}
	m.invert();m.mulA_43		(mXFORM);
	TransformPosition(m);
	if(PKinematics())
	{
		SetCallbacks( );
	}

	//bActive=true;
	//bActivating=true;
	m_flags.set(flActive,TRUE);
	m_flags.set(flActivating,TRUE);
	spatial_register();
///////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////
	//mXFORM.set(m0);
	//Activate(disable);
	Fvector lin_vel;
	lin_vel.sub(m2.c,m0.c);
	set_LinearVel(lin_vel);
}
コード例 #10
0
ファイル: WdfDevice.cpp プロジェクト: SPICE/win32-usbdk
NTSTATUS CWdfQueue::Create(CWdfDevice &Device)
{
    WDF_IO_QUEUE_CONFIG      QueueConfig;
    WDF_OBJECT_ATTRIBUTES    Attributes;

    InitConfig(QueueConfig);
    SetCallbacks(QueueConfig);

    WDF_OBJECT_ATTRIBUTES_INIT(&Attributes);
    Attributes.ExecutionLevel = m_ExecutionLevel;

    auto status = Device.AddQueue(QueueConfig, Attributes, m_Queue);
    if (!NT_SUCCESS(status)) {
        TraceEvents(TRACE_LEVEL_ERROR, TRACE_WDFDEVICE, "%!FUNC! failed %!STATUS!", status);
    }

    return status;
}
コード例 #11
0
BOOL TransferManagerDownloadCallback::WaitForHeader(WindowCommander * window_commander)
{
	// Initiate Download, make sure this is a listener for events, also ensure that
	// we are not discarded yet..
	m_window_commander = window_commander;
	SetCallbacks(download_url.Id());
	FramesDocument * doc = document_manager ? document_manager->GetCurrentDoc() : NULL;
	download_url.Load(g_main_message_handler, doc ? doc->GetURL() : URL());
	// reset cached values (strings from url)
	url_name.Empty();
	suggested_filename.Empty();
	suggested_extension.Empty();
	download_filename.Empty();
	file_path_name.Empty();
	host_name.Empty();
	download_to_started = TRUE;

	return TRUE;
}
コード例 #12
0
AccurateSeekTask::AccurateSeekTask(const void* aDecoderID,
                                   AbstractThread* aThread,
                                   MediaDecoderReaderWrapper* aReader,
                                   const SeekTarget& aTarget,
                                   const MediaInfo& aInfo,
                                   const media::TimeUnit& aEnd,
                                   int64_t aCurrentMediaTime)
  : SeekTask(aDecoderID, aThread, aReader, aTarget)
  , mCurrentTimeBeforeSeek(media::TimeUnit::FromMicroseconds(aCurrentMediaTime))
  , mAudioRate(aInfo.mAudio.mRate)
  , mDoneAudioSeeking(!aInfo.HasAudio() || aTarget.IsVideoOnly())
  , mDoneVideoSeeking(!aInfo.HasVideo())
{
  AssertOwnerThread();

  // Bound the seek time to be inside the media range.
  NS_ASSERTION(aEnd.ToMicroseconds() != -1, "Should know end time by now");
  mTarget.SetTime(std::max(media::TimeUnit(), std::min(mTarget.GetTime(), aEnd)));

  // Configure MediaDecoderReaderWrapper.
  SetCallbacks();
}
コード例 #13
0
ファイル: PHShellActivate.cpp プロジェクト: OLR-xray/OLR-3.0
void CPHShell::Activate(bool disable)
{ 
	if(isActive())return;

	activate(disable);
	{		
		ELEMENT_I i=elements.begin(),e=elements.end();
			 for(;i!=e;++i)(*i)->Activate(mXFORM,disable);
	}

	{
		JOINT_I i=joints.begin(),e=joints.end();
		for(;i!=e;++i) (*i)->Activate();
	}	
	
	if(PKinematics())
	{
		SetCallbacks(GetBonesCallback());
	}
	spatial_register();
	m_flags.set(flActivating,TRUE);
	m_flags.set(flActive,TRUE);

}
コード例 #14
0
ファイル: mainloop.cpp プロジェクト: hastinbe/Wyrmgus
/**
**  Game main loop.
**
**  Unit actions.
**  Missile actions.
**  Players (AI).
**  Cyclic events (color cycle,...)
**  Display update.
**  Input/Network/Sound.
*/
void GameMainLoop()
{
	const EventCallback *old_callbacks;

	InitGameCallbacks();

	old_callbacks = GetCallbacks();
	SetCallbacks(&GameCallbacks);

	SetVideoSync();
	GameCursor = UI.Point.Cursor;
	GameRunning = true;

	CParticleManager::init();

#ifdef REALVIDEO
	RealVideoSyncSpeed = VideoSyncSpeed;
#endif

	CclCommand("if (GameStarting ~= nil) then GameStarting() end");

	MultiPlayerReplayEachCycle();
	
