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