Пример #1
0
void TryRunTics (void)
{
  int runtics;

  // Wait for tics to run
  while (1) {
    D_BuildNewTiccmds();
    runtics = maketic - gametic;
    if (runtics)
      break;

        WasRenderedInTryRunTics = TRUE;
        if (movement_smooth && gamestate==wipegamestate)
        {
          isExtraDDisplay = TRUE;
          D_Display();
          isExtraDDisplay = FALSE;
        }
  }

  if (advancedemo)
	  D_DoAdvanceDemo ();
  M_Ticker ();
  I_GetTime_SaveMS();
  G_Ticker ();
  P_Checksum(gametic);
  gametic++;
}
Пример #2
0
static void RunTic(ticcmd_t *cmds, boolean *ingame)
{
    extern boolean advancedemo;
    unsigned int i;

    // Check for player quits.

    for (i = 0; i < MAXPLAYERS; ++i)
    {
        if (!demoplayback && playeringame[i] && !ingame[i])
        {
            PlayerQuitGame(&players[i]);
        }
    }

    netcmds = cmds;

    // check that there are players in the game.  if not, we cannot
    // run a tic.

    if (advancedemo)
        D_DoAdvanceDemo ();

    G_Ticker ();
}
Пример #3
0
static void D_DoomLoop (void)
{
   basetic = gametic;

   I_SubmitSound();

   while (!doomexit)
   {
      // process one or more tics
      if (singletics)
      {
         I_StartTic ();
         G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
         if (advancedemo)
            D_DoAdvanceDemo ();
         M_Ticker ();
         G_Ticker ();
         gametic++;
         maketic++;
      }
      else
         TryRunTics (); // will run at least one tic

      // killough 3/16/98: change consoleplayer to displayplayer
      if (players[displayplayer].mo) // cph 2002/08/10
         S_UpdateSounds(players[displayplayer].mo);// move positional sounds

      // Update display, next frame, with current state.
      D_Display();

      // Give the system some time
      rb->yield();
   }
}
Пример #4
0
void TryRunTics (void)
{
	int runtics;
	int entertime = I_GetTime();

	// Wait for tics to run
	while (1)
	{
#ifdef HAVE_NET
    NetUpdate();
#else
    D_BuildNewTiccmds();
#endif

    runtics = (server ? remotetic : maketic) - gametic;
	
    if (!runtics)
	{
		if (server)
			I_WaitForPacket(ms_to_next_tick);
		else
			I_uSleep(ms_to_next_tick*1000);

		if (I_GetTime() - entertime > 10)
		{
			remotesend--;
			
			if (server)
			{
				char buf[sizeof(packet_header_t) + 1];
				
				packet_set((packet_header_t *)buf, PKT_RETRANS, remotetic);
				buf[sizeof(buf) - 1] = consoleplayer;
				I_SendPacket((packet_header_t *)buf, sizeof buf);
			}
			
			M_Ticker();
			return;
		}
		} else break;
	}

	while (runtics--)
	{
#ifdef HAVE_NET
		if (server) CheckQueuedPackets();
#endif
		if (advancedemo) D_DoAdvanceDemo ();
	
		M_Ticker ();
		G_Ticker ();
	
		gametic++;
	
#ifdef HAVE_NET
		NetUpdate(); // Keep sending our tics to avoid stalling remote nodes
#endif
	}
}
Пример #5
0
void D_DoomLoop (void)
{
    if (demorecording)
        G_BeginRecording ();

    if (M_CheckParm ("-debugfile"))
    {
        char    filename[20];
        sprintf (filename,"debug%i.txt",consoleplayer);
        printf ("debug output to: %s\n",filename);
        debugfile = fopen (filename,"w");
    }

    I_InitGraphics ();

    for (;;)
    {
        // frame syncronous IO operations
        I_StartFrame ();

        // process one or more tics
        if (singletics)
        {
            I_StartTic ();
            D_ProcessEvents ();
            G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
            if (advancedemo)
                D_DoAdvanceDemo ();
            M_Ticker ();
            G_Ticker ();
            gametic++;
            maketic++;
        }
        else
        {
            TryRunTics (); // will run at least one tic
        }

        S_UpdateSounds (players[consoleplayer].mo);// move positional sounds

        // Update display, next frame, with current state.
        D_Display ();

