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?? d_main.c

?? 游戲類程序源代碼---WinDoom 3D源程序.zip
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												&RenderViewWindowBuffer);
			  }
			  else
			  {
				  R_RenderPlayerView (&players[displayplayer], 
												-((fixed_t)(EyeOffset+1)/2 << FRACBITS), 
												-Yaw,
												&RenderViewWindowBuffer);
			  }
			  // DQ end addition
			  // R_RenderPlayerView (&players[displayplayer]);  // original line
		 }
		 if (bInGame) // DQ
		 {
			 if (gamestate == GS_LEVEL && gametic)
				 {
				  // DQ start addition
				  // always positive offset, so doesn't fall off of left of edge.
				  // set from edge by 1, as the stereo appears better when not
				  // adjacent to the edge
				  HU_Drawer ((iEyeCounter == 0 ? 0 : TextEyeOffset), &RenderBuffer);
				  // DQ end addition
				  // HU_Drawer ();	// original line
				 }
 
			 // clean up border stuff
			 if (gamestate != oldgamestate && gamestate != GS_LEVEL)
				 {
				  I_SetPalette (W_CacheLumpName ("PLAYPAL",PU_CACHE));
				 }

			 // see if the border needs to be initially drawn
			 if (gamestate == GS_LEVEL && oldgamestate != GS_LEVEL)
				 {
				  viewactivestate = false;        // view was not active
				  R_FillBackScreen (&BackgroundBuffer/*DQ*/);    // draw the pattern into the back screen
				 }

			 // see if the border needs to be updated to the screen
			 if (gamestate == GS_LEVEL && 
					((!automapactive &&  scaledviewwidth != SCREENWIDTH && viewheight != SCREENHEIGHT)
					 || StatusBarRepeat > 0)) // DQ
			 //if (gamestate == GS_LEVEL && !automapactive &&  scaledviewwidth != SCREENWIDTH && viewheight != SCREENHEIGHT)
				 {
				  if (menuactive || menuactivestate || !viewactivestate)
						borderdrawcount = 3;
				  if (borderdrawcount)
					  {
						R_DrawViewBorder(&RenderBuffer/*DQ*/, &BackgroundBuffer/*DQ*/);    // erase old menu stuff
						if (iEyeCounter == 1) // DQ
						{
							borderdrawcount--;
						}
					  }
				 }

			 // DQ moved these out of the loop, so they would be the same for both eyes
			 //menuactivestate = menuactive;
			 //viewactivestate = viewactive;
			 //inhelpscreensstate = inhelpscreens;
			 //oldgamestate = wipegamestate = gamestate;
			 // DQ end

			 // draw pause pic
			 if (paused)
				 {
				  if (automapactive)
						y = 4;
				  else
						y = viewwindowy+4;
				  // DQ start addition
				  // show pause behind the menu  (2/3 full distance)
				  V_DrawPatchDirect(viewwindowx+(scaledviewwidth-68)/2
												+ (iEyeCounter == 0 ? -(TextEyeOffset/3) : (TextEyeOffset+2)/3), 
												y,&RenderBuffer, W_CacheLumpName ("M_PAUSE", PU_CACHE));
				  // DQ end addition
	//			  V_DrawPatchDirect(viewwindowx+(scaledviewwidth-68)/2,y,0,W_CacheLumpName ("M_PAUSE", PU_CACHE));
				 }
		 }

		 // menus go directly to the screen
		 // DQ start addition
		 // return to the menu we were using at the start of this loop.  Record the new menu,
		 // so that we can return to the new selection at the end of the loop.  I would prefer
		 // to not have globals - menuactive and currentMenu.  Instead, I would prefer to 
		 // pass the menu to draw as a parameter to M_Drawer.  But, I wanted to make the changes
		 // as minimal as possible.  DQFIXME - Perhaps I will return to this later, and add a 
		 // parameter to M_Drawer, and all downstream functions.
		 Newmenuactive = menuactive; // in case it changes
		 NewcurrentMenu = currentMenu;
		 NewitemOn = itemOn;
		 NewlastOn = currentMenu->lastOn;
		 menuactive = Prevmenuactive;	// so the menu will be drawn the same for both eyes
		 currentMenu = PrevcurrentMenu;
		 itemOn = PrevitemOn;
		 currentMenu->lastOn = PrevlastOn;
		 
		 if (bInGame)
		 {
			M_Drawer ((iEyeCounter == 0 ? -(TextEyeOffset/2) : (TextEyeOffset+1)/2), &RenderBuffer);   // menu is drawn even on top of everything
		 }
		 menuactive = Newmenuactive;
		 currentMenu = NewcurrentMenu;
		 itemOn = NewitemOn;
		 currentMenu->lastOn = NewlastOn;
		 // menu can end the game
		 // DQ end addition