	//Wyrmgus start
	//if the person player has no faction, bring up the faction choice interface
	if (!GrandStrategy && ThisPlayer && ThisPlayer->Faction == -1) {
		char buf[256];
		snprintf(buf, sizeof(buf), "if (ChooseFaction ~= nil) then ChooseFaction(\"%s\", \"%s\") end", ThisPlayer->Race != -1 ? PlayerRaces.Name[ThisPlayer->Race].c_str() : "", "");
		CclCommand(buf);
	}
	
	if (!IsNetworkGame() && ThisPlayer && CurrentCustomHero != NULL) {
		Vec2i resPos;
		FindNearestDrop(*CurrentCustomHero->Type, ThisPlayer->StartPos, resPos, LookingW);
		CUnit *custom_hero = MakeUnitAndPlace(resPos, *CurrentCustomHero->Type, ThisPlayer);
		custom_hero->SetCharacter(CurrentCustomHero->GetFullName(), true);	
	}
	//Wyrmgus end

	SingleGameLoop();

	//
	// Game over
	//
	if (GameResult == GameExit) {
		Exit(0);
		return;
	}

#ifdef REALVIDEO
	if (FastForwardCycle > GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
#endif
	NetworkQuitGame();
	EndReplayLog();

	GameCycle = 0;//????
	//Wyrmgus start
	GameTimeOfDay = NoTimeOfDay;
	//Wyrmgus end
	CParticleManager::exit();
	FlagRevealMap = 0;
	ReplayRevealMap = 0;
	GamePaused = false;
	GodMode = false;

	SetCallbacks(old_callbacks);
}
コード例 #15
0
ファイル: mainloop.cpp プロジェクト: k1643/StratagusAI
/**
**  Game main loop.
**
**  Unit actions.
**  Missile actions.
**  Players (AI).
**  Cyclic events (color cycle,...)
**  Display update.
**  Input/Network/Sound.
*/
void GameMainLoop(void)
{
#ifdef DEBUG  // removes the setjmp warnings
	static bool showtip;
#else
	bool showtip;
#endif
	int player;
	int RealVideoSyncSpeed;
	const EventCallback *old_callbacks;

	InitGameCallbacks();

	old_callbacks = GetCallbacks();
	SetCallbacks(&GameCallbacks);

	SetVideoSync();
	GameCursor = UI.Point.Cursor;
	GameRunning = true;

	showtip = false;
	RealVideoSyncSpeed = VideoSyncSpeed;

	MultiPlayerReplayEachCycle();

	// StratagusAI MOD
	GamePaused = true;
	// Minimap.Update();
        
	while (GameRunning) {
		// StratagusAI MOD
		if ((GameCycle - socketInterface->lastPausedCycle) %
				socketInterface->cyclesPerTransition == 0) {
			socketInterface->handleInterface();
			if (socketInterface->warpSpeed)
				FastForwardCycle = GameCycle +
					socketInterface->cyclesPerTransition + 1;
		}

		// Can't find a better place.
		SaveGameLoading = 0;
		//
		// Game logic part
		//
		if (!GamePaused && NetworkInSync && !SkipGameCycle) {
			SinglePlayerReplayEachCycle();
			++GameCycle;
			MultiPlayerReplayEachCycle();
			NetworkCommands(); // Get network commands
			UnitActions();      // handle units
			MissileActions();   // handle missiles
			PlayersEachCycle(); // handle players
			UpdateTimer();      // update game timer

			//
			// Work todo each second.
			// Split into different frames, to reduce cpu time.
			// Increment mana of magic units.
			// Update mini-map.
			// Update map fog of war.
			// Call AI.
			// Check game goals.
			// Check rescue of units.
			//
			switch (GameCycle % CYCLES_PER_SECOND) {
				case 0: // At cycle 0, start all ai players...
					if (GameCycle == 0) {
						for (player = 0; player < NumPlayers; ++player) {
							PlayersEachSecond(player);
						}
					}
					break;
				case 1:
					break;
				case 2:
					break;
				case 3: // minimap update
					UI.Minimap.Update();
					break;
				case 4:
					break;
				case 5:
					break;
				case 6: // overtaking units
					RescueUnits();
					break;
				default:
					// FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7)
					player = (GameCycle % CYCLES_PER_SECOND) - 7;
					Assert(player >= 0);
					if (player < NumPlayers) {
						PlayersEachSecond(player);
					}
			}
		}

		TriggersEachCycle();  // handle triggers
		UpdateMessages();     // update messages

		CheckMusicFinished(); // Check for next song

		//
		// Map scrolling
		//
		DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0);

		if (FastForwardCycle > GameCycle &&
				RealVideoSyncSpeed != VideoSyncSpeed) {
			RealVideoSyncSpeed = VideoSyncSpeed;
			VideoSyncSpeed = 3000;
		}

		// MOD
		if (socketInterface->cyclesPerVideoUpdate != -1 &&
				(GameCycle % socketInterface->cyclesPerVideoUpdate == 0 || GamePaused))
		{
			if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) {
				//FIXME: this might be better placed somewhere at front of the
				// program, as we now still have a game on the background and
				// need to go through the game-menu or supply a map file
				UpdateDisplay();

