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https://git.do.srb2.org/KartKrew/Kart-Public.git
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7564aa466e
* Activates when there are less than two non-spectators in a netgame. * Shows flashing text at the bottom of the screen. * Prevents drawing several UI elements that only make sense with multiple players. * Prevents matchesplayed being increased. * Improve the mapreset timer's behaviour. * Now you get to see the HERE COMES A NEW CHALLENGER screen as the starting frame of the relevant map transition, since it happens on mapreset being 1 rather than 0. * Make a bunch of normal gameplay stuff that might've activated unnecessarily during mapreset now not able to. * Hide some other stuff that might've been visible for no good reason. * Improve Mirror mode. * First person now works with it! * Tweaked the minimap player heads. Although the main section of the automap is mirrored, it feels... wrong to mirror the player head? IDK, you may wish to revert this, but given that everything else is the right way around except for the level itself...* Disable the titlescreen demos, at least until we actually gear up for release and make real ones. * Disable the titlescreen demos, at least until we actually gear up for release and make real ones.
803 lines
19 KiB
C
803 lines
19 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_tick.c
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/// \brief Archiving: SaveGame I/O, Thinker, Ticker
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#include "doomstat.h"
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#include "g_game.h"
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#include "p_local.h"
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#include "z_zone.h"
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#include "s_sound.h"
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#include "st_stuff.h"
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#include "p_polyobj.h"
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#include "m_random.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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#include "k_kart.h"
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// Object place
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#include "m_cheat.h"
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tic_t leveltime;
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//
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// THINKERS
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// All thinkers should be allocated by Z_Calloc
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// so they can be operated on uniformly.
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// The actual structures will vary in size,
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// but the first element must be thinker_t.
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//
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// Both the head and tail of the thinker list.
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thinker_t thinkercap;
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void Command_Numthinkers_f(void)
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{
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INT32 num;
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INT32 count = 0;
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actionf_p1 action;
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thinker_t *think;
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if (gamestate != GS_LEVEL)
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{
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CONS_Printf(M_GetText("You must be in a level to use this.\n"));
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return;
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}
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if (COM_Argc() < 2)
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{
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CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n"));
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CONS_Printf(
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"\t1: P_MobjThinker\n"
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"\t2: P_RainThinker\n"
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"\t3: P_SnowThinker\n"
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"\t4: P_NullPrecipThinker\n"
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"\t5: T_Friction\n"
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"\t6: T_Pusher\n"
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"\t7: P_RemoveThinkerDelayed\n");
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return;
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}
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num = atoi(COM_Argv(1));
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switch (num)
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{
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case 1:
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action = (actionf_p1)P_MobjThinker;
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CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
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break;
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case 2:
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action = (actionf_p1)P_RainThinker;
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CONS_Printf(M_GetText("Number of %s: "), "P_RainThinker");
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break;
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case 3:
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action = (actionf_p1)P_SnowThinker;
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CONS_Printf(M_GetText("Number of %s: "), "P_SnowThinker");
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break;
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case 4:
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action = (actionf_p1)P_NullPrecipThinker;
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CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
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break;
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case 5:
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action = (actionf_p1)T_Friction;
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CONS_Printf(M_GetText("Number of %s: "), "T_Friction");
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break;
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case 6:
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action = (actionf_p1)T_Pusher;
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CONS_Printf(M_GetText("Number of %s: "), "T_Pusher");
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break;
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case 7:
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action = (actionf_p1)P_RemoveThinkerDelayed;
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CONS_Printf(M_GetText("Number of %s: "), "P_RemoveThinkerDelayed");
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break;
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default:
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CONS_Printf(M_GetText("That is not a valid number.\n"));
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return;
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}
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for (think = thinkercap.next; think != &thinkercap; think = think->next)
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{
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if (think->function.acp1 != action)
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continue;
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count++;
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}
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CONS_Printf("%d\n", count);
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}
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void Command_CountMobjs_f(void)
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{
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thinker_t *th;
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mobjtype_t i;
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INT32 count;
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if (gamestate != GS_LEVEL)
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{
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CONS_Printf(M_GetText("You must be in a level to use this.\n"));
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return;
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}
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if (COM_Argc() >= 2)
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{
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size_t j;
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for (j = 1; j < COM_Argc(); j++)
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{
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i = atoi(COM_Argv(j));
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if (i >= NUMMOBJTYPES)
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{
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CONS_Printf(M_GetText("Object number %d out of range (max %d).\n"), i, NUMMOBJTYPES-1);
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continue;
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}
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count = 0;
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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if (((mobj_t *)th)->type == i)
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count++;
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}
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CONS_Printf(M_GetText("There are %d objects of type %d currently in the level.\n"), count, i);
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}
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return;
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}
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CONS_Printf(M_GetText("Count of active objects in level:\n"));
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for (i = 0; i < NUMMOBJTYPES; i++)
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{
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count = 0;
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for (th = thinkercap.next; th != &thinkercap; th = th->next)
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{
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if (th->function.acp1 != (actionf_p1)P_MobjThinker)
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continue;
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if (((mobj_t *)th)->type == i)
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count++;
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}
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if (count > 0) // Don't bother displaying if there are none of this type!
