// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2011 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. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: // Main loop stuff. // //----------------------------------------------------------------------------- #ifndef __D_LOOP__ #define __D_LOOP__ #include "net_defs.h" typedef struct { // Read events from the event queue, and process them. void (*ProcesEvents)(); // 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); extern boolean singletics; extern int gametic, ticdup; #endif