Kart-Public/src/p_tick.c

909 lines
21 KiB
C
Raw Normal View History

2014-03-15 16:59:03 +00:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
2018-11-25 12:35:38 +00:00
// Copyright (C) 1999-2018 by Sonic Team Junior.
2014-03-15 16:59:03 +00:00
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_tick.c
/// \brief Archiving: SaveGame I/O, Thinker, Ticker
#include "doomstat.h"
#include "g_game.h"
2019-02-17 00:29:51 +00:00
#include "g_input.h"
2014-03-15 16:59:03 +00:00
#include "p_local.h"
#include "z_zone.h"
#include "s_sound.h"
#include "st_stuff.h"
#include "p_polyobj.h"
#include "m_random.h"
#include "lua_script.h"
#include "lua_hook.h"
#include "k_kart.h"
#include "r_main.h"
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
#include "r_fps.h"
2014-03-15 16:59:03 +00:00
// Object place
#include "m_cheat.h"
tic_t leveltime;
//
// THINKERS
// All thinkers should be allocated by Z_Calloc
// so they can be operated on uniformly.
// The actual structures will vary in size,
// but the first element must be thinker_t.
//
// Both the head and tail of the thinker list.
thinker_t thinkercap;
void Command_Numthinkers_f(void)
{
INT32 num;
INT32 count = 0;
actionf_p1 action;
thinker_t *think;
if (gamestate != GS_LEVEL)
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
return;
}
if (COM_Argc() < 2)
{
CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n"));
CONS_Printf(
"\t1: P_MobjThinker\n"
/*"\t2: P_RainThinker\n"
"\t3: P_SnowThinker\n"*/
"\t2: P_NullPrecipThinker\n"
"\t3: T_Friction\n"
"\t4: T_Pusher\n"
"\t5: P_RemoveThinkerDelayed\n");
2014-03-15 16:59:03 +00:00
return;
}
num = atoi(COM_Argv(1));
switch (num)
{
case 1:
action = (actionf_p1)P_MobjThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
break;
/*case 2:
2014-03-15 16:59:03 +00:00
action = (actionf_p1)P_RainThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_RainThinker");
break;
case 3:
action = (actionf_p1)P_SnowThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker");
break;*/
case 2:
2014-03-15 16:59:03 +00:00
action = (actionf_p1)P_NullPrecipThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
break;
case 3:
2014-03-15 16:59:03 +00:00
action = (actionf_p1)T_Friction;
CONS_Printf(M_GetText("Number of %s: "), "T_Friction");
break;
case 4:
2014-03-15 16:59:03 +00:00
action = (actionf_p1)T_Pusher;
CONS_Printf(M_GetText("Number of %s: "), "T_Pusher");
break;
case 5:
2014-03-15 16:59:03 +00:00
action = (actionf_p1)P_RemoveThinkerDelayed;
CONS_Printf(M_GetText("Number of %s: "), "P_RemoveThinkerDelayed");
break;
default:
CONS_Printf(M_GetText("That is not a valid number.\n"));
return;
}
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != action)
continue;
count++;
}
CONS_Printf("%d\n", count);
}
void Command_CountMobjs_f(void)
{
thinker_t *th;
mobjtype_t i;
INT32 count;
if (gamestate != GS_LEVEL)
{
CONS_Printf(M_GetText("You must be in a level to use this.\n"));
return;
}
if (COM_Argc() >= 2)
{
size_t j;
for (j = 1; j < COM_Argc(); j++)
{
i = atoi(COM_Argv(j));
if (i >= NUMMOBJTYPES)
{
CONS_Printf(M_GetText("Object number %d out of range (max %d).\n"), i, NUMMOBJTYPES-1);
continue;
}
count = 0;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
if (((mobj_t *)th)->type == i)
count++;
}
CONS_Printf(M_GetText("There are %d objects of type %d currently in the level.\n"), count, i);
}
return;
}
CONS_Printf(M_GetText("Count of active objects in level:\n"));
for (i = 0; i < NUMMOBJTYPES; i++)
{
count = 0;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
if (((mobj_t *)th)->type == i)
count++;
}
2014-08-27 03:56:30 +00:00
if (count > 0) // Don't bother displaying if there are none of this type!