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CONS_Printf(" * %d: %d\n", i, count);
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}
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}
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//
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// P_InitThinkers
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//
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void P_InitThinkers(void)
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{
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thinkercap.prev = thinkercap.next = &thinkercap;
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}
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//
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// P_AddThinker
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// Adds a new thinker at the end of the list.
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//
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void P_AddThinker(thinker_t *thinker)
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{
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thinkercap.prev->next = thinker;
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thinker->next = &thinkercap;
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thinker->prev = thinkercap.prev;
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thinkercap.prev = thinker;
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thinker->references = 0; // killough 11/98: init reference counter to 0
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}
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//
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// killough 11/98:
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//
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// Make currentthinker external, so that P_RemoveThinkerDelayed
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// can adjust currentthinker when thinkers self-remove.
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static thinker_t *currentthinker;
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//
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// P_RemoveThinkerDelayed()
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//
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// Called automatically as part of the thinker loop in P_RunThinkers(),
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// on nodes which are pending deletion.
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//
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// If this thinker has no more pointers referencing it indirectly,
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// remove it, and set currentthinker to one node preceeding it, so
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// that the next step in P_RunThinkers() will get its successor.
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//
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void P_RemoveThinkerDelayed(void *pthinker)
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{
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thinker_t *thinker = pthinker;
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if (!thinker->references)
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{
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{
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/* Remove from main thinker list */
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thinker_t *next = thinker->next;
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/* Note that currentthinker is guaranteed to point to us,
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* and since we're freeing our memory, we had better change that. So
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* point it to thinker->prev, so the iterator will correctly move on to
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* thinker->prev->next = thinker->next */
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(next->prev = currentthinker = thinker->prev)->next = next;
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}
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Z_Free(thinker);
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}
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}
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//
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// P_RemoveThinker
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//
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// Deallocation is lazy -- it will not actually be freed
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// until its thinking turn comes up.
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//
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// killough 4/25/98:
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//
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// Instead of marking the function with -1 value cast to a function pointer,
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// set the function to P_RemoveThinkerDelayed(), so that later, it will be
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// removed automatically as part of the thinker process.
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//
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void P_RemoveThinker(thinker_t *thinker)
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{
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#ifdef HAVE_BLUA
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LUA_InvalidateUserdata(thinker);
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#endif
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thinker->function.acp1 = P_RemoveThinkerDelayed;
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}
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/*
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* P_SetTarget
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*
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* This function is used to keep track of pointer references to mobj thinkers.
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* In Doom, objects such as lost souls could sometimes be removed despite
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* their still being referenced. In Boom, 'target' mobj fields were tested
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* during each gametic, and any objects pointed to by them would be prevented
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* from being removed. But this was incomplete, and was slow (every mobj was
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* checked during every gametic). Now, we keep a count of the number of
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* references, and delay removal until the count is 0.
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*/
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mobj_t *P_SetTarget(mobj_t **mop, mobj_t *targ)
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{
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if (*mop) // If there was a target already, decrease its refcount
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(*mop)->thinker.references--;
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if ((*mop = targ) != NULL) // Set new target and if non-NULL, increase its counter
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targ->thinker.references++;
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return targ;
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}
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//
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// P_RunThinkers
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//
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// killough 4/25/98:
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//
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// Fix deallocator to stop using "next" pointer after node has been freed
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// (a Doom bug).
