From 71f50cd5710d3294015bc2b0ad65f4e3b561cc42 Mon Sep 17 00:00:00 2001 From: DeaDDooMER Date: Tue, 15 Jun 2021 21:42:00 +0300 Subject: [PATCH] cleanup: move init and main loop code from g_window --- src/game/Doom2DF.lpr | 321 +++++++++++++++++++++++++++++- src/game/g_game.pas | 3 +- src/game/g_holmes.pas | 2 +- src/game/g_menu.pas | 2 +- src/game/g_netmaster.pas | 2 +- src/game/g_options.pas | 9 +- src/game/g_player.pas | 2 +- src/game/g_window.pas | 388 ++----------------------------------- src/game/opengl/r_game.pas | 2 +- src/game/sdl/g_system.pas | 2 +- src/game/sdl2/g_system.pas | 2 +- src/game/sdl2/g_touch.pas | 2 +- 12 files changed, 353 insertions(+), 384 deletions(-) diff --git a/src/game/Doom2DF.lpr b/src/game/Doom2DF.lpr index 452b771..ac4218a 100644 --- a/src/game/Doom2DF.lpr +++ b/src/game/Doom2DF.lpr @@ -200,7 +200,8 @@ uses fui_ctls in '../flexui/fui_ctls.pas', {$ENDIF} {$I ../shared/vampimg.inc} - SysUtils; + + SysUtils, Classes; {$IFDEF WINDOWS} {$R *.res} @@ -210,6 +211,314 @@ uses noct: Boolean = False; binPath: AnsiString = ''; forceBinDir: Boolean = False; + {$IFDEF USE_SDLMIXER} + UseNativeMusic: Boolean; + {$ENDIF} + + wLoadingQuit: Boolean = false; + Time, Time_Delta, Time_Old: Int64; + Frame: Int64; + flag: Boolean = false; + +procedure Update (); +begin + // remember old mobj positions, prepare for update + g_Game_PreUpdate(); + // server: receive client commands for new frame + // client: receive game state changes from server + if (NetMode = NET_SERVER) then g_Net_Host_Update() + else if (NetMode = NET_CLIENT) then g_Net_Client_Update(); + // think + g_Game_Update(); + // server: send any accumulated outgoing data to clients + if NetMode = NET_SERVER then g_Net_Flush(); +end; + +procedure Init(); + {$IFDEF USE_SDLMIXER} + var timiditycfg: AnsiString; + var oldcwd, newcwd: RawByteString; + {$ENDIF} + var NoSound: Boolean; +begin + Randomize; + +{$IFDEF HEADLESS} + {$IFDEF USE_SDLMIXER} + NoSound := False; // hope env has set SDL_AUDIODRIVER to dummy + {$ELSE} + NoSound := True; // FMOD backend will sort it out + {$ENDIF} +{$ELSE} + NoSound := False; +{$ENDIF} + + g_Touch_Init; + +(* + if (e_JoysticksAvailable > 0) then + e_WriteLog('Input: Joysticks available.', TMsgType.Notify) + else + e_WriteLog('Input: No Joysticks.', TMsgType.Notify); +*) + + if gNoSound = false then + begin + e_WriteLog('Initializing sound system', TMsgType.Notify); + {$IFDEF USE_SDLMIXER} + newcwd := ''; + if UseNativeMusic then + SetEnvVar('SDL_NATIVE_MUSIC', '1'); + timiditycfg := GetEnvironmentVariable('TIMIDITY_CFG'); + if timiditycfg = '' then + begin + timiditycfg := 'timidity.cfg'; + if e_FindResource(ConfigDirs, timiditycfg) OR e_FindResource(DataDirs, timiditycfg) then + begin + timiditycfg := ExpandFileName(timiditycfg); + newcwd := ExtractFileDir(timiditycfg); + SetEnvVar('TIMIDITY_CFG', timiditycfg); + end + else + timiditycfg := ''; + end; + e_LogWritefln('TIMIDITY_CFG = "%s"', [timiditycfg]); + e_LogWritefln('SDL_NATIVE_MUSIC = "%s"', [GetEnvironmentVariable('SDL_NATIVE_MUSIC')]); + {$ENDIF} + e_InitSoundSystem(NoSound); + {$IFDEF