CONS_Printf(" * %d: %d\n", i, count);
2014-03-15 16:59:03 +00:00
}
}
//
// P_InitThinkers
//
void P_InitThinkers(void)
{
thinkercap.prev = thinkercap.next = &thinkercap;
waypointcap = NULL;
2014-03-15 16:59:03 +00:00
}
//
// P_AddThinker
// Adds a new thinker at the end of the list.
//
void P_AddThinker(thinker_t *thinker)
{
thinkercap.prev->next = thinker;
thinker->next = &thinkercap;
thinker->prev = thinkercap.prev;
thinkercap.prev = thinker;
thinker->references = 0; // killough 11/98: init reference counter to 0
}
//
// killough 11/98:
//
// Make currentthinker external, so that P_RemoveThinkerDelayed
// can adjust currentthinker when thinkers self-remove.
static thinker_t *currentthinker;
//
// P_RemoveThinkerDelayed()
//
// Called automatically as part of the thinker loop in P_RunThinkers(),
// on nodes which are pending deletion.
//
// If this thinker has no more pointers referencing it indirectly,
// remove it, and set currentthinker to one node preceeding it, so
// that the next step in P_RunThinkers() will get its successor.
//
void P_RemoveThinkerDelayed(void *pthinker)
{
thinker_t *thinker = pthinker;
if (!thinker->references)
{
{
/* Remove from main thinker list */
thinker_t *next = thinker->next;
/* Note that currentthinker is guaranteed to point to us,
* and since we're freeing our memory, we had better change that. So
* point it to thinker->prev, so the iterator will correctly move on to
* thinker->prev->next = thinker->next */
(next->prev = currentthinker = thinker->prev)->next = next;
}
2022-09-03 02:58:47 +00:00
R_DestroyLevelInterpolators(thinker);
2014-03-15 16:59:03 +00:00
Z_Free(thinker);
}
}
//
// P_RemoveThinker
//
// Deallocation is lazy -- it will not actually be freed
// until its thinking turn comes up.
//
// killough 4/25/98:
//
// Instead of marking the function with -1 value cast to a function pointer,
// set the function to P_RemoveThinkerDelayed(), so that later, it will be
// removed automatically as part of the thinker process.
//
void P_RemoveThinker(thinker_t *thinker)
{
#ifdef HAVE_BLUA
LUA_InvalidateUserdata(thinker);
#endif
thinker->function.acp1 = P_RemoveThinkerDelayed;
}
/*
* P_SetTarget
*
* This function is used to keep track of pointer references to mobj thinkers.
* In Doom, objects such as lost souls could sometimes be removed despite
* their still being referenced. In Boom, 'target' mobj fields were tested
* during each gametic, and any objects pointed to by them would be prevented
* from being removed. But this was incomplete, and was slow (every mobj was
* checked during every gametic). Now, we keep a count of the number of
* references, and delay removal until the count is 0.
*/
mobj_t *P_SetTarget(mobj_t **mop, mobj_t *targ)
{
if (*mop) // If there was a target already, decrease its refcount
(*mop)->thinker.references--;
if ((*mop = targ) != NULL) // Set new target and if non-NULL, increase its counter
targ->thinker.references++;
return targ;
}
//
// P_RunThinkers
//
// killough 4/25/98:
//
// Fix deallocator to stop using "next" pointer after node has been freed
// (a Doom bug).
//
// Process each thinker. For thinkers which are marked deleted, we must
// load the "next" pointer prior to freeing the node. In Doom, the "next"
// pointer was loaded AFTER the thinker was freed, which could have caused
// crashes.
//
// But if we are not deleting the thinker, we should reload the "next"
// pointer after calling the function, in case additional thinkers are
// added at the end of the list.
//
// killough 11/98:
//
// Rewritten to delete nodes implicitly, by making currentthinker
// external and using P_RemoveThinkerDelayed() implicitly.
//
static inline void P_RunThinkers(void)
{
for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = currentthinker->next)
{
if (currentthinker->function.acp1)
currentthinker->function.acp1(currentthinker);
}
}
//
// P_DoAutobalanceTeams()
//
// Determine if the teams are unbalanced, and if so, move a player to the other team.
//
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
/*static void P_DoAutobalanceTeams(void)
2014-03-15 16:59:03 +00:00
{
changeteam_union NetPacket;
UINT16 usvalue;
INT32 i=0;
INT32 red=0, blue=0;
INT32 redarray[MAXPLAYERS], bluearray[MAXPLAYERS];
INT32 redflagcarrier = 0, blueflagcarrier = 0;
INT32 totalred = 0, totalblue = 0;
NetPacket.value.l = NetPacket.value.b = 0;
memset(redarray, 0, sizeof(redarray));
memset(bluearray, 0, sizeof(bluearray));
// Only do it if we have enough room in the net buffer to send it.
