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f07585191b
(no actual SLOC changes)
753 lines
18 KiB
C
753 lines
18 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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// 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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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (players[i].pflags & PF_TAGIT)
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{
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CONS_Printf(M_GetText("%s is now IT!\n"), player_names[i]); // Tell everyone who is it!
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break;
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}
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}
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}
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//increment survivor scores
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if (leveltime % TICRATE == 0 && leveltime > (hidetime * TICRATE))
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{
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INT32 participants = 0;
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for (i=0; i < MAXPLAYERS; i++)
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{
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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 = 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!
|
|
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_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 (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();
|
|
}
|
|
|
|
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 = 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();
|
|
}
|
|
}
|