This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Commando/mainloop.cpp

220 lines
5.9 KiB
C++
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Commando/mainloop.cpp $*
* *
* $Author:: Tom_s $*
* *
* $Modtime:: 2/21/02 3:13p $*
* *
* $Revision:: 77 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "mainloop.h"
#include "init.h"
#include "shutdown.h"
#include "timemgr.h"
#include "input.h"
#include "gamemode.h"
#include "debug.h"
#include "msgloop.h"
#include "wwprofile.h"
#include "cnetwork.h"
#include "miscutil.h"
//#include "gamesettings.h"
#include "WWAudio.H"
#include "devoptions.h"
#include "multihud.h"
#include "gamedata.h"
#include "diagnostics.h"
#include "wwprofile.h"
#include "crandom.h"
#include "dialogmgr.h"
#include "ccamera.h"
#include "pathmgr.h"
#include "networkobjectmgr.h"
#include "WebBrowser.h"
#include "autostart.h"
#include "gameinitmgr.h"
#include "servercontrol.h"
#include "consolemode.h"
#include "gamespyadmin.h"
#include "demosupport.h"
#include "GameSpy_QnR.h"
/*
**
*/
bool RunMainLoop = true;
int ExitCode = EXIT_SUCCESS;
void Stop_Main_Loop(int exitCode)
{
RunMainLoop = false;
ExitCode = exitCode;
}
void _Game_Main_Loop_Loop(void)
{
WWPROFILE( "Main Loop" );
unsigned long time1 = TIMEGETTIME();
TimeManager::Update();
Input::Update();
{ WWPROFILE( "Pathfind Evaluate" );
if (COMBAT_CAMERA != NULL) {
Vector3 camera_pos = COMBAT_CAMERA->Get_Position();
PathMgrClass::Resolve_Paths( camera_pos );
}
}
{ WWPROFILE( "Think" );
GameModeManager::Think();
GameInitMgrClass::Think();
}
{ WWPROFILE( "Dialog Mgr Update" );
DialogMgrClass::On_Frame_Update ();
}
{ WWPROFILE( "Network Object Mgr Think" );
NetworkObjectMgrClass::Think ();
ServerControl.Service();
}
{ WWPROFILE("GameSpy_QnR");
GameSpyQnR.Think();
}
if (cGameSpyAdmin::Is_Gamespy_Game()) {
WWPROFILE( "cGameSpyAdmin Think" );
cGameSpyAdmin::Think();
}
//
// If the following assert hits it may indicate that your
// working directory pathname got cleared in the project settings.
//
WWASSERT(GameModeManager::Find("Combat") != NULL);
if (!GameModeManager::Find("Combat")->Is_Active()) {
cNetwork::Update();
}
// Denzil - Embedded browser
if (WebBrowser::IsWebPageDisplayed() == false) {
GameModeManager::Render();
}
if (AutoRestart.Is_Active()) {
AutoRestart.Think();
}
{ WWPROFILE("ConsoleBox");
ConsoleBox.Think();
}
DEMO_SECURITY_CHECK;
{ WWPROFILE( "Audio" );
if (!ConsoleBox.Is_Exclusive()) {
WWAudioClass::Get_Instance ()->On_Frame_Update (0);
}
}
// Give the sound manager a chance to think
// PROFILE( "Audio", WWAudioClass::Get_Instance ()->On_Frame_Update (0) );
Windows_Message_Handler();
#ifdef WWDEBUG
// Sometimes it is useful to be able to artificially lower the frame rate
Sleep(cDevOptions::DesiredFrameSleepMs.Get());
#endif
#if 0
{ WWPROFILE( "Random" );
// spin the Random Generator, a little
int count = FreeRandom.Get_Int( 5 );
while ( count-- > 0 ) {
FreeRandom.Get_Int();
}
}
#endif
DebugManager::Update();
/*
** Sleep for a while if we are hogging the CPU.
*/
if (cNetwork::I_Am_Only_Server()) {
unsigned long time2 = TIMEGETTIME();
if (time2 >= time1) {
/*
** 16 (approx) for 60 fps. (1000/60)
*/
unsigned long diff = time2 - time1;
if (diff < 16) {
unsigned long sleep_time = 16 - (time2 - time1);
Sleep(sleep_time);
}
}
}
}
/*
** MAIN GAME LOOP
*/
int Game_Main_Loop(void)
{
const unsigned long servicetime = 1000; // Time in milliseconds.
unsigned long time;
// Only run main loop if the init is succesful!
if (Game_Init()) {
while ( RunMainLoop ) {
_Game_Main_Loop_Loop();
}
// IML: Allow a short period to process any outstanding sound effects before shutdown.
time = TIMEGETTIME();
while (TIMEGETTIME() - time < servicetime) {
WWAudioClass::Get_Instance ()->On_Frame_Update (0);
}
Game_Shutdown();
}
return ExitCode;
}