// Otherwise, come back next time and try again.
if (sizeof(usvalue) > GetFreeXCmdSize())
return;
//We have to store the players in an array with the rest of their team.
//We can then pick a random player to be forced to change teams.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].ctfteam)
{
if (players[i].ctfteam == 1)
{
if (!players[i].gotflag)
{
redarray[red] = i; //store the player's node.
red++;
}
else
redflagcarrier++;
}
else
{
if (!players[i].gotflag)
{
bluearray[blue] = i; //store the player's node.
blue++;
}
else
blueflagcarrier++;
}
}
}
totalred = red + redflagcarrier;
totalblue = blue + blueflagcarrier;
if ((abs(totalred - totalblue) > cv_autobalance.value))
{
if (totalred > totalblue)
{
2016-07-06 04:09:17 +00:00
i = M_RandomKey(red);
2014-03-15 16:59:03 +00:00
NetPacket.packet.newteam = 2;
NetPacket.packet.playernum = redarray[i];
NetPacket.packet.verification = true;
NetPacket.packet.autobalance = true;
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
if (totalblue > totalred)
{
2016-07-06 04:09:17 +00:00
i = M_RandomKey(blue);
2014-03-15 16:59:03 +00:00
NetPacket.packet.newteam = 1;
NetPacket.packet.playernum = bluearray[i];
NetPacket.packet.verification = true;
NetPacket.packet.autobalance = true;
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
}
}
//
// P_DoTeamscrambling()
//
// If a team scramble has been started, scramble one person from the
// pre-made scramble array. Said array is created in TeamScramble_OnChange()
//
void P_DoTeamscrambling(void)
{
changeteam_union NetPacket;
UINT16 usvalue;
NetPacket.value.l = NetPacket.value.b = 0;
// Only do it if we have enough room in the net buffer to send it.
// Otherwise, come back next time and try again.
if (sizeof(usvalue) > GetFreeXCmdSize())
return;
if (scramblecount < scrambletotal)
{
if (players[scrambleplayers[scramblecount]].ctfteam != scrambleteams[scramblecount])
{
NetPacket.packet.newteam = scrambleteams[scramblecount];
NetPacket.packet.playernum = scrambleplayers[scramblecount];
NetPacket.packet.verification = true;
NetPacket.packet.scrambled = true;
usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
}
scramblecount++; //Increment, and get to the next player when we come back here next time.
}
else
CV_SetValue(&cv_teamscramble, 0);
}
static inline void P_DoSpecialStageStuff(void)
{
boolean inwater = false;
INT32 i;
// Can't drown in a special stage
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
players[i].powers[pw_underwater] = players[i].powers[pw_spacetime] = 0;
}
if (sstimer < 15*TICRATE+6 && sstimer > 7 && (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC))
S_SpeedMusic(1.4f);
if (sstimer < 7 && sstimer > 0) // The special stage time is up!
{
sstimer = 0;
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
2018-09-22 22:59:26 +00:00
players[i].exiting = raceexittime+1;
2014-03-15 16:59:03 +00:00
players[i].pflags &= ~PF_GLIDING;
}
if (i == consoleplayer)
S_StartSound(NULL, sfx_lose);
}
if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
S_SpeedMusic(1.0f);
stagefailed = true;
}
if (sstimer > 1) // As long as time isn't up...
{
UINT32 ssrings = 0;
// Count up the rings of all the players and see if
// they've collected the required amount.
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
ssrings += (players[i].mo->health-1);
// If in water, deplete timer 6x as fast.
if ((players[i].mo->eflags & MFE_TOUCHWATER)
|| (players[i].mo->eflags & MFE_UNDERWATER))
inwater = true;
}
if (ssrings >= totalrings && totalrings > 0)
{
// Halt all the players
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
{
players[i].mo->momx = players[i].mo->momy = 0;
2018-09-22 22:59:26 +00:00
players[i].exiting = raceexittime+1;
2014-03-15 16:59:03 +00:00
}
sstimer = 0;
P_GiveEmerald(true);
}
// Decrement the timer
if (!objectplacing)
{
if (inwater)
sstimer -= 6;
else
sstimer--;
}
}
}
static inline void P_DoTagStuff(void)
{
INT32 i;
// tell the netgame who the initial IT person is.