				//
				// If double-buffered mode, we will display the contains of
				// VideoMemory. If direct mode this does nothing. In X11 it does
				// XFlush
				//
				RealizeVideoMemory();
			}
		}

		if (FastForwardCycle == GameCycle) {
			VideoSyncSpeed = RealVideoSyncSpeed;
		}
		if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) {
			WaitEventsOneFrame();
		}
		if (!NetworkInSync) {
			NetworkRecover(); // recover network
		}
	}

	//
	// Game over
	//
	if (FastForwardCycle > GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
	NetworkQuit();
	EndReplayLog();

	FlagRevealMap = 0;
	ReplayRevealMap = 0;
	GamePaused = false;
	GodMode = false;

	SetCallbacks(old_callbacks);
}
コード例 #16
0
ファイル: mainloop.cpp プロジェクト: kimlavoie/BeepBeepPingus
/**
**  Game main loop.
**
**  Unit actions.
**  Missile actions.
**  Players (AI).
**  Cyclic events (color cycle,...)
**  Display update.
**  Input/Network/Sound.
*/
void GameMainLoop(void)
{
	int player;
	const EventCallback *old_callbacks;

	InitGameCallbacks();

	old_callbacks = GetCallbacks();
	SetCallbacks(&GameCallbacks);

	SetVideoSync();
	GameCursor = UI.Point.Cursor;
	GameRunning = true;

	CParticleManager::init();

	MultiPlayerReplayEachCycle();

	CclCommand("GameStarting()");

	std::ofstream output;
	std::wstring templ;
	firstClock = std::clock();
        templateClock = 0;
	int messageNumber = 1;
	std::ofstream outputEventsPerSec;
	std::ofstream outputNT;
	outputEventsPerSec.open("/tmp/boswarseventspersec.csv",std::ios::out);
   	outputNT.open("/tmp/boswarsclocksperevents.csv",std::ios::out);

	output.open("/tmp/beepbeep.fifo",std::ios::out);

	templ = templ = L"<message>\n"
				L"  <units>\n"
				    L"{% for unit in units.tabunits %}"
				    L"  <unit>\n"
				    L"    <id>{$unit.id}</id>\n"
				    L"    <type>{$unit.type}</type>\n"
				    L"    <isbuilding>{$unit.isbuilding}</isbuilding>\n"
				    L"    <player>{$unit.player}</player>\n"
				    L"    <order>\n"
				    L"      <action>{$unit.action}</action>\n"
				    L"      <goal>{$unit.goal}</goal>\n"
				    L"    </order>\n"
				    L"    <neworder>\n"
				    L"       <action>{$unit.neworder}</action>\n"
				    L"       <goal>{$unit.newgoal}</goal>\n"
				    L"    </neworder>\n"
				    L"  </unit>\n"
				    L"{% endfor %}"
             		   	L"  </units>\n"
				L"<overhead>{$overhead}</overhead>\n"
            		L"</message>\n"; 

	

	while (GameRunning) {

		// Can't find a better place.
		SaveGameLoading = false;
		//
		// Game logic part
		//
		if (!GamePaused && NetworkInSync && !SkipGameCycle) {
			SinglePlayerReplayEachCycle();
			++GameCycle;
			MultiPlayerReplayEachCycle();
			NetworkCommands();  // Get network commands
			UnitActions();      // handle units
			MissileActions();   // handle missiles
			PlayersEachCycle(); // handle players
			UpdateTimer();      // update game timer

			//
			// Work todo each second.
			// Split into different frames, to reduce cpu time.
			// Increment mana of magic units.
			// Update mini-map.
			// Update map fog of war.
			// Call AI.
			// Check game goals.
			// Check rescue of units.
			//
			switch (GameCycle % CYCLES_PER_SECOND) {
				case 0: // At cycle 0, start all ai players...
					if (GameCycle == 0) {
						for (player = 0; player < NumPlayers; ++player) {
							PlayersEachSecond(player);
						}
					}
					break;
				case 1:
					break;
				case 2:
					break;
				case 3: // minimap update
					UI.Minimap.Update();
					break;
				case 4:
					break;
				case 5:
					break;
				case 6: // overtaking units
					RescueUnits();
					break;
				default:
					// FIXME: assume that NumPlayers < (CYCLES_PER_SECOND - 7)
					player = (GameCycle % CYCLES_PER_SECOND) - 7;
					Assert(player >= 0);
					if (player < NumPlayers) {
						PlayersEachSecond(player);
					}
			}

			////////////GET INFORMATION FOR MONITORING!!!////////////////////
			
						

			if(NumUnits > 0)
			{
				std::clock_t littleClock = std::clock();
	
				cpptempl::data_list theUnits;
		    
		    		std::stringstream ss;

				for(int i = 0; i < NumUnits; i++)
				{
					cpptempl::data_map uni;

					/////////ID/////////
					ss.str("");
					ss << Units[i]->Slot;
					std::string theID = ss.str();
					std::wstring wTheID;
					wTheID.assign(theID.begin(),theID.end());
					uni[L"id"] = cpptempl::make_data(wTheID);