#ifndef OS2
#ifndef SNDSERV
        // Sound mixing for the buffer is snychronous.
        I_UpdateSound();
#endif
        // Synchronous sound output is explicitly called.
#ifndef SNDINTR
        // Update sound output.
        I_SubmitSound();
#endif
#endif
    }
}
Пример #6
0
void TryRunTics(void)
{
  while (maketic <= gametic)
     D_BuildNewTiccmds();

  if (advancedemo)
     D_DoAdvanceDemo ();
  M_Ticker ();
  G_Ticker ();
  P_Checksum(gametic);
  gametic++;
}
Пример #7
0
void TryRunTics(void)
{
    // get real tics
    int entertic = I_GetTime();
    int counts;

    // get available tics
    NetUpdate();

    counts = maketic - gametic;

    if (!counts && !vid_capfps)
        return;

    if (counts < 1)
        counts = 1;

    // wait for new tics if needed
    while (maketic < gametic + counts)
    {
        NetUpdate();

        // Still no tics to run? Sleep until some are available.
        if (maketic < gametic + counts)
        {
            // If we're in a netgame, we might spin forever waiting for
            // new network data to be received. So don't stay in here
            // forever - give the menu a chance to work.
            if (I_GetTime() - entertic >= MAX_NETGAME_STALL_TICS)
                return;

            I_Sleep(1);
        }
    }

    // run the count tics
    while (counts--)
    {
        if (advancetitle)
            D_DoAdvanceTitle();

        G_Ticker();
        gametic++;
        gametime++;

        if (netcmds[0].buttons & BT_SPECIAL)
            netcmds[0].buttons = 0;

        NetUpdate();
    }
}
Пример #8
0
void D_DoomTicker(int tics, fixed_t frac)
{
	static boolean wipe = false;
	int i;

	if (tics > 4) tics = 4;

	if (!wipe) {
		D_ProcessEvents();

		for (i = 0; i < tics; ++i) {
			D_DoAdvanceDemo();
			M_Ticker();
			G_Ticker();
		}

		// move positional sounds
		S_UpdateSounds(players[consoleplayer].mo);

		// change the view size if needed
		if (setsizeneeded) {
			R_ExecuteSetViewSize();
			oldgamestate = -1;	// force background redraw
		}
		// save the current screen if about to wipe
		if (gamestate != wipegamestate) {
			wipe = true;
			wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
		}

		D_Display(frac);
		oldgamestate = wipegamestate = gamestate;

		if (wipe) {
			wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);
		}
	}

	if (wipe && tics > 0) {
		if (wipe_ScreenWipe(wipe_Melt, 0, 0, SCREENWIDTH, SCREENHEIGHT,
				    tics)) {
			// done
			wipe = false;
		}
	}
	// menu is drawn even on top of everything
	M_Drawer();
	I_FinishUpdate(tics);
	framecount++;
}
Пример #9
0
void TryRunTics (void)
{
  int runtics;
  int entertime = I_GetTime();

  // Wait for tics to run
  while (1) {
    NetUpdate();
    runtics = (server ? remotetic : maketic) - gametic;
    if (!runtics) {
      if (!movement_smooth) {
        if (server)
          I_WaitForPacket(ms_to_next_tick);
        else
          I_uSleep(ms_to_next_tick*1000);
      }
      if (I_GetTime() - entertime > 10) {
        if (server) {
          char buf[sizeof(packet_header_t)+1];
          remotesend--;
          packet_set((packet_header_t *)buf, PKT_RETRANS, remotetic);
          buf[sizeof(buf)-1] = consoleplayer;
          I_SendPacket((packet_header_t *)buf, sizeof buf);
        }
        M_Ticker(); return;
      }
      {
        WasRenderedInTryRunTics = TRUE;
        if (movement_smooth && gamestate==wipegamestate)
        {
          isExtraDDisplay = TRUE;
          D_Display();
          isExtraDDisplay = FALSE;
        }
      }
    } else break;
  }

  while (runtics--) {
    if (server) CheckQueuedPackets();
    if (advancedemo)
      D_DoAdvanceDemo ();
    M_Ticker ();
    I_GetTime_SaveMS();
    G_Ticker ();
    P_Checksum(gametic);
    gametic++;
    NetUpdate(); // Keep sending our tics to avoid stalling remote nodes
  }
}
Пример #10
0
void TryRunTics(void) // Avoid sleeping/timer crap, just run it. (Themaister)
{
   int runtics = maketic - gametic;

   while (runtics--)
   {
      if (advancedemo)
         D_DoAdvanceDemo ();
      M_Ticker ();
      G_Ticker ();
      P_Checksum(gametic);
      gametic++;
   }
}
Пример #11
0
void D_DoomLoop (void)
{
    if (demorecording)
	G_BeginRecording ();
		
