// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2018 by Sonic Team Junior. // // 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" #include "g_input.h" #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" // 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"); 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: 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: action = (actionf_p1)P_NullPrecipThinker; CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker"); break; case 3: action = (actionf_p1)T_Friction; CONS_Printf(M_GetText("Number of %s: "), "T_Friction"); break; case 4: action = (actionf_p1)T_Pusher; CONS_Printf(M_GetText("Number of %s: "), "T_Pusher"); break; case 5: 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++; } if (count > 0) // Don't bother displaying if there are none of this type! CONS_Printf(" * %d: %d\n", i, count); } } // // P_InitThinkers // void P_InitThinkers(void) { thinkercap.prev = thinkercap.next = &thinkercap; waypointcap = NULL; } // // 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; } 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. // /*static void P_DoAutobalanceTeams(void) { 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) { i = M_RandomKey(red); 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) { i = M_RandomKey(blue); 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]) { players[i].exiting = raceexittime+1; 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; players[i].exiting = raceexittime+1; } 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)) { INT32 participants = 0; for (i=0; i < MAXPLAYERS; i++) { if (playeringame[i] && !players[i].spectator) participants++; } for (i=0; i < MAXPLAYERS; i++) { 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); } } } 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(); } }*/ // // 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(); OP_ObjectplaceMovement(&players[0]); P_MoveChaseCamera(&players[0], &camera[0], false); P_MapEnd(); return; } } // Check for pause or menu up in single player if (paused || P_AutoPause()) { if (demo.rewinding && leveltime > 0) { leveltime = (leveltime-1) & ~3; G_PreviewRewind(leveltime); } return; } for (i = 0; i <= splitscreen; i++) postimgtype[i] = postimg_none; P_MapStart(); if (run) { 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++) 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 } 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++; /*if (!useNightsSS && G_IsSpecialStage(gamemap)) P_DoSpecialStageStuff(); if (runemeraldmanager) P_EmeraldManager(); // Power stone mode*/ 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 //P_RunShields(); P_RunOverlays(); P_RunShadows(); P_UpdateSpecials(); P_RespawnSpecials(); // Lightning, rain sounds, etc. P_PrecipitationEffects(); if (run) leveltime++; timeinmap++; /*if (G_TagGametype()) P_DoTagStuff(); if (G_GametypeHasTeams()) P_DoCTFStuff();*/ 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 (countdown > 1) countdown--; if (countdown2) countdown2--; if (indirectitemcooldown) indirectitemcooldown--; if (hyubgone) hyubgone--; if (G_BattleGametype()) { if (wantedcalcdelay && --wantedcalcdelay <= 0) K_CalculateBattleWanted(); } 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); if (demo.recording) { G_WriteAllGhostTics(); if (cv_recordmultiplayerdemos.value && (demo.savemode == DSM_NOTSAVING || demo.savemode == DSM_WILLAUTOSAVE)) if (demo.savebutton && demo.savebutton + 3*TICRATE < leveltime && InputDown(gc_lookback, 1)) demo.savemode = DSM_TITLEENTRY; } else if (demo.playback) // Use Ghost data for consistency checks. { #ifdef DEMO_COMPAT_100 if (demo.version == 0x0001) G_ConsGhostTic(0); else #endif G_ConsAllGhostTics(); } if (modeattacking) G_GhostTicker(); 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); } // Always move the camera. for (i = 0; i <= splitscreen; i++) { if (camera[i].chase) P_MoveChaseCamera(&players[displayplayers[i]], &camera[i], false); } P_MapEnd(); if (demo.playback) G_StoreRewindInfo(); // Z_CheckMemCleanup(); } // Abbreviated ticker for pre-loading, calls thinkers and assorted things void P_PreTicker(INT32 frames) { INT32 i,framecnt; ticcmd_t temptic; for (i = 0; i <= splitscreen; i++) postimgtype[i] = postimg_none; for (framecnt = 0; framecnt < frames; ++framecnt) { P_MapStart(); 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 //P_RunShields(); P_RunOverlays(); P_UpdateSpecials(); P_RespawnSpecials(); P_MapEnd(); } }