if (leveltime == TICRATE)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (players[i].pflags & PF_TAGIT)
{
CONS_Printf(M_GetText("%s is now IT!\n"), player_names[i]); // Tell everyone who is it!
break;
}
}
}
//increment survivor scores
if (leveltime % TICRATE == 0 && leveltime > (hidetime * TICRATE))
{
2014-11-12 00:55:07 +00:00
INT32 participants = 0;
2014-03-15 16:59:03 +00:00
2014-11-12 00:55:07 +00:00
for (i=0; i < MAXPLAYERS; i++)
2014-03-15 16:59:03 +00:00
{
2014-11-12 00:55:07 +00:00
if (playeringame[i] && !players[i].spectator)
participants++;
2014-03-15 16:59:03 +00:00
}
for (i=0; i < MAXPLAYERS; i++)
{
2014-11-12 00:55:07 +00:00
if (playeringame[i] && !players[i].spectator && players[i].playerstate == PST_LIVE
&& !(players[i].pflags & (PF_TAGIT|PF_TAGGED)))
//points given is the number of participating players divided by two.
P_AddPlayerScore(&players[i], participants/2);
2014-03-15 16:59:03 +00:00
}
}
}
static inline void P_DoCTFStuff(void)
{
// Automatic team balance for CTF and team match
if (leveltime % (TICRATE * 5) == 0) //only check once per five seconds for the sake of CPU conservation.
{
// Do not attempt to autobalance and scramble teams at the same time.
// Only the server should execute this. No verified admins, please.
if ((cv_autobalance.value && !cv_teamscramble.value) && cv_allowteamchange.value && server)
P_DoAutobalanceTeams();
}
// Team scramble code for team match and CTF.
if ((leveltime % (TICRATE/7)) == 0)
{
// If we run out of time in the level, the beauty is that
// the Y_Ticker() team scramble code will pick it up.
if (cv_teamscramble.value && server)
P_DoTeamscrambling();
}
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
}*/
2014-03-15 16:59:03 +00:00
//
// P_Ticker
//
void P_Ticker(boolean run)
{
INT32 i;
//Increment jointime even if paused.
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
++players[i].jointime;
if (objectplacing)
{
if (OP_FreezeObjectplace())
{
P_MapStart();
R_UpdateMobjInterpolators();
2014-03-15 16:59:03 +00:00
OP_ObjectplaceMovement(&players[0]);
P_MoveChaseCamera(&players[0], &camera[0], false);
R_UpdateViewInterpolation();
2014-03-15 16:59:03 +00:00
P_MapEnd();
return;
}
}
// Check for pause or menu up in single player
2015-01-01 19:50:31 +00:00
if (paused || P_AutoPause())
{
if (demo.rewinding && leveltime > 0)
{
leveltime = (leveltime-1) & ~3;
G_PreviewRewind(leveltime);
}
2019-09-05 21:24:23 +00:00
else if (demo.freecam && democam.cam) // special case: allow freecam to MOVE during pause!
P_DemoCameraMovement(democam.cam);
2014-03-15 16:59:03 +00:00
return;
}
2014-03-15 16:59:03 +00:00
for (i = 0; i <= splitscreen; i++)
postimgtype[i] = postimg_none;
2014-03-15 16:59:03 +00:00
P_MapStart();
if (run)
{
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
R_UpdateMobjInterpolators();
if (demo.recording)
{
G_WriteDemoExtraData();
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i])
G_WriteDemoTiccmd(&players[i].cmd, i);
}
if (demo.playback)
{
#ifdef DEMO_COMPAT_100
if (demo.version == 0x0001)
{
G_ReadDemoTiccmd(&players[consoleplayer].cmd, 0);
}
else
{
#endif
G_ReadDemoExtraData();
for (i = 0; i < MAXPLAYERS; i++)
2019-01-27 22:23:34 +00:00
if (playeringame[i])
{
//@TODO all this throwdir stuff shouldn't be here! But it's added to maintain 1.0.4 compat for now...