    TryRunTics();

    I_InitGraphics ();

    R_ExecuteSetViewSize();

    D_StartGameLoop();

    if (testcontrols)
    {
        wipegamestate = gamestate;
    }

    while (1)
    {
	// frame syncronous IO operations
	I_StartFrame ();                
	
	// process one or more tics
	if (singletics)
	{
	    I_StartTic ();
	    D_ProcessEvents ();
	    G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
	    if (advancedemo)
		D_DoAdvanceDemo ();
	    M_Ticker ();
	    G_Ticker ();
	    gametic++;
	    maketic++;
	}
	else
	{
	    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 ();
    }
}
Пример #12
0
static void D_DoomLoop(void)
{
  for (;;)
    {
      WasRenderedInTryRunTics = false;
      // frame syncronous IO operations
      I_StartFrame ();

      if (ffmap == gamemap) ffmap = 0;

      // process one or more tics
      if (singletics)
        {
          I_StartTic ();
          G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
          if (advancedemo)
            D_DoAdvanceDemo ();
          M_Ticker ();
          G_Ticker ();
          P_Checksum(gametic);
          gametic++;
          maketic++;
        }
      else
        TryRunTics (); // will run at least one tic

      // killough 3/16/98: change consoleplayer to displayplayer
      if (players[displayplayer].mo) // cph 2002/08/10
	S_UpdateSounds(players[displayplayer].mo);// move positional sounds

      if (V_GetMode() == VID_MODEGL ? 
        !movement_smooth || !WasRenderedInTryRunTics :
        !movement_smooth || !WasRenderedInTryRunTics || gamestate != wipegamestate
      )
        {
        // Update display, next frame, with current state.
        D_Display();
      }

      // CPhipps - auto screenshot
      if (auto_shot_fname && !--auto_shot_count) {
  auto_shot_count = auto_shot_time;
  M_DoScreenShot(auto_shot_fname);
      }
    }
}
Пример #13
0
// MIKE 11/08 main game loop, called every frame by Flash
void D_DoomLoop (void)
{
	// frame syncronous IO operations
	I_StartFrame ();

	if(!wipe)
	{
		// process one or more tics
		if (singletics)
		{
			I_StartTic ();
			D_ProcessEvents ();
			G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
			if (advancedemo)
			D_DoAdvanceDemo ();
			M_Ticker ();
			G_Ticker ();
			gametic++;
			maketic++;
		}
		else
		{
			TryRunTics (); // will run at least one tic
		}
			
		S_UpdateSounds (players[consoleplayer].mo);// move positional sounds

		// Update display, next frame, with current state.
		//D_Display ();
	}
	// MIKE

#ifndef SNDSERV
	// Sound mixing for the buffer is snychronous.
	I_UpdateSound();
#endif	
	// Synchronous sound output is explicitly called.
#ifndef SNDINTR
	// Update sound output.
//	I_SubmitSound();
#endif

	gameTime++;

	return AS3_Null();
}
Пример #14
0
void D_DoomLoop (void)
{
    if (demorecording)
	G_BeginRecording ();
		
    if (M_CheckParm ("-debugfile"))
    {
	char    filename[20];
	sprintf (filename,"debug%i.txt",consoleplayer);
	printf ("debug output to: %s\n",filename);
	debugfile = fopen (filename,"w");
    }
	
    I_InitGraphics ();

    while (1)
    {
	// frame syncronous IO operations
	I_StartFrame ();                
	
	// process one or more tics
	if (singletics)
	{
	    I_StartTic ();
	    D_ProcessEvents ();
	    G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
	    if (advancedemo)
		D_DoAdvanceDemo ();
	    M_Ticker ();
	    G_Ticker ();
	    gametic++;
	    maketic++;
	}
	else
	{
	    TryRunTics (); // will run at least one tic
	}