USE_SDLMIXER} + if e_TimidityDecoder and (newcwd <> '') then + begin + (* HACK: Set CWD to load GUS patches relatively to cfg file. *) + (* CWD not restored after sound init because timidity *) + (* store relative pathes internally and load patches *) + (* later. I hope game never relies on CWD. *) + oldcwd := ''; + GetDir(0, oldcwd); + ChDir(newcwd); + e_logwritefln('WARNING: USED TIMIDITY CONFIG HACK, CWD SWITCHED "%s" -> "%s"', [oldcwd, newcwd]); + end; + {$ENDIF} + end; + + e_WriteLog('Init game', TMsgType.Notify); + g_Game_Init(); + +// FillChar(charbuff, sizeof(charbuff), ' '); +end; + +procedure Release(); +begin + e_WriteLog('Releasing engine', TMsgType.Notify); + e_ReleaseEngine(); + + e_WriteLog('Releasing input', TMsgType.Notify); + e_ReleaseInput(); + + if not gNoSound then + begin + e_WriteLog('Releasing sound', TMsgType.Notify); + e_ReleaseSoundSystem(); + end; +end; + +function ProcessMessage (): Boolean; +var + i, t: Integer; +begin + result := sys_HandleInput(); + + Time := sys_GetTicks(); + Time_Delta := Time-Time_Old; + + flag := false; + + if wNeedTimeReset then + begin + Frame := 0; + Time_Delta := 28; + wNeedTimeReset := false; + end; + + g_Map_ProfilersBegin(); + g_Mons_ProfilersBegin(); + + t := Time_Delta div 28; + if (t > 0) then + begin + flag := true; + for i := 1 to t do + Update(); + end; + + g_Map_ProfilersEnd(); + g_Mons_ProfilersEnd(); + + if wLoadingQuit then + begin + g_Game_Free(); + g_Game_Quit(); + end; + + if (gExit = EXIT_QUIT) then + begin + result := true; + exit; + end; + + // Время предыдущего обновления + if flag then + Time_Old := Time - (Time_Delta mod 28); + + // don't wait if VSync is on, GL already probably waits enough + if gLerpActors then + flag := (Time - Frame >= gFrameTime) or gVSync; + + if flag then + begin + if gPause or (not gLerpActors) or (gState = STATE_FOLD) then + gLerpFactor := 1.0 + else + gLerpFactor := nmin(1.0, (Time - Time_Old) / 28.0); + r_Game_Draw; + sys_Repaint; + Frame := Time + end + else + sys_Delay(1); + + e_SoundUpdate(); +end; + + +function SDLMain (): Integer; +var + idx: Integer; + arg: AnsiString; + mdfo: TStream; + {$IFDEF ENABLE_HOLMES} + itmp: Integer; + valres: Word; + {$ENDIF} +begin + + idx := 1; + while (idx <= ParamCount) do + begin + arg := ParamStr(idx); + Inc(idx); + //if arg = '--twinkletwinkle' then gwin_k8_enable_light_experiments := true; + if arg = '--jah' then g_profile_history_size := 100; + if arg = '--no-particles' then gpart_dbg_enabled := false; + if arg = '--no-los' then gmon_dbg_los_enabled := false; + + if arg = '--profile-render' then g_profile_frame_draw := true; + if arg = '--profile-coldet' then g_profile_collision := true; + if arg = '--profile-los' then g_profile_los := true; + + if arg = '--no-part-phys' then gpart_dbg_phys_enabled := false; + if arg = '--no-part-physics' then gpart_dbg_phys_enabled := false; + if arg = '--no-particles-phys' then gpart_dbg_phys_enabled := false; + if arg = '--no-particles-physics' then gpart_dbg_phys_enabled := false; + if arg = '--no-particle-phys' then gpart_dbg_phys_enabled := false; + if arg = '--no-particle-physics' then gpart_dbg_phys_enabled := false; + + if arg = '--debug-input' then g_dbg_input := True; + + {.