// Remove for 1.1!
if (players[i].cmd.buttons & BT_FORWARD)
players[i].kartstuff[k_throwdir] = 1;
else if (players[i].cmd.buttons & BT_BACKWARD)
players[i].kartstuff[k_throwdir] = -1;
else
players[i].kartstuff[k_throwdir] = 0;
G_ReadDemoTiccmd(&players[i].cmd, i);
}
#ifdef DEMO_COMPAT_100
}
#endif
}
2014-03-15 16:59:03 +00:00
#ifdef HAVE_BLUA
LUAh_PreThinkFrame();
#endif
2014-03-15 16:59:03 +00:00
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
P_PlayerThink(&players[i]);
}
// Keep track of how long they've been playing!
if (!demo.playback) // Don't increment if a demo is playing.
totalplaytime++;
2014-03-15 16:59:03 +00:00
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
/*if (!useNightsSS && G_IsSpecialStage(gamemap))
2014-03-15 16:59:03 +00:00
P_DoSpecialStageStuff();
if (runemeraldmanager)
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
P_EmeraldManager(); // Power stone mode*/
2014-03-15 16:59:03 +00:00
if (run)
{
P_RunThinkers();
// Run any "after all the other thinkers" stuff
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
P_PlayerAfterThink(&players[i]);
#ifdef HAVE_BLUA
LUAh_ThinkFrame();
#endif
}
// Run shield positioning
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
//P_RunShields();
2016-07-06 04:09:17 +00:00
P_RunOverlays();
2014-03-15 16:59:03 +00:00
P_RunShadows();
2014-03-15 16:59:03 +00:00
P_UpdateSpecials();
P_RespawnSpecials();
// Lightning, rain sounds, etc.
P_PrecipitationEffects();
if (run)
leveltime++;
// as this is mostly used for HUD stuff, add the record attack specific hack to it as well!
if (!(modeattacking && !demo.playback) || leveltime >= starttime - TICRATE*4)
timeinmap++;
2014-03-15 16:59:03 +00:00
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
/*if (G_TagGametype())
2014-03-15 16:59:03 +00:00
P_DoTagStuff();
if (G_GametypeHasTeams())
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
P_DoCTFStuff();*/
2014-03-15 16:59:03 +00:00
if (run)
{
if (countdowntimer && --countdowntimer <= 0)
{
countdowntimer = 0;
countdowntimeup = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
P_DamageMobj(players[i].mo, NULL, NULL, 10000);
}
}
if (racecountdown > 1)
racecountdown--;
2014-03-15 16:59:03 +00:00
if (exitcountdown > 1)
exitcountdown--;
2014-03-15 16:59:03 +00:00
if (indirectitemcooldown > 0)
indirectitemcooldown--;
2020-08-06 15:51:53 +00:00
if (hyubgone > 0)
2019-02-20 04:15:31 +00:00
hyubgone--;
2022-03-29 19:42:31 +00:00
if (G_RaceGametype())
{
K_UpdateSpectateGrief();
}
if (G_BattleGametype())
{
if (wantedcalcdelay && --wantedcalcdelay <= 0)
K_CalculateBattleWanted();
}
2014-03-15 16:59:03 +00:00
if (quake.time)
{
fixed_t ir = quake.intensity>>1;
/// \todo Calculate distance from epicenter if set and modulate the intensity accordingly based on radius.
quake.x = M_RandomRange(-ir,ir);
quake.y = M_RandomRange(-ir,ir);
quake.z = M_RandomRange(-ir,ir);
--quake.time;
}
else
quake.x = quake.y = quake.z = 0;
if (metalplayback)
G_ReadMetalTic(metalplayback);
if (metalrecording)
G_WriteMetalTic(players[consoleplayer].mo);
2019-02-16 19:10:58 +00:00
if (demo.recording)
2019-02-16 19:10:58 +00:00
{
INT32 axis = JoyAxis(AXISLOOKBACK, 1);
G_WriteAllGhostTics();
2019-02-17 00:29:51 +00:00
if (cv_recordmultiplayerdemos.value && (demo.savemode == DSM_NOTSAVING || demo.savemode == DSM_WILLAUTOSAVE))
if (demo.savebutton && demo.savebutton + 3*TICRATE < leveltime && (InputDown(gc_lookback, 1) || (cv_usejoystick.value && axis > 0)))
demo.savemode = DSM_TITLEENTRY;
2019-02-16 19:10:58 +00:00
}
else if (demo.playback) // Use Ghost data for consistency checks.