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//
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// Process each thinker. For thinkers which are marked deleted, we must
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// load the "next" pointer prior to freeing the node. In Doom, the "next"
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// pointer was loaded AFTER the thinker was freed, which could have caused
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// crashes.
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//
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// But if we are not deleting the thinker, we should reload the "next"
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// pointer after calling the function, in case additional thinkers are
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// added at the end of the list.
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//
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// killough 11/98:
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//
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// Rewritten to delete nodes implicitly, by making currentthinker
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// external and using P_RemoveThinkerDelayed() implicitly.
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//
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static inline void P_RunThinkers(void)
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{
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for (currentthinker = thinkercap.next; currentthinker != &thinkercap; currentthinker = currentthinker->next)
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{
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if (currentthinker->function.acp1)
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currentthinker->function.acp1(currentthinker);
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}
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}
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//
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// P_DoAutobalanceTeams()
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//
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// Determine if the teams are unbalanced, and if so, move a player to the other team.
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//
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static void P_DoAutobalanceTeams(void)
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{
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changeteam_union NetPacket;
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UINT16 usvalue;
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INT32 i=0;
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INT32 red=0, blue=0;
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INT32 redarray[MAXPLAYERS], bluearray[MAXPLAYERS];
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INT32 redflagcarrier = 0, blueflagcarrier = 0;
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INT32 totalred = 0, totalblue = 0;
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NetPacket.value.l = NetPacket.value.b = 0;
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memset(redarray, 0, sizeof(redarray));
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memset(bluearray, 0, sizeof(bluearray));
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// Only do it if we have enough room in the net buffer to send it.
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// Otherwise, come back next time and try again.
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if (sizeof(usvalue) > GetFreeXCmdSize())
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return;
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//We have to store the players in an array with the rest of their team.
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//We can then pick a random player to be forced to change teams.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].ctfteam)
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{
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if (players[i].ctfteam == 1)
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{
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if (!players[i].gotflag)
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{
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redarray[red] = i; //store the player's node.
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red++;
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}
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else
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redflagcarrier++;
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}
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else
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{
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if (!players[i].gotflag)
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{
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bluearray[blue] = i; //store the player's node.
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blue++;
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}
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else
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blueflagcarrier++;
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}
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}
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}
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totalred = red + redflagcarrier;
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totalblue = blue + blueflagcarrier;
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if ((abs(totalred - totalblue) > cv_autobalance.value))
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{
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if (totalred > totalblue)
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{
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i = M_RandomKey(red);
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NetPacket.packet.newteam = 2;
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NetPacket.packet.playernum = redarray[i];
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NetPacket.packet.verification = true;
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NetPacket.packet.autobalance = true;
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usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
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SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
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}
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if (totalblue > totalred)
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{
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i = M_RandomKey(blue);
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NetPacket.packet.newteam = 1;
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NetPacket.packet.playernum = bluearray[i];
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NetPacket.packet.verification = true;
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NetPacket.packet.autobalance = true;
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usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
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SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
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}
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}
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}
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//
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// P_DoTeamscrambling()
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//
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// If a team scramble has been started, scramble one person from the
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// pre-made scramble array. Said array is created in TeamScramble_OnChange()
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//
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void P_DoTeamscrambling(void)
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{
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changeteam_union NetPacket;
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UINT16 usvalue;
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NetPacket.value.l = NetPacket.value.b = 0;
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// Only do it if we have enough room in the net buffer to send it.
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// Otherwise, come back next time and try again.
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if (sizeof(usvalue) > GetFreeXCmdSize())
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return;
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if (scramblecount < scrambletotal)
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{
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if (players[scrambleplayers[scramblecount]].ctfteam != scrambleteams[scramblecount])
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{
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NetPacket.packet.newteam = scrambleteams[scramblecount];
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NetPacket.packet.playernum = scrambleplayers[scramblecount];
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NetPacket.packet.verification = true;
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NetPacket.packet.scrambled = true;
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usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
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SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
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}
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scramblecount++; //Increment, and get to the next player when we come back here next time.