		 // original commands:
		 // M_Drawer ();          // menu is drawn even on top of everything
		 if (bInGame)	// DQ
		 {
			CO_Drawer(&RenderBuffer/*DQ*/);          // Console is drawn on top of even the menu...
			NetUpdate ();         // send out any new accumulation
		 }
		 if (bInGame)
		 {
			 // normal update
			 if (!wipe)
				 {
					 done = TRUE; // DQ
					 // DQ moved I_FinishUpdate to after the end screens were captured for the wipe
					 // I_FinishUpdate ();              // page flip or blit buffer
					 // return;  // original return
				 }
			 // DQ start addition
			 if (wipe)
			 {
				 // if we are wiping, capture the newly rendered screen as the end screen,
				 // but do not show it.  It will be shown during the wipe
				 if (iEyeCounter == 0)
				 {
					  if (RightEndScreen == NULL)
					  {
						  RightEndScreen = (byte *)malloc(SCREENWIDTH * SCREENHEIGHT);
						  RightEndBuffer.Buffer = RightEndScreen;
						  RightEndBuffer.YLookup = ScreensYLookup;
					  }
					  wipe_RightEndScreen(&RightEndBuffer, &RenderBuffer);
				 }
				 else
				 {
					 wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT, 
											&LeftEndBuffer,
											&RenderBuffer);
				 }
				 // If we are going to wipe, we will copy the start image back into this render
				 // buffer.  The new image, which was just captured, will be displayed at the
				 // end of the wipe
				 I_ReadScreen(&RenderBuffer, &StartBuffer);
			 }
			 if (bInGame)
			 {
				I_FinishUpdate (iEyeCounter == 1, bStereo, &RenderBuffer); // if wiping, don't display
			 }
		 }
		}    // end eye counter loop

	 if (wipe && bInGame)
	 {

		 wipestart = I_GetTime () - 1;
		 done = FALSE;
		 do
		 {
		    do
		    {
		        nowtime = I_GetTime ();
		        tics = nowtime - wipestart;
			 }
		    while(!tics);

		    wipestart = nowtime;
			 // display each eye's wipe.  The right end is in RightEndScreen, the left end is in
			 // screens[3].  Rather than change the wiping logic to work with an arbitrary
			 // surface, we will make my changes work with the old logic of expecting screens[3]
			 // as the end, screens[2] as the original, and RenderBuffer as the wiped image
			 // to do this, we will swap screens[3] and RightEndScreen, thus using screens[3] as the
			 // end screen.
			 for (iEyeCounter = (bStereo ? 0 : 1); 
						iEyeCounter < 2; 
						iEyeCounter++)  // 0 = right, 1 = left
			 {
				 GetRenderBuffer(iEyeCounter == 1, bStereo, &RenderBuffer, &RenderViewWindowBuffer);

				 if (RightEndScreen != NULL && bStereo && iEyeCounter == 0)
				 {
					 done |= wipe_ScreenWipe(wipe_Melt, 
														0, 0, 
														SCREENWIDTH, SCREENHEIGHT, 
														tics, 
														(iEyeCounter == 1),
														&RenderBuffer,
														&StartBuffer,
														&RightEndBuffer); // DQ
				 }
				 else
				 {
					 done |= wipe_ScreenWipe(wipe_Melt, 
														0, 0, 
														SCREENWIDTH, SCREENHEIGHT, 
														tics, 
														(iEyeCounter == 1),
														&RenderBuffer,
														&StartBuffer,
														&LeftEndBuffer); // DQ
				 }
				 I_UpdateNoBlit ();
				 M_Drawer (iEyeCounter == 0 ? -(TextEyeOffset/2) : (TextEyeOffset+1)/2, &RenderBuffer/*DQ*/);   // menu is drawn even on top of everything
				 CO_Drawer(&RenderBuffer);
				 if (bInGame)
				 {
					I_FinishUpdate (iEyeCounter == 1, bStereo, &RenderBuffer);                      // page flip or blit buffer
				 }
			}
		 }
		 while(!done);
	 }
	 if (RightEndScreen != NULL)
	 {
		 free(RightEndScreen);
	 }
	 // DQ end addition

	 menuactivestate = menuactive;
	 viewactivestate = viewactive;
	 inhelpscreensstate = inhelpscreens;
	 oldgamestate = wipegamestate = gamestate;


 	 // the original wiping logic assumed only one original image, one final image,
	 // and the wipe image was constructed from a combination of the two.
	 // We ulitimately want two final images, although we could compromize on the 
	 // original image - it just gets garbled.