$IF DEFINED(D2F_DEBUG)} + if arg = '--aimline' then g_dbg_aimline_on := true; + {.$ENDIF} + +{$IFDEF ENABLE_HOLMES} + if arg = '--holmes' then begin g_holmes_enabled := true; g_Game_SetDebugMode(); end; + + if (arg = '--holmes-ui-scale') or (arg = '-holmes-ui-scale') then + begin + if (idx <= ParamCount) then + begin + if not conParseFloat(fuiRenderScale, ParamStr(idx)) then fuiRenderScale := 1.0; + Inc(idx); + end; + end; + + if (arg = '--holmes-font') or (arg = '-holmes-font') then + begin + if (idx <= ParamCount) then + begin + itmp := 0; + val(ParamStr(idx), itmp, valres); + {$IFNDEF HEADLESS} + if (valres = 0) and (not g_holmes_imfunctional) then + begin + case itmp of + 8: uiContext.font := 'win8'; + 14: uiContext.font := 'win14'; + 16: uiContext.font := 'win16'; + end; + end; + {$ELSE} + // fuck off, fpc! + itmp := itmp; + valres := valres; + {$ENDIF} + Inc(idx); + end; + end; +{$ENDIF} + + if (arg = '--game-scale') or (arg = '-game-scale') then + begin + if (idx <= ParamCount) then + begin + if not conParseFloat(g_dbg_scale, ParamStr(idx)) then g_dbg_scale := 1.0; + Inc(idx); + end; + end; + + if (arg = '--write-mapdef') or (arg = '-write-mapdef') then + begin + mdfo := createDiskFile('mapdef.txt'); + mdfo.WriteBuffer(defaultMapDef[1], Length(defaultMapDef)); + mdfo.Free(); + Halt(0); + end; + + if (arg = '--pixel-scale') or (arg = '-pixel-scale') then + begin + if (idx <= ParamCount) then + begin + if not conParseFloat(r_pixel_scale, ParamStr(idx)) then r_pixel_scale := 1.0; + Inc(idx); + end; + end; + end; + + r_Window_Initialize; + + Init; + Time_Old := sys_GetTicks(); + + g_Net_InitLowLevel(); + + // game commad line + if (ParamCount > 0) then g_Game_Process_Params(); + +{$IFNDEF HEADLESS} + if (not gGameOn) and gAskLanguage then g_Menu_AskLanguage(); +{$ENDIF} + + e_WriteLog('Entering the main loop', TMsgType.Notify); + + // main loop + while not ProcessMessage() do begin end; + + g_Net_Slist_ShutdownAll(); + + Release(); + + g_Net_DeinitLowLevel(); + result := 0; +end; function GetBinaryPath (): AnsiString; {$IFDEF LINUX} @@ -580,6 +889,7 @@ begin e_InitLog(LogFileName, TWriteMode.WM_NEWFILE); e_InitWritelnDriver(); e_WriteLog('Doom 2D: Forever version ' + GAME_VERSION + ' proto ' + IntToStr(NET_PROTOCOL_VER), TMsgType.Notify); + e_WriteLog('Build arch: ' + g_GetBuildArch(), TMsgType.Notify); e_WriteLog('Build date: ' + GAME_BUILDDATE + ' ' + GAME_BUILDTIME, TMsgType.Notify); e_WriteLog('Build hash: ' + g_GetBuildHash(), TMsgType.Notify); e_WriteLog('Build by: ' + g_GetBuilderName(), TMsgType.Notify); @@ -625,6 +935,15 @@ procedure Main; var flexloaded: Boolean; {$ENDIF} begin + {$IFDEF USE_SDLMIXER} + conRegVar('sdl_native_music', @UseNativeMusic, 'use native midi music output when possible', 'use native midi'); + {$IFDEF DARWIN} + UseNativeMusic := true; (* OSX have a good midi support, so why not? *) + {$ELSE} + UseNativeMusic := false; + {$ENDIF} + {$ENDIF} + InitPath; InitPrep; e_InitInput; diff --git a/src/game/g_game.pas b/src/game/g_game.pas index 8589257..b5139c3 100644 --- a/src/game/g_game.pas +++ b/src/game/g_game.pas @@ -384,6 +384,7 @@ var g_rlayer_water: Boolean = true; g_rlayer_fore: Boolean = true; + wNeedTimeReset: Boolean = false; procedure g_ResetDynlights (); procedure g_AddDynLight (x, y, radius: Integer; r, g, b, a: Single); @@ -3619,7 +3620,7 @@ begin gGameOn := True; DisableCheats(); - ResetTimer(); + wNeedTimeReset := True; if gGameSettings.GameMode = GM_CTF then begin diff --git a/src/game/g_holmes.pas b/src/game/g_holmes.pas index 7f74dc1..e21faf5 100644 --- a/src/game/g_holmes.pas +++ b/src/game/g_holmes.pas @@ -21,7 +21,7 @@ uses mempool, geom, e_log, e_input, g_textures, g_basic, r_graphics, g_phys, g_grid, g_player, g_monsters, - g_window, g_map, g_triggers, g_items, g_game, g_panel, g_console, g_gfx, + g_map, g_triggers, g_items, g_game, g_panel, g_console, g_gfx, xprofiler, sdlcarcass, fui_common, fui_events, fui_ctls, diff --git a/src/game/g_menu.pas b/src/game/g_menu.pas index bf16be8..cc6f686 100644 --- a/src/game/g_menu.pas +++ b/src/game/g_menu.pas @@ -43,7 +43,7 @@ var implementation uses - g_gui, g_textures, r_graphics, g_window, g_game, g_map, + g_gui, g_textures, r_graphics, g_game, g_map, g_base, g_basic, g_console, g_sound, g_gfx, g_player, g_options, g_weapons, e_log, SysUtils, CONFIG, g_playermodel, DateUtils, MAPDEF, Math, g_saveload, diff --git a/src/game/g_netmaster.pas b/src/game/g_netmaster.pas index bb6f10e..9f8af0b 100644 --- a/src/game/g_netmaster.pas +++ b/src/game/g_netmaster.pas @@ -176,7 +176,7 @@ function GetTimerMS (): Int64; implementation uses - e_input, e_log, g_window, g_net, g_console, + e_input, e_log, g_net, g_console, g_map, g_game, g_sound, g_gui, g_menu, g_options, g_language, g_basic, r_game, wadreader, g_system, utils, hashtable; diff --git a/src/game/g_options.pas b/src/game/g_options.pas index 661d99f..dc45df4 100644 --- a/src/game/g_options.pas +++ b/src/game/g_options.pas @@ -85,6 +85,11 @@ var g_dbg_scale: Single = 1.0; r_pixel_scale: Single = 1.0; + gwin_has_stencil: Boolean = false; + gwin_k8_enable_light_experiments: Boolean = false; + g_dbg_aimline_on: Boolean = false; + g_dbg_input: Boolean = False; + {--- Read-only dirs ---} GameWAD: string; DataDirs: SSArray; @@ -113,7 +118,7 @@ uses {$IFDEF USE_SDL2} SDL2, {$ENDIF} - e_log, e_input, g_console, g_window, g_sound, g_gfx, g_player, Math, + e_log, e_input, g_console, g_sound, g_gfx, g_player, Math, g_map, g_net, g_netmaster, SysUtils, CONFIG, g_game, g_items, wadreader, g_touch, envvars, g_system; @@ -399,4 +404,6 @@ initialization conRegVar('g_save_stats', @gSaveStats, '', ''); conRegVar('g_screenshot_stats', @gScreenshotStats, '', ''); conRegVar('g_lastmap', @gsMap, '', ''); + + conRegVar('d_input', @g_dbg_input, '', '') end. diff --git a/src/game/g_player.pas b/src/game/g_player.pas index 1571123..7577507 100644 --- a/src/game/g_player.pas +++ b/src/game/g_player.pas @@ -662,7 +662,7 @@ uses