					//////UNITTYPE//////
					ss.str("");
					ss << Units[i]->Type->Name;
					std::string theType = ss.str();
					std::wstring wTheType;
					wTheType.assign(theType.begin(),theType.end());
					uni[L"type"] = cpptempl::make_data(wTheType);

					//////ISBUILDING//////
					ss.str("");
					if (Units[i]->Type->Building == 1)
						ss << "true";
					else
						ss << "false";
					std::string theIsBuilding = ss.str();
					std::wstring wTheIsBuilding;
					wTheIsBuilding.assign(theIsBuilding.begin(),theIsBuilding.end());
					uni[L"isbuilding"] = cpptempl::make_data(wTheIsBuilding);

					//////PLAYER//////
					ss.str("");
					ss << Units[i]->Player;
					std::string thePlayer = ss.str();
					std::wstring wThePlayer;
					wThePlayer.assign(thePlayer.begin(),thePlayer.end());
					uni[L"player"] = cpptempl::make_data(wThePlayer);

					//////UnitAction//////
					ss.str("");
					switch(Units[i]->Orders[0]->Action)
					{
					  	case UnitActionNone: ss << "UnitActionNone"; break;
						case UnitActionStill: ss << "UnitActionStill"; break;  
						case UnitActionStandGround: ss << "UnitActionStandGround"; break;
						case UnitActionFollow: ss << "UnitActionFollow"; break;    
						case UnitActionMove: ss << "UnitActionMove"; break;      
						case UnitActionAttack: ss << "UnitActionAttack"; break;   
						case UnitActionAttackGround: ss << "UnitActionAttackGround"; break;
						case UnitActionDie: ss << "UnitActionDie"; break;     

						case UnitActionSpellCast: ss << "UnitActionSpellCast"; break; 

						case UnitActionTrain: ss << "UnitActionTrain"; break;  
						case UnitActionBuilt: ss << "UnitActionBuilt"; break;   
						case UnitActionBoard: ss << "UnitActionBoard"; break;    
						case UnitActionUnload: ss << "UnitActionUnload"; break; 
						case UnitActionPatrol: ss << "UnitActionPatrol"; break; 
						case UnitActionBuild: ss << "UnitActionBuild"; break;

						case UnitActionRepair: ss << "UnitActionRepair"; break; 
						case UnitActionResource: ss << "UnitActionResource"; break;
						default: ss << "None";  
					}

					std::string theAction = ss.str();
					std::wstring wTheAction;
					wTheAction.assign(theAction.begin(),theAction.end());
					uni[L"action"] = cpptempl::make_data(wTheAction);

					//////UnitGoal//////
					ss.str("");
					if(Units[i]->Orders[0]->Goal != NULL)
						ss << Units[i]->Orders[0]->Goal->Slot;
					else
						ss << "None";
					std::string theGoal = ss.str();
					std::wstring wTheGoal;
					wTheGoal.assign(theGoal.begin(),theGoal.end());
					uni[L"goal"] = cpptempl::make_data(wTheGoal);

					///////NEW ORDER/////////
					ss.str("");
					switch(Units[i]->NewOrder.Action)
					{
					  	case UnitActionNone: ss << "UnitActionNone"; break;
						case UnitActionStill: ss << "UnitActionStill"; break;  
						case UnitActionStandGround: ss << "UnitActionStandGround"; break;
						case UnitActionFollow: ss << "UnitActionFollow"; break;    
						case UnitActionMove: ss << "UnitActionMove"; break;      
						case UnitActionAttack: ss << "UnitActionAttack"; break;   
						case UnitActionAttackGround: ss << "UnitActionAttackGround"; break;
						case UnitActionDie: ss << "UnitActionDie"; break;     

						case UnitActionSpellCast: ss << "UnitActionSpellCast"; break; 

						case UnitActionTrain: ss << "UnitActionTrain"; break;  
						case UnitActionBuilt: ss << "UnitActionBuilt"; break;   
						case UnitActionBoard: ss << "UnitActionBoard"; break;    
						case UnitActionUnload: ss << "UnitActionUnload"; break; 
						case UnitActionPatrol: ss << "UnitActionPatrol"; break; 
						case UnitActionBuild: ss << "UnitActionBuild"; break;

						case UnitActionRepair: ss << "UnitActionRepair"; break; 
						case UnitActionResource: ss << "UnitActionResource"; break;
						default: ss << "None";  
					}

					std::string theNewOrder = ss.str();
					std::wstring wTheNewOrder;
					wTheNewOrder.assign(theNewOrder.begin(),theNewOrder.end());
					uni[L"neworder"] = cpptempl::make_data(wTheNewOrder);

					//////NEW GOAL//////
					ss.str("");
					if(Units[i]->NewOrder.Goal != NULL)
						ss << Units[i]->NewOrder.Goal->Slot;
					else
						ss << "None";
					std::string theNewGoal = ss.str();
					std::wstring wTheNewGoal;
					wTheNewGoal.assign(theNewGoal.begin(),theNewGoal.end());
					uni[L"newgoal"] = cpptempl::make_data(wTheNewGoal);
			
					theUnits.push_back((cpptempl::make_data(uni)));
				}
				

				cpptempl::data_map lesUnits;
		    		lesUnits[L"tabunits"] = cpptempl::make_data(theUnits);

