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[WIP] This is Chocolate DOOM but ported to Zig
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2.8 kB · 96 lines
C
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12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697//// 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 exitvoid D_QuitNetGame (void);
//? how many ticks to run?void TryRunTics (void);
// Called at start of game loop to initialize timersvoid 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