2019-02-16 19:10:58 +00:00
{
#ifdef DEMO_COMPAT_100
if (demo.version == 0x0001)
2019-02-16 19:10:58 +00:00
G_ConsGhostTic(0);
else
#endif
G_ConsAllGhostTics();
2019-02-16 19:10:58 +00:00
}
2014-11-12 00:55:07 +00:00
if (modeattacking)
2014-03-15 16:59:03 +00:00
G_GhostTicker();
2018-07-22 04:31:02 +00:00
if (mapreset > 1
&& --mapreset <= 1
&& server) // Remember: server uses it for mapchange, but EVERYONE ticks down for the animation
D_MapChange(gamemap, gametype, encoremode, true, 0, false, false);
#ifdef HAVE_BLUA
LUAh_PostThinkFrame();
#endif
2014-03-15 16:59:03 +00:00
}
// Always move the camera.
for (i = 0; i <= splitscreen; i++)
{
if (camera[i].chase)
P_MoveChaseCamera(&players[displayplayers[i]], &camera[i], false);
}
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
if (run)
{
R_UpdateLevelInterpolators();
2022-05-06 00:43:55 +00:00
R_UpdateViewInterpolation();
// Hack: ensure newview is assigned every tic.
// Ensures view interpolation is T-1 to T in poor network conditions
// We need a better way to assign view state decoupled from game logic
for (i = 0; i <= splitscreen; i++)
{
player_t *player = &players[displayplayers[i]];
BOOL skyVisible = skyVisiblePerPlayer[i];
if (skyVisible && skyboxmo[0] && cv_skybox.value)
{
R_SkyboxFrame(player);
}
R_SetupFrame(player, (skyboxmo[0] && cv_skybox.value));
}
Implement Uncapped (squashed) Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com> Co-Authored-By: James R <justsomejames2@gmail.com> Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com> Co-Authored-By: katsy <katmint@live.com> Place Frame Interpolation in "Experimental" video options header This seems like an appropriate way to describe the feature for now. Add smooth level platter under interpolation, `renderdeltatics` `renderdeltatics` can be used as a standard delta time in any place, allowing for smooth menus. It will always be equal to `realtics` when frame interpolation is turned off, producing consistent framerate behavior everywhere it is used. Add smooth rendering to save select screen Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll Ensure viewsector is accurate to viewx/viewy This fixes a potential crash in OpenGL when changing between levels. Ensure + commands get executed before map start Always have precise_t defined Fix misc dropshadow issues Reset view interpolation on level load Remove unnecessary precipmobj thinker hack Add reset interpolation state functions Reset precip interpolation on snap to ceil Reset mobj interp state on TeleportMove Only swap view interp state if a tick is run Run anti-lag chasecam at tic frequency Fixes jittery and unstable chasecam in high latency netgames Homogenize mobj interpolations Add sector plane level interpolations Add SectorScroll interpolator Add SideScroll interpolator Add Polyobj interpolator Intialize interpolator list at a better time Delete interpolators associated with thinkers Interpolate mobj angles and player drawangle Interpolate HWR_DrawModel Add functions to handle interpolation Much less code duplication P_InitAngle, to fix angle interpolation on spawning objects Fully fix drop shadows It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates. Do not speed up underwater/heatwave effect in OpenGL Closer OpenGL underwater/heatwave effect to Software Interpolate from time of previous tic Previously interpolated from last 35th of a second, which may be offset from game time due to connection lag. Consider this the proper fix to 54148a0dd0 too. Calculate FPS stuff even if frame is skipped I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging. Keep rect in memory Feel better about this than creating one all da time Lots of FPS stuff - Disabled VSync, due to the numerous problems it has. - Instead, added an FPS cap. - Frame interpolation is now tied to fpscap != 35. - By default, the FPS cap is set to the monitor's refresh rate. - Rewrote the FPS counter. (This also consolidates several more commits ahead of this fixing various issues. -eid) Misc changes after Kart cherry-picks Fix renderdeltatics with new timing data Update mobj oldstates before all thinkers Allow FPS cap values Adjust how FPS cap is checked to improve FPS stability Fix precip crash from missing vars Improve the framerate limiter's timing for extreme stable FPS Handle the sleep at the end of D_SRB2Loop instead of the start Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long. Reset mobj interp state on add Add mobj interpolator on load netgame Move mobj interpolators to r_fps Dynamic slope interpolators I_GetFrameTime to try and improve frame pace (It doesn't feel that much better though.) Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code Fix plane interpolation light level flickering Fix flickering plane interpolation for OpenGL in the exact same way Funny OpenGL renderer being at least 50% copy-pasted Software code :) P_SetOrigin & P_MoveOrigin to replace P_TeleportMove Convert P_TeleportMove use to origin funcs Revert "P_InitAngle, to fix angle interpolation on spawning objects" This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5. Waypoint polyobjects interpolate z & children Add interpolation to more moving plane types Adds interpolation to the following: - Crumbling platforms - Mario blocks - Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?) Reset overlays interp states each TryRunTics Interpolate model interpolation (lol) Use interp tracer pos for GL linkdraw Papersprite angle interpolation Makes the ending signpost smooth Move intermission emerald bounce to ticker Bring back shadows on polyobjects Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy. Fix a bunch of ticking in hu_ drawing functions Revert "Reset overlays interp states each TryRunTics" This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92. Move intro ticking out of the drawer Adjust 1up monitor icon z offsets Fixes interpolation issues with 1up monitors. Delta time choose player menu animations Add drawerlib deltaTime function Interpolate afterimages further back Use old sleep in dedicated mode Clamp cechotimer to 0 Fixes issues with cechos staying on-screen and glitching out (NiGHTS items for example). Revert "Remove unnecessary precipmobj thinker hack" This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e. Fix frame pacing when game lags behind The frame timestamp should've been made at the start of the frame, not the end. Fix I_FrameCapSleep not respecting cpusleep Jonathan Joestar bruh Allow dedicated to use precise sleep timing again Instead of only using one old sleep, just enforce framerate cap to match TICRATE. Make Lua TeleportMove call MoveOrigin Reset Metal fume interp state on appear Add interpdebug Put interpdebug stuff in perfstats instead Add timescale cvar Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping! Enable timescale outside of DEVELOP builds It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer! Force interpolation when timescale != 1.0 Reset old_z in MT_LOCKON think Fixes interpolation artifacting due to spawn pos. Fix cutscenes in interp Fix boss1 laser in interp Interpolate mobj scale Precalculate refresh rate Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well Fix interp scaling crashing software Reset interp scale when Lua sets .scale Disable angle interp on fresh mobjs Fix interp scale crash for hires sprites Interp shadow scales Copy interp state in P_SpawnMobjFromMobj Fix multiplayer character select Don't interpolate mobj state if frac = 1.0 Fix Mario block item placement Interpolate spritescale/offset x/y Fix offset copies for SpawnMobjFromMobj THANKS SAL Add Lua HUD drawlists Buffers draw calls between tics to ensure hooks run at the originally intended rate. Rename drawerlib deltaTime to getDeltaTime Make renderisnewtic is false between tics I know what I'm doing! I swear Completely refactor timing system Time is now tracked internally in the game using I_GetPreciseTime and I_UpdateTime. I_Time now pulls from this internal timer. The system code no longer needs to keep track of time itself. This significantly improves frame and tic timing in interp mode, resulting in a much smoother image with essentially no judder at any framerate. Ensure mobj interpolators reset on level load Ensure view is not interpolated on first frame Disable sprite offset interpolation (for now) Refactor timing code even more System layer is greatly simplified and framecap logic has been moved internally. I_Sleep now takes a sleep duration and I_SleepDuration generically implements a precise sleep with spin loop.
2019-10-06 22:40:52 +00:00
}
2014-03-15 16:59:03 +00:00
P_MapEnd();
if (demo.playback)
G_StoreRewindInfo();
2014-03-15 16:59:03 +00:00
// Z_CheckMemCleanup();
}
// Abbreviated ticker for pre-loading, calls thinkers and assorted things
void P_PreTicker(INT32 frames)
{
INT32 i;
2014-03-15 16:59:03 +00:00
ticcmd_t temptic;
for (i = 0; i <= splitscreen; i++)
postimgtype[i] = postimg_none;
2014-03-15 16:59:03 +00:00
hook_defrosting = frames;
while (hook_defrosting)
2014-03-15 16:59:03 +00:00
{
P_MapStart();
R_UpdateMobjInterpolators();
#ifdef HAVE_BLUA
LUAh_PreThinkFrame();
#endif
2014-03-15 16:59:03 +00:00
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
{
// stupid fucking cmd hack
// if it isn't for this, players can move in preticker time
// (and disrupt demo recording and other things !!)
memcpy(&temptic, &players[i].cmd, sizeof(ticcmd_t));
memset(&players[i].cmd, 0, sizeof(ticcmd_t));
// correct angle on spawn...
