SRB2/src/p_tick.c
2019-12-06 13:49:42 -05:00

784 lines
19 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2019 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 "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"
// 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.
//
// The entries will behave like both the head and tail of the lists.
thinker_t thlist[NUM_THINKERLISTS];
void Command_Numthinkers_f(void)
{
INT32 num;
INT32 count = 0;
actionf_p1 action;
thinker_t *think;
thinklistnum_t start = 0;
thinklistnum_t end = NUM_THINKERLISTS - 1;
thinklistnum_t i;
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:
start = end = THINK_MOBJ;
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:
start = end = THINK_PRECIP;
action = (actionf_p1)P_NullPrecipThinker;
CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
break;
case 3:
start = end = THINK_MAIN;
action = (actionf_p1)T_Friction;
CONS_Printf(M_GetText("Number of %s: "), "T_Friction");
break;
case 4:
start = end = THINK_MAIN;
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 (i = start; i <= end; i++)
{
for (think = thlist[i].next; think != &thlist[i]; 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
{
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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)
{
UINT8 i;
for (i = 0; i < NUM_THINKERLISTS; i++)
thlist[i].prev = thlist[i].next = &thlist[i];
}
// Adds a new thinker at the end of the list.
void P_AddThinker(const thinklistnum_t n, thinker_t *thinker)
{
#ifdef PARANOIA
I_Assert(n < NUM_THINKERLISTS);
#endif
thlist[n].prev->next = thinker;
thinker->next = &thlist[n];
thinker->prev = thlist[n].prev;
thlist[n].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(thinker_t *thinker)
{
thinker_t *next;
#ifdef PARANOIA
#define BEENAROUNDBIT (0x40000000) // has to be sufficiently high that it's unlikely to happen in regular gameplay. If you change this, pay attention to the bit pattern of INT32_MIN.
if (thinker->references & ~BEENAROUNDBIT)
{
if (thinker->references & BEENAROUNDBIT) // Usually gets cleared up in one frame; what's going on here, then?
CONS_Printf("Number of potentially faulty references: %d\n", (thinker->references & ~BEENAROUNDBIT));
thinker->references |= BEENAROUNDBIT;
return;
}
#undef BEENAROUNDBIT
#else
if (thinker->references)
return;
#endif
/* Remove from main thinker list */
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 = (actionf_p1)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)
{
size_t i;
for (i = 0; i < NUM_THINKERLISTS; i++)
{
for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = currentthinker->next)
{
#ifdef PARANOIA
I_Assert(currentthinker->function.acp1 != NULL);
#endif
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) > max(1, (totalred + totalblue) / 8)))
{
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));
}
else //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 stillalive = 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 && !objectplacing)
{
UINT16 countspheres = 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])
{
tic_t oldnightstime = players[i].nightstime;
countspheres += players[i].spheres;
if (!oldnightstime)
continue;
// If in water, deplete timer 6x as fast.
if (players[i].mo->eflags & (MFE_TOUCHWATER|MFE_UNDERWATER) && !(players[i].powers[pw_shield] & SH_PROTECTWATER))
players[i].nightstime -= 5;
if (--players[i].nightstime > 6)
{
if (P_IsLocalPlayer(&players[i]) && oldnightstime > 10*TICRATE && players[i].nightstime <= 10*TICRATE)
S_ChangeMusicInternal("_drown", false);
stillalive = true;
}
else if (!players[i].exiting)
{
players[i].exiting = (14*TICRATE)/5 + 1;
players[i].pflags &= ~(PF_GLIDING|PF_BOUNCING);
players[i].nightstime = 0;
if (P_IsLocalPlayer(&players[i]))
S_StartSound(NULL, sfx_s3k66);
}
}
if (stillalive)
{
if (countspheres >= ssspheres)
{
// Halt all the players
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !players[i].exiting)
{
players[i].mo->momx = players[i].mo->momy = 0;
players[i].exiting = (14*TICRATE)/5 + 1;
}
sstimer = 0;
P_GiveEmerald(true);
P_RestoreMusic(&players[consoleplayer]);
}
}
else
sstimer = 0;
}
}
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_GAMETYPEOVER)))
//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();
S_SetStackAdjustmentStart();
return;
}
}
// Check for pause or menu up in single player
if (paused || P_AutoPause())
{
S_SetStackAdjustmentStart();
return;
}
if (!S_MusicPaused())
S_AdjustMusicStackTics();
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!
if (!demoplayback) // Don't increment if a demo is playing.
totalplaytime++;
if (!(maptol & TOL_NIGHTS) && 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 && G_PlatformGametype() && (gametype == GT_COOP || leveltime >= 4*TICRATE) && !stoppedclock && --countdowntimer <= 0)
{
countdowntimer = 0;
countdowntimeup = true;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo)
continue;
if (multiplayer || netgame)
players[i].exiting = 0;
P_DamageMobj(players[i].mo, NULL, NULL, 1, DMG_INSTAKILL);
}
}
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();
}
}