ref: bcaddd2ec6b8671f1614029aaca87a89ed569ade
dir: /src/d_loop.h/
// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // DESCRIPTION: // Main loop stuff. // #ifndef __D_LOOP__ #define __D_LOOP__ #include "net_defs.h" #include "m_fixed.h" // Callback function invoked while waiting for the netgame to start. // The callback is invoked when new players are ready. The callback // should return true, or return false to abort startup. typedef boolean (*netgame_startup_callback_t)(int ready_players, int num_players); typedef struct { // Read events from the event queue, and process them. void (*ProcessEvents)(); // Given the current input state, fill in the fields of the specified // ticcmd_t structure with data for a new tic. void (*BuildTiccmd)(ticcmd_t *cmd, int maketic); // Advance the game forward one tic, using the specified player input. void (*RunTic)(ticcmd_t *cmds, boolean *ingame); // Run the menu (runs independently of the game). void (*RunMenu)(); } loop_interface_t; // Register callback functions for the main loop code to use. void D_RegisterLoopCallbacks(loop_interface_t *i); // Create any new ticcmds and broadcast to other players. void NetUpdate (void); // Broadcasts special packets to other players // to notify of game exit void D_QuitNetGame (void); //? how many ticks to run? void TryRunTics (void); // Called at start of game loop to initialize timers void D_StartGameLoop(void); // Initialize networking code and connect to server. boolean D_InitNetGame(net_connect_data_t *connect_data); // Start game with specified settings. The structure will be updated // with the actual settings for the game. void D_StartNetGame(net_gamesettings_t *settings, netgame_startup_callback_t callback); extern boolean singletics; extern int gametic, ticdup; // Check if it is permitted to record a demo with a non-vanilla feature. boolean D_NonVanillaRecord(boolean conditional, const char *feature); // Check if it is permitted to play back a demo with a non-vanilla feature. boolean D_NonVanillaPlayback(boolean conditional, int lumpnum, const char *feature); void D_ReceiveTic(ticcmd_t *ticcmds, boolean *playeringame); extern fixed_t offsetms; #endif