	S_UpdateSounds (players[consoleplayer].mo);// move positional sounds

	// Update display, next frame, with current state.
	D_Display ();
    }
}
Пример #15
0
static void tryruntics(void)
{

    int runtics;
    int entertime = I_GetTime();

    while (1)
    {

        D_BuildNewTiccmds();

        runtics = maketic - gametic;

        if (runtics)
            break;

        I_uSleep(ms_to_next_tick * 1000);

        if (I_GetTime() - entertime > 10)
        {

            M_Ticker();
                
            return;

        }

    }

    while (runtics--)
    {

        M_Ticker();
        G_Ticker();

        gametic++;

    }

}
Пример #16
0
void TryRunTics(void)
{
    static int  lastmadetic;
    int         newtics = I_GetTime() - lastmadetic;
    int         runtics;

    lastmadetic += newtics;

    while (newtics--)
    {
        I_StartTic();

        if (maketic - gametime > BACKUPTICS / 2)
            break;

        G_BuildTiccmd(&localcmds[maketic++ % BACKUPTICS]);
    }

    if (!(runtics = maketic - gametime) && vid_capfps != TICRATE)
        return;

    while (runtics--)
    {
        if (advancetitle)
            D_DoAdvanceTitle();

        if (menuactive)
            M_Ticker();

        G_Ticker();
        gametime++;

        if (localcmds[0].buttons & BT_SPECIAL)
            localcmds[0].buttons = 0;
    }
}
Пример #17
0
void TryStepTics(QWORD tics)
{
	DObject::BeginFrame ();
	
	// run the realtics tics
	while (tics--)
	{
		if(canceltics && canceltics--)
			continue;

		NetUpdate ();

		if (advancedemo)
			D_DoAdvanceDemo ();
		
		C_Ticker ();
		M_Ticker ();
		G_Ticker ();
		gametic++;
	}
	
	DObject::EndFrame ();

}
Пример #18
0
int D_MiniLoop(void(*start)(void), void(*stop)(void),
               void (*draw)(void), dboolean(*tick)(void))
{
    int action = gameaction = ga_nothing;

    if(start) start();

    while(!action)
    {
        int i = 0;
        int lowtic = 0;
        int entertic = 0;
        int availabletics = 0;
        int counts = 0;

        // process one or more tics

        // get real tics
        entertic = I_GetTime() / ticdup;

        // get available ticks

        D_UpdateTiccmd();
        lowtic = D_GetLowTic();

        availabletics = lowtic - gametic/ticdup;

        // decide how many tics to run

        counts = availabletics;

        if(counts < 1) counts = 1;

        // wait for new tics if needed

        while(!D_PlayersInGame() || lowtic < gametic/ticdup + counts)	
        {
            D_UpdateTiccmd();
            lowtic = D_GetLowTic();
	
            if(lowtic < gametic/ticdup)
                I_Error("D_MiniLoop: lowtic < gametic");

            // Don't stay in this loop forever.  The menu is still running,
            // so return to update the screen

            if(I_GetTime() / ticdup - entertic > 0)
                goto drawframe;

            I_Sleep(1);
        }

        // run the count * ticdup dics
        while(counts--)
        {
            for(i = 0; i < ticdup; i++)
            {
                // check that there are players in the game.  if not, we cannot
                // run a tic.
        
                if(!D_PlayersInGame())
                    break;
    
                if(gametic / ticdup > lowtic)
                    I_Error("gametic>lowtic");

                G_Ticker();

                if(tick)
                    action = tick();

                if(gameaction != ga_nothing)
                    action = gameaction;

                gametic++;
	    
                // modify command for duplicated tics
                if(i != ticdup-1)
                {
                   ticcmd_t *cmd;
                   int buf;
                   int j;
				
                   buf = (gametic / ticdup) % BACKUPTICS; 
                   for(j = 0; j < MAXPLAYERS; j++)
                   {
                       cmd = &netcmds[j][buf];
                       if(cmd->buttons & BT_SPECIAL)
                           cmd->buttons = 0;
                   }
                }
            }

            D_UpdateTiccmd();   // check for new console commands
        }

drawframe:

        S_UpdateSounds();
        
        // Update display, next frame, with current state.