players[i].cmd.angleturn = temptic.angleturn;
P_PlayerThink(&players[i]);
memcpy(&players[i].cmd, &temptic, sizeof(ticcmd_t));
}
P_RunThinkers();
// Run any "after all the other thinkers" stuff
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
P_PlayerAfterThink(&players[i]);
#ifdef HAVE_BLUA
LUAh_ThinkFrame();
#endif
// Run shield positioning
Nuke a bunch of iteration things that have no purpose in SRB2Kart. A full explanation of my reasoning and what it affects is as follows. p_inter.c - Everything to do with setting states for starposts In SRB2Kart, starposts are invisble. We don't need to loop through all thinkers just to set their states when there's no visible effect of the state-setting. In addition, it has no consequences for gameplay - starposts have long been silent here, and all checking is done regarding their health, not their state. Remove extremely low-traffic conditionals (MT_FLINGEMERALD collision height extension, for example) These objects serve no functional purpose during regular SRB2Kart gameplay. Why should every other object have to pay an admittedly minor performance hit just for them? Disable all mechanisms of damaging bosses or enemies with the player's physical contact With the exception of Sapphire Coast, no MF_ENEMY objects exist in the entirety of the standard roster. In addition, the conditions for damaging the enemies were impossible to achieve, because they required vanilla SRB2 mechanics such as "jumping", "spindashing", or "super". Therefore, they can be safely commented out. Disable NiGHTS-related material (excepting bumper, hoop, and wing-emblem objects) NiGHTS is fundamentally incompatible with regular kart gameplay and I believe was already broken. Therefore, any mechanism which enters, aids, or abets it can be safely disabled. Comment out Tag mechanisms Tag is the only vanilla multiplayer gametype which has sufficient gameplay depth and complexity (HEYOOOOOOOOO) to require dedicated thinking in and of itself in order to manage. This thinking is irrelevant to Kart's functioning, and can be neutered easily. d_clisrv.c Comment out Tag mechanisms See p_inter.c d_netcmd.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay When investigating for references to NiGHTS material, I discovered that these remained untouched. In order to present a more coherent game, I have hidden the ones that serve no purpose for us. Comment out Tag mechanisms See p_inter.c g_game.c Disable NiGHTS-related material See p_inter.c Disable some team-related material Teams are not present in SRB2Kart at present. Obviously we'd want to reconsider for future, but it doesn't need to be run right now. Everything to do with setting states for starposts See p_inter.c m_cheat.c Disable several devmode commands which are irrelevant to SRB2Kart gameplay See d_netcmd.c p_map.c Remove extremely low-traffic conditionals (MT_EGGSHIELD collision, for example) See p_inter.c Disable NiGHTS-related material See p_inter.c p_mobj.c Disable P_EmeraldManager Power stones, despite their relevance in vanilla Match, are not in SRB2Kart's Battle. No management of nonexistent emeralds is required. p_setup.c Everything to do with setting states for starposts See p_inter.c p_spec.c Disable NiGHTS-related material See p_inter.c Everything to do with setting states for starposts See p_inter.c p_telept.c Everything to do with setting states for starposts See p_inter.c p_tick.c Disable some team-related material See g_game.c Disable P_EmeraldManager See p_mobj.c Do not run shields Shield objects are not run under the vanilla system; the Thunder Shield is a domain-specific recreation using a standard mobjthinker. Do not run special stages SRB2Kart does not have special stages. Comment out Tag mechanisms See p_inter.c y_inter.c Disable some team-related material See g_game.c p_user.c Disable NiGHTS-related material See p_inter.c Disable 2d movement for players 2D mode? In a kart racer? :nick:
2018-10-03 16:04:41 +00:00
//P_RunShields();
2016-07-06 04:09:17 +00:00
P_RunOverlays();
2014-03-15 16:59:03 +00:00
P_UpdateSpecials();
P_RespawnSpecials();
#ifdef HAVE_BLUA
LUAh_PostThinkFrame();
#endif
R_UpdateLevelInterpolators();
2022-05-06 00:43:55 +00:00
R_UpdateViewInterpolation();
2022-05-06 00:57:58 +00:00
R_ResetViewInterpolation(0);
2014-03-15 16:59:03 +00:00
P_MapEnd();
hook_defrosting--;
2014-03-15 16:59:03 +00:00
}
}