				// Now set this in the data map
				cpptempl::data_map data;
				data[L"units"] = cpptempl::make_data(lesUnits);

				//////////////////TIMESTAMP/////////////////////////
				std::clock_t t = std::clock() - firstClock;
				double timeStamp = ((double)t/(double)CLOCKS_PER_SEC);
				ss.str("");
				ss << std::setprecision(8) << timeStamp;
				std::string sTimeStamp = ss.str();
				std::string gnuPlotStringT = ss.str();
				std::wstring wTimeStamp;
				wTimeStamp.assign(sTimeStamp.begin(),sTimeStamp.end());
				data[L"timestamp"] = cpptempl::make_data(wTimeStamp);

				///OVERHEAD/////
				templateClock += std::clock()-littleClock;
				long double overhead = (long double)templateClock / ((long double)std::clock()-(long double)firstClock)*(long double)100.0;
				ss.str("");
				ss << std::setprecision(10) << overhead;
				std::string sOverhead = ss.str();
				std::wstring wOverhead;
				wOverhead.assign(sOverhead.begin(),sOverhead.end());
				data[L"overhead"] = cpptempl::make_data(wOverhead);
				std::cout << overhead << "% overhead\n";
				//std::cout << std::clock() << " clocl\n";

				/////////////////MESSAGENUMBER/////////////////////////<
			        ss.str("");
			        ss << messageNumber;
			        std::string gnuPlotStringN = ss.str();
			        std::string sMessageNumber = ss.str();
			        std::wstring wMessageNumber;
			        wMessageNumber.assign(sMessageNumber.begin(),sMessageNumber.end());
			        data[L"messagenumber"] = cpptempl::make_data(wMessageNumber);

				std::wstring result = cpptempl::parse(templ, data);
				
				ss.str("");
				
				double templateTime = ((double)templateClock/(double)CLOCKS_PER_SEC)*(double)1000;
				ss << std::setprecision(8) << templateTime;
				std::string templTime = ss.str();				
				
				double totalT = ((std::clock()-firstClock)/(double)CLOCKS_PER_SEC);
				std::cout << totalT << "totaltime\n";
				std::cout << CYCLES_PER_SECOND << "cycles\n";
				std::string s;
		    		s.assign(result.begin(), result.end());
				
				if (messageNumber == 1)
				{
					std::ofstream traceoutput;
					traceoutput.open("/tmp/traceout.xml",std::ios::out);
					traceoutput << s;
					traceoutput.close();
				}

				messageNumber++;

				/////STATS/////
								

				output << s;
		
				std::string out = gnuPlotStringN + "," + gnuPlotStringT + "\n";
				outputEventsPerSec << out;
		
				//OutputNT
				//std::string theT;
				out = "";
				//ss.str("");
				//ss << templTime;
				//theT = ss.str();
				out = templTime + "," + gnuPlotStringN + "\n";
				outputNT << out;
				
			}
			/////////////////////////////////////////////////////////////////
		}

		TriggersEachCycle();      // handle triggers
		UpdateMessages();         // update messages
		ParticleManager.update(); // handle particles

		CheckMusicFinished();     // Check for next song

		//
		// Map scrolling
		//
		DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0);

		if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) {
			//FIXME: this might be better placed somewhere at front of the
			// program, as we now still have a game on the background and
			// need to go through the game-menu or supply a map file
			UpdateDisplay();

			//
			// If double-buffered mode, we will display the contains of
			// VideoMemory. If direct mode this does nothing. In X11 it does
			// XFlush
			//
			RealizeVideoMemory();
		}

		if (FastForwardCycle <= GameCycle || !(GameCycle & 0x3f)) {
			WaitEventsOneFrame();
		}
		if (!NetworkInSync) {
			NetworkRecover(); // recover network
		}

		
	}

	output.close();
	outputNT.close();
    	outputEventsPerSec.close();
	//
	// Game over
	//
	NetworkQuit();
	EndReplayLog();

	CParticleManager::exit();

	FlagRevealMap = 0;
	ReplayRevealMap = 0;
	GamePaused = false;
	GodMode = false;

	SetCallbacks(old_callbacks);
}
コード例 #17
0
ファイル: movie.cpp プロジェクト: infsega/boswars-playbook
/**
**  Play a video file.
**
**  @param name   Filename of movie file.
**
**  @return       Non-zero if file isn't a supported movie.
*/
int PlayMovie(const std::string &name)
{
    OggData data;
    CFile f;
    SDL_Rect rect;
    SDL_Overlay *yuv_overlay;
    CSample *sample;
    const EventCallback *old_callbacks;
    EventCallback callbacks;
    unsigned int start_ticks;
    int need_data;
    int diff;
    char buffer[PATH_MAX];