	 // original code
	 // wipe update
	 //wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT);

	 //wipestart = I_GetTime () - 1;
	 //do
	 //   {
	 //    do
	 //       {
	 //        nowtime = I_GetTime ();
	 //        tics = nowtime - wipestart;
	 //       }
	 //    while(!tics);
	 //    wipestart = nowtime;
	 //    done = wipe_ScreenWipe(wipe_Melt, 0, 0, SCREENWIDTH, SCREENHEIGHT, tics);
	 //    I_UpdateNoBlit ();
	 //    M_Drawer ();                            // menu is drawn even on top of wipes
	 //    CO_Drawer();                            // Console is drawn on top of even the menu...
	 //     I_FinishUpdate ();                      // page flip or blit buffer
	 //   }
	 //while(!done);
	}



//
//  D_DoomLoop
//
extern  int             demotype;
extern  boolean         demorecording;

void D_DoomLoop (void)
   {
    if (demorecording)
        G_BeginRecording ();
		
    if (M_CheckParm ("-debugfile"))
       {
        char    filename[20];
        sprintf (filename,"debug%i.txt",consoleplayer);
	    //printf ("debug output to: %s\n",filename);
        sprintf(MsgText, "debug output to: %s\n",filename);
        WriteDebug(MsgText);
        debugfile = fopen (filename,"w");
       }
	
    I_InitGraphics ();

    while (1)
       {
        // frame syncronous IO operations
        I_StartFrame ();                
	
        // process one or more tics
        if (singletics)
           {
            I_StartTic ();
            D_ProcessEvents ();
            G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
            if (advancedemo)
               D_DoAdvanceDemo();
            M_Ticker ();
            G_Ticker ();
            gametic++;
            maketic++;
           }
        else
           {
            TryRunTics (); // will run at least one tic
           }
		
        S_UpdateSounds (players[consoleplayer].mo);// move positional sounds

        // Update display, next frame, with current state.
			D_Display ();

#ifndef SNDSERV
        // Sound mixing for the buffer is snychronous.
        //I_UpdateSound();
#endif	
        // Synchronous sound output is explicitly called.
#ifndef SNDINTR
        // Update sound output.
        //I_SubmitSound();
#endif
       }
   }

void MY_DoomSetup(void)
   {
    if (demorecording)
        G_BeginRecording ();
		
    //WriteDebug("MY_DoomSetup...\n");
    if (M_CheckParm ("-debugfile"))
       {
        char    filename[20];
        sprintf (filename,"debug%i.txt",consoleplayer);
	    //printf ("debug output to: %s\n",filename);
        sprintf(MsgText, "debug output to: %s\n",filename);
        WriteDebug(MsgText);
        debugfile = fopen (filename,"w");
       }
    I_SetPalette (W_CacheLumpName("PLAYPAL", PU_CACHE));
   }

void MY_DoomLoop (void)
   {
    //WriteDebug("MY_DoomLoop...\n");
    // frame syncronous IO operations
    I_StartFrame ();                
	
    // process one or more tics
    if (singletics)
       {
        //WriteDebug("I_StartTic...\n");
        I_StartTic ();
        //WriteDebug("D_ProcessEvents...\n");
        D_ProcessEvents ();
		  if (bInGame)	// DQ
		  {
			  //WriteDebug("MY_DoomLoop calling G_BuildTiccmd...\n");
			  G_BuildTiccmd (&netcmds[consoleplayer][maketic%BACKUPTICS]);
			  if (advancedemo)
				  {
					//WriteDebug("D_DoAdvanceDemo...\n");
					D_DoAdvanceDemo();
				  }
			  CO_Ticker();
			  //WriteDebug("M_Ticker...\n");
			  M_Ticker ();
			  //WriteDebug("G_Ticker...\n");
			  G_Ticker ();
			  gametic++;
			  maketic++;
		  }
       }
    else
       {
        //WriteDebug("TryRunTics...\n");
        TryRunTics (); // will run at least one tic
       }

	 if (bInGame)	// DQ
	 {
		 //WriteDebug("S_UpdateSounds...\n");
		 S_UpdateSounds (players[consoleplayer].mo);// move positional sounds
		 // Update display, next frame, with current state.
		 //WriteDebug("D_Display...\n");
		 D_Display();

	 }

#ifndef SNDSERV
    // Sound mixing for the buffer is snychronous.
    //I_UpdateSound();
#endif	
    // Synchronous sound output is explicitly called.
#ifndef SNDINTR
    // Update sound output.
    //I_SubmitSound();
#endif
   }



//
//  DEMO LOOP
//
int             demosequence;
int             pagetic;
char                    *pagename;


//
// D_PageTicker
// Handles timing for warped projection
//
void D_PageTicker (void)
{
    if (--pagetic < 0)
	D_AdvanceDemo ();
}



//
// D_PageDrawer
//
void D_PageDrawer (PBUFFER RenderBuffer) // DQ
//void D_PageDrawer (void)
{
	 // DQ start addition
	 int y;
	 DWORD * pdwDest;
	 BYTE * Buffer;
	 long * YLookup;

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亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
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