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}
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else
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CV_SetValue(&cv_teamscramble, 0);
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}
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static inline void P_DoSpecialStageStuff(void)
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{
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boolean inwater = false;
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INT32 i;
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// Can't drown in a special stage
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (!playeringame[i] || players[i].spectator)
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continue;
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players[i].powers[pw_underwater] = players[i].powers[pw_spacetime] = 0;
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}
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if (sstimer < 15*TICRATE+6 && sstimer > 7 && (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC))
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S_SpeedMusic(1.4f);
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if (sstimer < 7 && sstimer > 0) // The special stage time is up!
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{
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sstimer = 0;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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players[i].exiting = (14*TICRATE)/5 + 1;
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players[i].pflags &= ~PF_GLIDING;
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}
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if (i == consoleplayer)
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S_StartSound(NULL, sfx_lose);
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}
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if (mapheaderinfo[gamemap-1]->levelflags & LF_SPEEDMUSIC)
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S_SpeedMusic(1.0f);
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stagefailed = true;
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}
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if (sstimer > 1) // As long as time isn't up...
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{
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UINT32 ssrings = 0;
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// Count up the rings of all the players and see if
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// they've collected the required amount.
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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{
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ssrings += (players[i].mo->health-1);
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// If in water, deplete timer 6x as fast.
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if ((players[i].mo->eflags & MFE_TOUCHWATER)
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|| (players[i].mo->eflags & MFE_UNDERWATER))
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inwater = true;
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}
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if (ssrings >= totalrings && totalrings > 0)
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{
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// Halt all the players
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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{
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players[i].mo->momx = players[i].mo->momy = 0;
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players[i].exiting = (14*TICRATE)/5 + 1;
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}
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sstimer = 0;
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P_GiveEmerald(true);
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}
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// Decrement the timer
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if (!objectplacing)
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{
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if (inwater)
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sstimer -= 6;
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else
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sstimer--;
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}
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}
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}
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static inline void P_DoTagStuff(void)
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{
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INT32 i;
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// tell the netgame who the initial IT person is.
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if (leveltime == TICRATE)
|
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{
|
|
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, false);
|
|
P_MapEnd();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Check for pause or menu up in single player
|
|
if (paused || P_AutoPause())
|
|
return;
|
|
|
|
postimgtype = postimgtype2 = postimgtype3 = postimgtype4 = postimg_none;
|
|
|
|
P_MapStart();
|
|
|
|
if (run)
|
|
{
|
|
if (demorecording)
|
|
G_WriteDemoTiccmd(&players[consoleplayer].cmd, 0);
|
|
if (demoplayback)
|
|
G_ReadDemoTiccmd(&players[consoleplayer].cmd, 0);
|
|
|
|
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 (!demoplayback) // 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 (spbincoming && --spbincoming <= 0)
|
|
{
|
|
UINT8 best = 0;
|
|
SINT8 hurtthisguy = -1;
|
|
|
|
spbincoming = 0;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
|
|
if (!players[i].mo)
|
|
continue;
|
|
|
|
if (players[i].exiting)
|
|
continue;
|
|
|
|
if (best <= 0 || players[i].kartstuff[k_position] < best)
|
|
{
|
|
best = players[i].kartstuff[k_position];
|
|
hurtthisguy = i;
|
|
}
|
|
}
|
|
|
|
if (hurtthisguy != -1)
|
|
{
|
|
players[hurtthisguy].kartstuff[k_deathsentence] = (2*TICRATE)+1;
|
|
S_StartSound(players[hurtthisguy].mo, sfx_kc57);
|
|
}
|
|
}
|
|
|
|
if (indirectitemcooldown)
|
|
indirectitemcooldown--;
|
|
|
|
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 (demorecording)
|
|
G_WriteGhostTic(players[consoleplayer].mo);
|
|
if (demoplayback) // Use Ghost data for consistency checks.
|
|
G_ConsGhostTic();
|
|
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, ultimatemode, true, 0, false, false);
|
|
}
|
|
|
|
P_MapEnd();
|
|
|
|
// Z_CheckMemCleanup();
|
|
}
|
|
|
|
// Abbreviated ticker for pre-loading, calls thinkers and assorted things
|
|
void P_PreTicker(INT32 frames)
|
|
{
|
|
INT32 i,framecnt;
|
|
ticcmd_t temptic;
|
|
|
|
postimgtype = postimgtype2 = postimgtype3 = postimgtype4 = 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();
|
|
}
|
|
}
|