    LibraryFileName(name.c_str(), buffer, sizeof(buffer));

    if (f.open(buffer, CL_OPEN_READ) == -1) {
        fprintf(stderr, "Can't open file `%s'\n", name.c_str());
        return -1;
    }

    memset(&data, 0, sizeof(data));
    if (OggInit(&f, &data) || !data.video) {
        OggFree(&data);
        f.close();
        return -1;
    }

    data.File = &f;

    if (data.tinfo.frame_width * 300 / 4 > data.tinfo.frame_height * 100) {
        rect.w = Video.Width;
        rect.h = Video.Width * data.tinfo.frame_height / data.tinfo.frame_width;
        rect.x = 0;
        rect.y = (Video.Height - rect.h) / 2;
    } else {
        rect.w = Video.Height * data.tinfo.frame_width / data.tinfo.frame_height;
        rect.h = Video.Height;
        rect.x = (Video.Width - rect.w) / 2;
        rect.y = 0;
    }

    yuv_overlay = SDL_CreateYUVOverlay(data.tinfo.frame_width,
                                       data.tinfo.frame_height, SDL_YV12_OVERLAY, TheScreen);

    if (yuv_overlay == NULL) {
        fprintf(stderr, "SDL_CreateYUVOverlay: %s\n", SDL_GetError());
        OggFree(&data);
        f.close();
        return 0;
    }

    StopMusic();
    if ((sample = LoadVorbis(buffer, PlayAudioStream))) {
        if ((sample->Channels != 1 && sample->Channels != 2) ||
                sample->SampleSize != 16) {
            fprintf(stderr, "Unsupported sound format in movie\n");
            delete sample;
            SDL_FreeYUVOverlay(yuv_overlay);
            OggFree(&data);
            f.close();
            return 0;
        }
        PlayMusic(sample);
    }

    callbacks.ButtonPressed = MovieCallbackButtonPressed;
    callbacks.ButtonReleased = MovieCallbackButtonReleased;
    callbacks.MouseMoved = MovieCallbackMouseMove;
    callbacks.MouseExit = MovieCallbackMouseExit;
    callbacks.KeyPressed = MovieCallbackKeyPressed;
    callbacks.KeyReleased = MovieCallbackKeyReleased;
    callbacks.KeyRepeated = MovieCallbackKeyRepeated;
    callbacks.NetworkEvent = NetworkEvent;

    old_callbacks = GetCallbacks();
    SetCallbacks(&callbacks);

    Invalidate();
    RealizeVideoMemory();

    MovieStop = false;
    start_ticks = SDL_GetTicks();
    need_data = 1;
    while (!MovieStop) {
        if (need_data) {
            if (TheoraProcessData(&data)) {
                break;
            }
            need_data = 0;
        }

        diff = SDL_GetTicks() - start_ticks - static_cast<int>(
                   theora_granule_time(&data.tstate, data.tstate.granulepos) * 1000);

        if (diff > 100) {
            // too far behind, skip some frames
            need_data = 1;
            continue;
        }
        if (diff > 0) {
            OutputTheora(&data, yuv_overlay, &rect);
            need_data = 1;
        }

        WaitEventsOneFrame();
    }

    StopMusic();
    SDL_FreeYUVOverlay(yuv_overlay);

    OggFree(&data);
    f.close();

    SetCallbacks(old_callbacks);

    return 0;
}
コード例 #18
0
ファイル: ncp_buffer.cpp プロジェクト: GiedriusM/openthread
NcpFrameBuffer::~NcpFrameBuffer()
{
    SetCallbacks(NULL, NULL, NULL);
    Clear();
}
コード例 #19
0
ファイル: movie.cpp プロジェクト: KroArtem/Wyrmgus
/**
**  Play a video file.
**
**  @param name   Filename of movie file.
**
**  @return       Non-zero if file isn't a supported movie.
*/
int PlayMovie(const std::string &name)
{
	int videoWidth, videoHeight;
#if defined(USE_OPENGL) || defined(USE_GLES)
	videoWidth  = Video.ViewportWidth;
	videoHeight = Video.ViewportHeight;
#else
	videoWidth  = Video.Width;
	videoHeight = Video.Height;
#endif

	const std::string filename = LibraryFileName(name.c_str());

	CFile f;
	if (f.open(filename.c_str(), CL_OPEN_READ) == -1) {
		fprintf(stderr, "Can't open file '%s'\n", name.c_str());
		return 0;
	}

	OggData data;
	memset(&data, 0, sizeof(data));
	if (OggInit(&f, &data) || !data.video) {
		OggFree(&data);
		f.close();
		return -1;
	}

	data.File = &f;
	SDL_Rect rect;

	if (data.tinfo.frame_width * 300 / 4 > data.tinfo.frame_height * 100) {
		rect.w = videoWidth;
		rect.h = videoWidth * data.tinfo.frame_height / data.tinfo.frame_width;
		rect.x = 0;
		rect.y = (videoHeight - rect.h) / 2;
	} else {
		rect.w = videoHeight * data.tinfo.frame_width / data.tinfo.frame_height;
		rect.h = videoHeight;
		rect.x = (videoWidth - rect.w) / 2;
		rect.y = 0;
	}

