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19c7e24d69
When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
205 lines
5.9 KiB
C++
205 lines
5.9 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Ticker.
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//
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//-----------------------------------------------------------------------------
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#include "p_local.h"
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#include "p_effect.h"
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#include "c_console.h"
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#include "b_bot.h"
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#include "doomstat.h"
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#include "sbar.h"
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#include "r_data/r_interpolate.h"
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#include "d_player.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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#include "events.h"
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#include "actorinlines.h"
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#include "g_game.h"
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extern gamestate_t wipegamestate;
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extern uint8_t globalfreeze, globalchangefreeze;
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//==========================================================================
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//
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// P_CheckTickerPaused
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//
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// Returns true if the ticker should be paused. In that case, it also
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// pauses sound effects and possibly music. If the ticker should not be
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// paused, then it returns false but does not unpause anything.
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//
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//==========================================================================
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bool P_CheckTickerPaused ()
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{
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// pause if in menu or console and at least one tic has been run
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if ( !netgame
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&& gamestate != GS_TITLELEVEL
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&& ((menuactive != MENU_Off && menuactive != MENU_OnNoPause) ||
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ConsoleState == c_down || ConsoleState == c_falling)
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&& !demoplayback
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&& !demorecording
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&& players[consoleplayer].viewz != NO_VALUE
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&& wipegamestate == gamestate)
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{
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// Only the current UI level's settings are relevant for sound.
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S_PauseSound (!(primaryLevel->flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
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return true;
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}
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return false;
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}
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//
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// P_Ticker
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//
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void P_Ticker (void)
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{
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int i;
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for (auto Level : AllLevels())
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{
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Level->interpolator.UpdateInterpolations();
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}
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r_NoInterpolate = true;
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if (!demoplayback)
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{
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// This is a separate slot from the wipe in D_Display(), because this
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// is delayed slightly due to latency. (Even on a singleplayer game!)
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// GSnd->SetSfxPaused(!!playerswiping, 2);
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}
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// run the tic
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if (paused || P_CheckTickerPaused())
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{
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// This must run even when the game is paused to catch changes from netevents before the frame is rendered.
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for (auto Level : AllLevels())
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{
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auto it = Level->GetThinkerIterator<AActor>();
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AActor* ac;
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while ((ac = it.Next()))
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{
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if (ac->flags8 & MF8_RECREATELIGHTS)
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{
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ac->flags8 &= ~MF8_RECREATELIGHTS;
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ac->SetDynamicLights();
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}
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}
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}
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return;
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}
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DPSprite::NewTick();
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// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
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// This may not be perfect but it is not really relevant for sublevels that tracer homing behavior is preserved.
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if ((primaryLevel->maptime & 3) == 0)
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{
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if (globalchangefreeze)
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{
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globalfreeze ^= 1;
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globalchangefreeze = 0;
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for (auto Level : AllLevels())
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{
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Level->frozenstate = (Level->frozenstate & ~2) | (2 * globalfreeze);
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}
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}
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}
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// [BC] Do a quick check to see if anyone has the freeze time power. If they do,
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// then don't resume the sound, since one of the effects of that power is to shut
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// off the music.
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for (i = 0; i < MAXPLAYERS; i++ )
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{
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if (playeringame[i] && players[i].timefreezer != 0)
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break;
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}
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if ( i == MAXPLAYERS )
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S_ResumeSound (false);
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P_ResetSightCounters (false);
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R_ClearInterpolationPath();
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// Since things will be moving, it's okay to interpolate them in the renderer.
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r_NoInterpolate = false;
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// Reset all actor interpolations on all levels before the current thinking turn so that indirect actor movement gets properly interpolated.
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for (auto Level : AllLevels())
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{
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// todo: set up a sandbox for secondary levels here.
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auto it = Level->GetThinkerIterator<AActor>();
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AActor *ac;
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while ((ac = it.Next()))
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{
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ac->ClearInterpolation();
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}
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P_ThinkParticles(Level); // [RH] make the particles think
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for (i = 0; i < MAXPLAYERS; i++)
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if (Level->PlayerInGame(i))
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P_PlayerThink(Level->Players[i]);
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// [ZZ] call the WorldTick hook
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Level->localEventManager->WorldTick();
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Level->Tick(); // [RH] let the level tick
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Level->Thinkers.RunThinkers(Level);
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//if added by MC: Freeze mode.
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if (!Level->isFrozen())
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{
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P_UpdateSpecials(Level);
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}
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it = Level->GetThinkerIterator<AActor>();
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// Set dynamic lights at the end of the tick, so that this catches all changes being made through the last frame.
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while ((ac = it.Next()))
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{
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if (ac->flags8 & MF8_RECREATELIGHTS)
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{
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ac->flags8 &= ~MF8_RECREATELIGHTS;
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ac->SetDynamicLights();
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}
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// This was merged from P_RunEffects to eliminate the costly duplicate ThinkerIterator loop.
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if ((ac->effects || ac->fountaincolor) && !Level->isFrozen())
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{
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P_RunEffect(ac, ac->effects);
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}
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}
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// for par times
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Level->time++;
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Level->maptime++;
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Level->totaltime++;
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}
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if (players[consoleplayer].mo != NULL) {
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if (players[consoleplayer].mo->Vel.Length() > primaryLevel->max_velocity) { primaryLevel->max_velocity = players[consoleplayer].mo->Vel.Length(); }
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primaryLevel->avg_velocity += (players[consoleplayer].mo->Vel.Length() - primaryLevel->avg_velocity) / primaryLevel->maptime;
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}
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StatusBar->CallTick(); // Status bar should tick AFTER the thinkers to properly reflect the level's state at this time.
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}
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