        if(draw && !action)
        {
            draw();
            I_FinishFrame();
        }
        
        if(menuactive)
            M_Drawer();

        // send out any new accumulation
        D_UpdateTiccmd();

        // force garbage collection
        Z_FreeAlloca();

        if(devparm)
            D_PrintDevStats();
    }

    if(stop) stop();

    return action;
}
Пример #19
0
void TryRunTics(void)
{
    int         i;
    int         lowtic;
    int         entertic;
    static int  oldentertics;
    int         realtics;
    int         availabletics;
    int         counts;

    // get real tics
    entertic = I_GetTime() / ticdup;
    realtics = entertic - oldentertics;
    oldentertics = entertic;

    lowtic = maketic;

    availabletics = lowtic - gametic / ticdup;

    // decide how many tics to run
    if (realtics < availabletics - 1)
        counts = realtics + 1;
    else if (realtics < availabletics)
        counts = realtics;
    else
        counts = availabletics;

    if (counts < 1)
        counts = 1;

    // wait for new tics if needed
    while (lowtic < gametic / ticdup + counts)
    {
        NetUpdate();

        lowtic = maketic;

        // Don't stay in this loop forever.  The menu is still running,
        // so return to update the screen
        if (I_GetTime() / ticdup - entertic > 0)
            return;

        I_Sleep(1);
    }

    // run the count * ticdup dics
    while (counts--)
    {
        for (i = 0; i < ticdup; i++)
        {
            if (advancetitle)
                D_DoAdvanceTitle();

            G_Ticker();
            gametic++;

            // modify command for duplicated tics
            if (i != ticdup - 1)
            {
                int     buf = (gametic / ticdup) % BACKUPTICS;
                int     j;

                for (j = 0; j < MAXPLAYERS; j++)
                {
                    ticcmd_t    *cmd = &netcmds[j][buf];

                    if (cmd->buttons & BT_SPECIAL)
                        cmd->buttons = 0;
                }
            }
        }
    }
}
Пример #20
0
//
// 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
	}
}
Пример #21
0
void TryRunTics(void)
{
    int         i;
    int         entertic;
    static int  oldentertics;
    int         realtics;
    int         availabletics;
    int         counts;

    // get real tics
    entertic = I_GetTime() / ticdup;
    realtics = entertic - oldentertics;
    oldentertics = entertic;

    // get available tics
    NetUpdate();

    availabletics = maketic - gametic / ticdup;

    // decide how many tics to run
    if (realtics < availabletics - 1)
        counts = realtics + 1;
    else if (realtics < availabletics)
        counts = realtics;
    else
        counts = availabletics;

    if (!counts && !vid_capfps)
        return;

    if (counts < 1)
        counts = 1;

    // wait for new tics if needed
    while (maketic < gametic / ticdup + counts)
    {
        NetUpdate();

        // Still no tics to run? Sleep until some are available.
        if (maketic < gametic/ticdup + counts)
        {
            // If we're in a netgame, we might spin forever waiting for
            // new network data to be received. So don't stay in here
            // forever - give the menu a chance to work.
            if (I_GetTime() / ticdup - entertic >= MAX_NETGAME_STALL_TICS)
                return;

            I_Sleep(1);
        }
    }

    // run the count * ticdup dics
    while (counts--)
    {
        for (i = 0; i < ticdup; i++)
        {
            if (advancetitle)
                D_DoAdvanceTitle();

            G_Ticker();
            gametic++;
            gametime++;

            // modify command for duplicated tics
            if (i != ticdup - 1)
            {
                ticcmd_t    *cmd = &netcmds[(gametic / ticdup) % BACKUPTICS];

                if (cmd->buttons & BT_SPECIAL)
                    cmd->buttons = 0;
            }
        }
        NetUpdate();
    }
}
Пример #22
0
void TryRunTics ()
{
  int runtics;
  int entertime = I_GetTime();

  // Wait for tics to run
  while (1) {
#ifdef HAVE_NET
    NetUpdate();
#else

    D_BuildNewTiccmds();