e_log, g_map, g_items, g_console, g_gfx, Math, g_options, g_triggers, g_menu, g_game, g_grid, e_res, wadreader, g_monsters, CONFIG, g_language, - g_net, g_netmsg, g_window, + g_net, g_netmsg, utils, xstreams; const PLR_SAVE_VERSION = 0; diff --git a/src/game/g_window.pas b/src/game/g_window.pas index f312572..98d27cc 100644 --- a/src/game/g_window.pas +++ b/src/game/g_window.pas @@ -17,385 +17,27 @@ unit g_window; interface -uses - utils; - -function SDLMain (): Integer; -procedure ResetTimer (); -procedure ProcessLoading (forceUpdate: Boolean = False); - -var - gwin_has_stencil: Boolean = false; - gwin_k8_enable_light_experiments: Boolean = false; - g_dbg_aimline_on: Boolean = false; - g_dbg_input: Boolean = False; + procedure ProcessLoading (forceUpdate: Boolean=false); implementation -uses -{$IFDEF WINDOWS}Windows,{$ENDIF} -{$IFDEF ENABLE_HOLMES} - g_holmes, sdlcarcass, fui_ctls, -{$ENDIF} - SysUtils, Classes, MAPDEF, Math, r_graphics, - r_window, e_log, e_res, envvars, r_game, - g_console, r_console, e_input, g_options, g_game, - g_basic, g_textures, e_sound, g_sound, g_menu, ENet, g_net, - g_map, g_gfx, g_monsters, xprofiler, - g_touch, g_gui, g_system, g_netmaster; - -var - Time, Time_Delta, Time_Old: Int64; - Frame: Int64; - flag: Boolean; - wNeedTimeReset: Boolean = false; - wLoadingQuit: Boolean = false; - - {$IFDEF USE_SDLMIXER} - UseNativeMusic: Boolean; - {$ENDIF} - -procedure Update (); -begin - // remember old mobj positions, prepare for update - g_Game_PreUpdate(); - // server: receive client commands for new frame - // client: receive game state changes from server - if (NetMode = NET_SERVER) then g_Net_Host_Update() - else if (NetMode = NET_CLIENT) then g_Net_Client_Update(); - // think - g_Game_Update(); - // server: send any accumulated outgoing data to clients - if NetMode = NET_SERVER then g_Net_Flush(); -end; - - -procedure Draw (); -begin - r_Game_Draw(); -end; - - -procedure Init(); - {$IFDEF USE_SDLMIXER} - var timiditycfg: AnsiString; - var oldcwd, newcwd: RawByteString; - {$ENDIF} - var NoSound: Boolean; -begin - Randomize; - -{$IFDEF HEADLESS} - {$IFDEF USE_SDLMIXER} - NoSound := False; // hope env has set SDL_AUDIODRIVER to dummy - {$ELSE} - NoSound := True; // FMOD backend will sort it out - {$ENDIF} -{$ELSE} - NoSound := False; -{$ENDIF} - - g_Touch_Init; - -(* - if (e_JoysticksAvailable > 0) then - e_WriteLog('Input: Joysticks available.', TMsgType.Notify) - else - e_WriteLog('Input: No Joysticks.', TMsgType.Notify); -*) - - if gNoSound = false then - begin - e_WriteLog('Initializing sound system', TMsgType.Notify); - {$IFDEF USE_SDLMIXER} - newcwd := ''; - if UseNativeMusic then - SetEnvVar('SDL_NATIVE_MUSIC', '1'); - timiditycfg := GetEnvironmentVariable('TIMIDITY_CFG'); - if timiditycfg = '' then - begin - timiditycfg := 'timidity.cfg'; - if e_FindResource(ConfigDirs, timiditycfg) OR e_FindResource(DataDirs, timiditycfg) then - begin - timiditycfg := ExpandFileName(timiditycfg); - newcwd := ExtractFileDir(timiditycfg); - SetEnvVar('TIMIDITY_CFG', timiditycfg); - end - else - timiditycfg := ''; - end; - e_LogWritefln('TIMIDITY_CFG = "%s"', [timiditycfg]); - e_LogWritefln('SDL_NATIVE_MUSIC = "%s"', [GetEnvironmentVariable('SDL_NATIVE_MUSIC')]); - {$ENDIF} - e_InitSoundSystem(NoSound); - {$IFDEF USE_SDLMIXER} - if e_TimidityDecoder and (newcwd <> '') then - begin - (* HACK: Set CWD to load GUS patches relatively to cfg file. *) - (* CWD not restored after sound init because timidity *) - (* store relative pathes internally and load patches *) - (* later. I hope game never relies on CWD. *) - oldcwd := ''; - GetDir(0, oldcwd); - ChDir(newcwd); - e_logwritefln('WARNING: USED TIMIDITY CONFIG HACK, CWD SWITCHED "%s" -> "%s"', [oldcwd, newcwd]); - end; - {$ENDIF} - end; - - e_WriteLog('Init game', TMsgType.Notify); - g_Game_Init(); - -// FillChar(charbuff, sizeof(charbuff), ' '); -end; - -procedure Release(); -begin - e_WriteLog('Releasing engine', TMsgType.Notify); - e_ReleaseEngine(); - - e_WriteLog('Releasing input', TMsgType.Notify); - e_ReleaseInput(); - - if not gNoSound then - begin - e_WriteLog('Releasing sound', TMsgType.Notify); - e_ReleaseSoundSystem(); - end; -end; - -procedure ResetTimer (); -begin - wNeedTimeReset := true; -end; - -procedure ProcessLoading (forceUpdate: Boolean=false); -begin - if sys_HandleInput() = True then - Exit; - -{$IFNDEF HEADLESS} - r_Window_DrawLoading(forceUpdate); -{$ENDIF} - - e_SoundUpdate(); - - // TODO: At the moment, I left here only host network processing, because the client code must - // handle network events on its own. Otherwise separate network cases that use different calls to - // enet_host_service() WILL lose their packets (for example, resource downloading). So they have - // to handle everything by themselves. But in general, this MUST be removed completely, since - // updating the window should never affect the network. Use single enet_host_service(), period. - if NetMode = NET_SERVER - then g_Net_Host_Update(); -end; - - -function ProcessMessage (): Boolean; -var - i, t: Integer; -begin - result := sys_HandleInput(); - - Time := sys_GetTicks(); - Time_Delta := Time-Time_Old; - - flag := false; - - if wNeedTimeReset then - begin - Frame := 0; - Time_Delta := 28; - wNeedTimeReset := false; - end; - - g_Map_ProfilersBegin(); - g_Mons_ProfilersBegin(); - - t := Time_Delta div 28; - if (t > 0) then - begin - flag := true; - for i := 1 to t do - Update(); - end; - - g_Map_ProfilersEnd(); - g_Mons_ProfilersEnd(); - - if wLoadingQuit then - begin - g_Game_Free(); - g_Game_Quit(); - end; - - if (gExit = EXIT_QUIT) then - begin - result := true; - exit; - end; - - // Âðåìÿ ïðåäûäóùåãî îáíîâëåíèÿ - if flag then - Time_Old := Time - (Time_Delta mod 28); + uses e_sound, g_system, g_net, r_window; - // don't wait if VSync is on, GL already probably waits enough - if gLerpActors then - flag := (Time - Frame >= gFrameTime) or gVSync; - - if flag then + procedure ProcessLoading (forceUpdate: Boolean = False); begin - if gPause or (not gLerpActors) or (gState = STATE_FOLD) then - gLerpFactor := 1.0 - else - gLerpFactor := nmin(1.0, (Time - Time_Old) / 28.0); - Draw; - sys_Repaint; - Frame := Time - end - else - sys_Delay(1); - - e_SoundUpdate(); -end; - -function SDLMain (): Integer; -var - idx: Integer; - arg: AnsiString; - mdfo: TStream; - {$IFDEF ENABLE_HOLMES} - itmp: Integer; - valres: Word; - {$ENDIF} -begin - - idx := 1; - while (idx <= ParamCount) do - begin - arg := ParamStr(idx); - Inc(idx); - if arg = '--jah' then g_profile_history_size := 100; - if arg = '--no-particles' then gpart_dbg_enabled := false; - if arg = '--no-los' then gmon_dbg_los_enabled := false; - - if arg = '--profile-render' then g_profile_frame_draw := true; - if arg = '--profile-coldet' then g_profile_collision := true; - if arg = '--profile-los' then g_profile_los := true; - - if arg = '--no-part-phys' then gpart_dbg_phys_enabled := false; - if arg = '--no-part-physics' then gpart_dbg_phys_enabled := false; - if arg = '--no-particles-phys' then gpart_dbg_phys_enabled := false; - if arg = '--no-particles-physics' then gpart_dbg_phys_enabled := false; - if arg = '--no-particle-phys' then gpart_dbg_phys_enabled := false; - if arg = '--no-particle-physics' then gpart_dbg_phys_enabled := false; - - if arg = '--debug-input' then g_dbg_input := True; - - {.$IF DEFINED(D2F_DEBUG)} - if arg = '--aimline' then g_dbg_aimline_on := true; - {.$ENDIF} - -{$IFDEF ENABLE_HOLMES} - if arg = '--holmes' then begin g_holmes_enabled := true; g_Game_SetDebugMode(); end; - - if (arg = '--holmes-ui-scale') or (arg = '-holmes-ui-scale') then + if sys_HandleInput() = False then begin - if (idx <= ParamCount) then - begin - if not conParseFloat(fuiRenderScale, ParamStr(idx)) then fuiRenderScale := 1.0; - Inc(idx); - end; - end; - - if (arg = '--holmes-font') or (arg = '-holmes-font') then - begin - if (idx <= ParamCount) then - begin - itmp := 0; - val(ParamStr(idx), itmp, valres); - {$IFNDEF HEADLESS} - if (valres = 0) and (not g_holmes_imfunctional) then - begin - case itmp of - 8: uiContext.font := 'win8'; - 14: uiContext.font := 'win14'; - 16: uiContext.font := 'win16'; - end; - end; - {$ELSE} - // fuck off, fpc! - itmp := itmp; - valres := valres; - {$ENDIF} - Inc(idx); - end; - end; -{$ENDIF} - - if (arg = '--game-scale') or (arg = '-game-scale') then - begin - if (idx <= ParamCount) then - begin - if not conParseFloat(g_dbg_scale, ParamStr(idx)) then g_dbg_scale := 1.0; - Inc(idx); - end; - end; - - if (arg = '--write-mapdef') or (arg = '-write-mapdef') then - begin - mdfo := createDiskFile('mapdef.txt'); - mdfo.WriteBuffer(defaultMapDef[1], Length(defaultMapDef)); - mdfo.Free(); - Halt(0); - end; - - if (arg = '--pixel-scale') or (arg = '-pixel-scale') then - begin - if (idx <= ParamCount) then - begin - if not conParseFloat(r_pixel_scale, ParamStr(idx)) then r_pixel_scale := 1.0; - Inc(idx); - end; - end; + {$IFNDEF HEADLESS} + r_Window_DrawLoading(forceUpdate); + {$ENDIF} + e_SoundUpdate(); + // TODO: At the moment, I left here only host network processing, because the client code must + // handle network events on its own. Otherwise separate network cases that use different calls to + // enet_host_service() WILL lose their packets (for