#ifdef USE_OPENGL
	// When SDL_OPENGL is used, it is not possible to call SDL_CreateYUVOverlay, so turn temporary OpenGL off
	// With GLES is all ok
	if (UseOpenGL) {
		SDL_SetVideoMode(Video.ViewportWidth, Video.ViewportHeight, Video.Depth, SDL_GetVideoSurface()->flags & ~SDL_OPENGL);
	}
#endif

	SDL_FillRect(SDL_GetVideoSurface(), NULL, 0);
	Video.ClearScreen();
	SDL_Overlay *yuv_overlay = SDL_CreateYUVOverlay(data.tinfo.frame_width, data.tinfo.frame_height, SDL_YV12_OVERLAY, TheScreen);

	if (yuv_overlay == NULL) {
		fprintf(stderr, "SDL_CreateYUVOverlay: %s\n", SDL_GetError());
		OggFree(&data);
		f.close();
		return 0;
	}

	StopMusic();
	CSample *sample = LoadVorbis(filename.c_str(), PlayAudioStream);
	if (sample) {
		if ((sample->Channels != 1 && sample->Channels != 2) || sample->SampleSize != 16) {
			fprintf(stderr, "Unsupported sound format in movie\n");
			delete sample;
			SDL_FreeYUVOverlay(yuv_overlay);
			OggFree(&data);
			f.close();
			return 0;
		}
		PlayMusic(sample);
	}

	EventCallback callbacks;

	callbacks.ButtonPressed = MovieCallbackButtonPressed;
	callbacks.ButtonReleased = MovieCallbackButtonReleased;
	callbacks.MouseMoved = MovieCallbackMouseMove;
	callbacks.MouseExit = MovieCallbackMouseExit;
	callbacks.KeyPressed = MovieCallbackKeyPressed;
	callbacks.KeyReleased = MovieCallbackKeyReleased;
	callbacks.KeyRepeated = MovieCallbackKeyRepeated;
	callbacks.NetworkEvent = NetworkEvent;

	const EventCallback *old_callbacks = GetCallbacks();
	SetCallbacks(&callbacks);

	Invalidate();
	RealizeVideoMemory();

	MovieStop = false;
	const unsigned int start_ticks = SDL_GetTicks();
	bool need_data = true;
	while (!MovieStop) {
		if (need_data) {
			if (TheoraProcessData(&data)) {
				break;
			}
			need_data = false;
		}

		const int diff = SDL_GetTicks() - start_ticks
						 - static_cast<int>(theora_granule_time(&data.tstate, data.tstate.granulepos) * 1000);

		if (diff > 100) {
			// too far behind, skip some frames
			need_data = true;
			continue;
		}
		if (diff > 0) {
			OutputTheora(&data, yuv_overlay, &rect);
			need_data = true;
		}

		WaitEventsOneFrame();
	}

	StopMusic();
	SDL_FreeYUVOverlay(yuv_overlay);

	OggFree(&data);
	f.close();

#ifdef USE_OPENGL
	if (UseOpenGL) {
		SDL_SetVideoMode(Video.ViewportWidth, Video.ViewportHeight, Video.Depth, SDL_GetVideoSurface()->flags | SDL_OPENGL);
		ReloadOpenGL();
	}
#endif

	SetCallbacks(old_callbacks);

	return 0;
}
コード例 #20
0
/**
**  Game main loop.
**
**  Unit actions.
**  Missile actions.
**  Players (AI).
**  Cyclic events (color cycle,...)
**  Display update.
**  Input/Network/Sound.
*/
void GameMainLoop()
{
	const EventCallback *old_callbacks;

	InitGameCallbacks();

	old_callbacks = GetCallbacks();
	SetCallbacks(&GameCallbacks);

	SetVideoSync();
	GameCursor = UI.Point.Cursor;
	//Wyrmgus start
	GameEstablishing = false;
	//Wyrmgus end
	GameRunning = true;

	CParticleManager::init();

#ifdef REALVIDEO
	RealVideoSyncSpeed = VideoSyncSpeed;
#endif

	CclCommand("if (GameStarting ~= nil) then GameStarting() end");

	MultiPlayerReplayEachCycle();
	