#endif
    runtics = (server ? remotetic : maketic) - gametic;

    if (!runtics) {
      if (!movement_smooth) {
#ifdef HAVE_NET
        if (server)
          I_WaitForPacket(ms_to_next_tick);
        else
#endif
          I_uSleep(ms_to_next_tick*1000);
      }

      if (I_GetTime() - entertime > 10) {
#ifdef HAVE_NET
        if (server) {
          char buf[sizeof(packet_header_t)+1];
          remotesend--;
          packet_set((packet_header_t *)buf, PKT_RETRANS, remotetic);
          buf[sizeof(buf)-1] = consoleplayer;
          I_SendPacket((packet_header_t *)buf, sizeof buf);
        }
#endif

        M_Ticker(); return;
      }
      //if ((displaytime) < (tic_vars.next-SDL_GetTicks()))
      {
        WasRenderedInTryRunTics = true;
        if (V_GetMode() == VID_MODEGL ? 
            movement_smooth : 
            movement_smooth && gamestate==wipegamestate)
        {
          isExtraDDisplay = true;
          D_Display(0);
          D_Display(1);
          isExtraDDisplay = false;
        }
      }
    } else break;
  }

  while (runtics--) {
#ifdef HAVE_NET
    if (server) CheckQueuedPackets();
#endif


    if (advancedemo)
      D_DoAdvanceDemo ();


    M_Ticker ();
    I_GetTime_SaveMS();
    G_Ticker ();
    P_Checksum(gametic);
    gametic++;
#ifdef HAVE_NET
    NetUpdate(); // Keep sending our tics to avoid stalling remote nodes
#endif
  }
}
Пример #23
0
//
// 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
    }
}
Пример #24
0
void TryRunTics(void)
{
    int i;
    int lowtic;
    int entertic;
    static int oldentertics;
    int realtics;
    int availabletics;
    int counts;

    // get real tics
    entertic = I_GetTime() / ticdup;
    realtics = entertic - oldentertics;
    oldentertics = entertic;

    // get available tics
    NetUpdate();

    lowtic = GetLowTic();

    availabletics = lowtic - gametic / ticdup;

    // decide how many tics to run

    if (net_cl_new_sync)
    {
        counts = availabletics;
    }
    else
    {
        // decide how many tics to run
        if (realtics < availabletics - 1)
            counts = realtics + 1;
        else if (realtics < availabletics)
            counts = realtics;
        else
            counts = availabletics;

        if (counts < 1)
            counts = 1;

        frameon++;

        if (!demoplayback)
        {
            int keyplayer = -1;

            // ideally maketic should be 1 - 3 tics above lowtic
            // if we are consistantly slower, speed up time

            for (i = 0; i < MAXPLAYERS; i++)
            {
                if (playeringame[i])
                {
                    keyplayer = i;
                    break;
                }
            }

            if (keyplayer < 0)
            {
                // If there are no players, we can never advance anyway

                return;
            }

            if (consoleplayer == keyplayer)
            {
                // the key player does not adapt
            }
            else
            {
                if (maketic <= nettics[keyplayer])
                {
                    lasttime--;
                }

                frameskip[frameon & 3] = (oldnettics > nettics[keyplayer]);
                oldnettics = maketic;

                if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
                {
                    skiptics = 1;
                }
            }
        }
    }

    if (counts < 1)
        counts = 1;

    // wait for new tics if needed

    while (!PlayersInGame() || lowtic < gametic / ticdup + counts)
    {
        NetUpdate();

        lowtic = GetLowTic();

        // Don't stay in this loop forever.  The menu is still running,
        // so return to update the screen

        if (I_GetTime() / ticdup - entertic > 0)
        {
            return;
        }

        I_Sleep(1);
    }

    // run the count * ticdup dics
    while (counts--)
    {
        for (i = 0; i < ticdup; i++)
        {
            // check that there are players in the game.  if not, we cannot
            // run a tic.

            if (!PlayersInGame())
            {
                return;
            }

            if (advancedemo)
                D_DoAdvanceDemo();

            G_Ticker();
            gametic++;

            // modify command for duplicated tics
            if (i != ticdup - 1)
            {
                ticcmd_t        *cmd;
                int             buf;
                int             j;

                buf = (gametic / ticdup) % BACKUPTICS;
                for (j = 0; j < MAXPLAYERS; j++)
                {
                    cmd = &netcmds[j][buf];
                    if (cmd->buttons & BT_SPECIAL)
                        cmd->buttons = 0;
                }
            }
        }
        NetUpdate();   // check for new console commands
    }
}