gzdoom-gles/src/p_tick.cpp
Christoph Oelckers 9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00

146 lines
3.7 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// Ticker.
//
//-----------------------------------------------------------------------------
#include <float.h>
#include "p_local.h"
#include "p_effect.h"
#include "c_console.h"
#include "b_bot.h"
#include "s_sound.h"
#include "doomstat.h"
#include "sbar.h"
#include "r_data/r_interpolate.h"
#include "i_sound.h"
#include "d_player.h"
#include "g_level.h"
#include "r_utility.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "events.h"
extern gamestate_t wipegamestate;
//==========================================================================
//
// P_CheckTickerPaused
//
// Returns true if the ticker should be paused. In that case, it also
// pauses sound effects and possibly music. If the ticker should not be
// paused, then it returns false but does not unpause anything.
//
//==========================================================================
bool P_CheckTickerPaused ()
{
// pause if in menu or console and at least one tic has been run
if ( !netgame
&& gamestate != GS_TITLELEVEL
&& ((menuactive != MENU_Off && menuactive != MENU_OnNoPause) ||
ConsoleState == c_down || ConsoleState == c_falling)
&& !demoplayback
&& !demorecording
&& players[consoleplayer].viewz != NO_VALUE
&& wipegamestate == gamestate)
{
S_PauseSound (!(level.flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
return true;
}
return false;
}
//
// P_Ticker
//
void P_Ticker (void)
{
int i;
interpolator.UpdateInterpolations ();
r_NoInterpolate = true;
if (!demoplayback)
{
// This is a separate slot from the wipe in D_Display(), because this
// is delayed slightly due to latency. (Even on a singleplayer game!)
// GSnd->SetSfxPaused(!!playerswiping, 2);
}
// run the tic
if (paused || P_CheckTickerPaused())
return;
DPSprite::NewTick();
// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
if ((level.time & 3) == 0)
{
if (bglobal.changefreeze)
{
bglobal.freeze ^= 1;
bglobal.changefreeze = 0;
}
}
// [BC] Do a quick check to see if anyone has the freeze time power. If they do,
// then don't resume the sound, since one of the effects of that power is to shut
// off the music.
for (i = 0; i < MAXPLAYERS; i++ )
{
if (playeringame[i] && players[i].timefreezer != 0)
break;
}
if ( i == MAXPLAYERS )
S_ResumeSound (false);
P_ResetSightCounters (false);
R_ClearInterpolationPath();
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;
P_ThinkParticles(); // [RH] make the particles think
for (i = 0; i<MAXPLAYERS; i++)
if (playeringame[i] &&
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].Bot != NULL))
P_PlayerThink (&players[i]);
// [ZZ] call the WorldTick hook
E_WorldTick();
StatusBar->CallTick (); // [RH] moved this here
level.Tick (); // [RH] let the level tick
DThinker::RunThinkers ();
//if added by MC: Freeze mode.
if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN))
{
P_UpdateSpecials ();
P_RunEffects (); // [RH] Run particle effects
}
// for par times
level.time++;
level.maptime++;
level.totaltime++;
}