	//Wyrmgus start
	if (GameCycle == 0) { // so that these don't trigger when loading a saved game
		if (CurrentCampaign != NULL) {
			for (int i = 0; i < NumPlayers; ++i) {
				if (Players[i].Type != PlayerNobody && Players[i].Race != 0 && Players[i].Faction != -1) {
					if (CurrentCampaign->StartDate.year) {
						CCivilization *civilization = PlayerRaces.Civilizations[Players[i].Race];
						CFaction *faction = PlayerRaces.Factions[Players[i].Race][Players[i].Faction];
						
						for (std::map<std::string, std::map<CDate, bool>>::iterator iterator = civilization->HistoricalUpgrades.begin(); iterator != civilization->HistoricalUpgrades.end(); ++iterator) {
							int upgrade_id = UpgradeIdByIdent(iterator->first);
							if (upgrade_id == -1) {
								fprintf(stderr, "Upgrade \"%s\" doesn't exist.\n", iterator->first.c_str());
								continue;
							}
							for (std::map<CDate, bool>::reverse_iterator second_iterator = iterator->second.rbegin(); second_iterator != iterator->second.rend(); ++second_iterator) {
								if (second_iterator->first.year == 0 || CurrentCampaign->StartDate >= second_iterator->first) {
									if (second_iterator->second && UpgradeIdentAllowed(Players[i], iterator->first.c_str()) != 'R') {
										UpgradeAcquire(Players[i], AllUpgrades[upgrade_id]);
									} else if (!second_iterator->second) {
										break;
									}
								}
							}
						}
						
						for (std::map<std::string, std::map<CDate, bool>>::iterator iterator = faction->HistoricalUpgrades.begin(); iterator != faction->HistoricalUpgrades.end(); ++iterator) {
							int upgrade_id = UpgradeIdByIdent(iterator->first);
							if (upgrade_id == -1) {
								fprintf(stderr, "Upgrade \"%s\" doesn't exist.\n", iterator->first.c_str());
								continue;
							}
							for (std::map<CDate, bool>::reverse_iterator second_iterator = iterator->second.rbegin(); second_iterator != iterator->second.rend(); ++second_iterator) {
								if (second_iterator->first.year == 0 || CurrentCampaign->StartDate >= second_iterator->first) {
									if (second_iterator->second && UpgradeIdentAllowed(Players[i], iterator->first.c_str()) != 'R') {
										UpgradeAcquire(Players[i], AllUpgrades[upgrade_id]);
									} else if (!second_iterator->second) {
										break;
									}
								}
							}
						}

						for (std::map<std::pair<int, CFaction *>, int>::iterator iterator = faction->HistoricalDiplomacyStates.begin(); iterator != faction->HistoricalDiplomacyStates.end(); ++iterator) { //set the appropriate historical diplomacy states to other factions
							if (iterator->second == 0 || CurrentCampaign->StartDate.year >= iterator->first.first) {
								CPlayer *diplomacy_state_player = GetFactionPlayer(iterator->first.second);
								if (diplomacy_state_player) {
									CommandDiplomacy(i, iterator->second, diplomacy_state_player->Index);
									CommandDiplomacy(diplomacy_state_player->Index, iterator->second, i);
									if (iterator->second == DiplomacyAllied) {
										CommandSharedVision(i, true, diplomacy_state_player->Index);
										CommandSharedVision(diplomacy_state_player->Index, true, i);
									}
								}
							}
						}

						for (std::map<std::pair<CDate, int>, int>::iterator iterator = faction->HistoricalResources.begin(); iterator != faction->HistoricalResources.end(); ++iterator) { //set the appropriate historical resource quantities
							if (iterator->second == 0 || CurrentCampaign->StartDate >= iterator->first.first) {
								Players[i].SetResource(iterator->first.second, iterator->second);
							}
						}
					}
				}
			}
	
			if (CurrentCampaign->StartEffects) {
				CurrentCampaign->StartEffects->pushPreamble();
				CurrentCampaign->StartEffects->run();
			}
		}
		
		//if the person player has no faction, bring up the faction choice interface
		if (!GrandStrategy && ThisPlayer && ThisPlayer->Faction == -1) {
			char buf[256];
			snprintf(buf, sizeof(buf), "if (ChooseFaction ~= nil) then ChooseFaction(\"%s\", \"%s\") end", ThisPlayer->Race != -1 ? PlayerRaces.Name[ThisPlayer->Race].c_str() : "", "");
			CclCommand(buf);
		}
		
		if (!IsNetworkGame() && ThisPlayer && CurrentCustomHero != NULL) {
			Vec2i resPos;
			FindNearestDrop(*CurrentCustomHero->Type, ThisPlayer->StartPos, resPos, LookingW, ThisPlayer->StartMapLayer);
			CUnit *custom_hero = MakeUnitAndPlace(resPos, *CurrentCustomHero->Type, ThisPlayer, ThisPlayer->StartMapLayer);
			custom_hero->SetCharacter(CurrentCustomHero->Ident, true);	
		}
		
		if (CurrentQuest != NULL && CurrentQuest->IntroductionDialogue != NULL) {
			CurrentQuest->IntroductionDialogue->Call(ThisPlayer->Index);
		}
	}
	//Wyrmgus end

	SingleGameLoop();

	//
	// Game over
	//
	if (GameResult == GameExit) {
		Exit(0);
		return;
	}

#ifdef REALVIDEO
	if (FastForwardCycle > GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
#endif
	NetworkQuitGame();
	EndReplayLog();

	GameCycle = 0;//????
	CParticleManager::exit();
	FlagRevealMap = 0;
	ReplayRevealMap = 0;
	GamePaused = false;
	GodMode = false;

	SetCallbacks(old_callbacks);
}