example, resource downloading). So they have + // to handle everything by themselves. But in general, this MUST be removed completely, since + // updating the window should never affect the network. Use single enet_host_service(), period. + if NetMode = NET_SERVER then g_Net_Host_Update(); + end end; - r_Window_Initialize; - - Init; - Time_Old := sys_GetTicks(); - - g_Net_InitLowLevel(); - - // Êîìàíäíàÿ ñòðîêà - if (ParamCount > 0) then g_Game_Process_Params(); - -{$IFNDEF HEADLESS} - // Çàïðîñ ÿçûêà - if (not gGameOn) and gAskLanguage then g_Menu_AskLanguage(); -{$ENDIF} - - e_WriteLog('Entering the main loop', TMsgType.Notify); - - // main loop - while not ProcessMessage() do begin end; - - g_Net_Slist_ShutdownAll(); - - Release(); - - g_Net_DeinitLowLevel(); - result := 0; -end; - - -initialization -{$IFDEF USE_SDLMIXER} - conRegVar('sdl_native_music', @UseNativeMusic, 'use native midi music output when possible', 'use native midi'); - {$IFDEF DARWIN} - UseNativeMusic := true; (* OSX have a good midi support, so why not? *) - {$ELSE} - UseNativeMusic := false; - {$ENDIF} -{$ENDIF} - conRegVar('d_input', @g_dbg_input, '', '') end. diff --git a/src/game/opengl/r_game.pas b/src/game/opengl/r_game.pas index 9b5d967..641544f 100644 --- a/src/game/opengl/r_game.pas +++ b/src/game/opengl/r_game.pas @@ -33,7 +33,7 @@ implementation g_system, g_touch, MAPDEF, xprofiler, utils, wadreader, g_textures, e_input, e_sound, - g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_window, + g_language, g_console, g_menu, g_triggers, g_player, g_options, g_monsters, g_map, g_panel, g_items, g_weapons, g_gfx, g_phys, g_net, g_gui, g_netmaster, g_game, r_console, r_gfx, r_items, r_map, r_panel, r_monsters, r_weapons, r_netmaster, r_player ; diff --git a/src/game/sdl/g_system.pas b/src/game/sdl/g_system.pas index bf7ea93..99b338c 100644 --- a/src/game/sdl/g_system.pas +++ b/src/game/sdl/g_system.pas @@ -52,7 +52,7 @@ implementation SysUtils, SDL, Math, {$INCLUDE ../nogl/noGLuses.inc} e_log, r_graphics, e_input, e_sound, - g_options, g_window, g_console, g_game, g_menu, g_gui, g_basic; + g_options, g_console, g_game, g_menu, g_gui, g_basic; const GameTitle = 'Doom 2D: Forever (SDL 1.2, %s, %s)'; diff --git a/src/game/sdl2/g_system.pas b/src/game/sdl2/g_system.pas index 95c3aca..bf44cea 100644 --- a/src/game/sdl2/g_system.pas +++ b/src/game/sdl2/g_system.pas @@ -49,7 +49,7 @@ implementation {$IFDEF ENABLE_HOLMES} g_holmes, sdlcarcass, fui_ctls, {$ENDIF} - g_touch, g_options, g_window, g_console, g_game, g_menu, g_gui, g_basic; + g_touch, g_options, g_console, g_game, g_menu, g_gui, g_basic; const GameTitle = 'Doom 2D: Forever (SDL 2, %s)'; diff --git a/src/game/sdl2/g_touch.pas b/src/game/sdl2/g_touch.pas index 12a4664..629ca3a 100644 --- a/src/game/sdl2/g_touch.pas +++ b/src/game/sdl2/g_touch.pas @@ -36,7 +36,7 @@ implementation uses SysUtils, - e_log, r_graphics, e_input, g_options, g_game, g_gui, g_weapons, g_console, g_window; + e_log, r_graphics, e_input, g_options, g_game, g_gui, g_weapons, g_console; var angleFire: Boolean; -- 2.29.2