gzdoom/src/p_tick.cpp
Christoph Oelckers ae57bc71d4 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
2019-08-18 13:48:52 +02:00

184 lines
5.2 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Ticker.
//
//-----------------------------------------------------------------------------
#include "p_local.h"
#include "p_effect.h"
#include "c_console.h"
#include "b_bot.h"
#include "doomstat.h"
#include "sbar.h"
#include "r_data/r_interpolate.h"
#include "d_player.h"
#include "r_utility.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "events.h"
#include "actorinlines.h"
#include "g_game.h"
extern gamestate_t wipegamestate;
extern uint8_t globalfreeze, globalchangefreeze;
//==========================================================================
//
// 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)
{
// Only the current UI level's settings are relevant for sound.
S_PauseSound (!(primaryLevel->flags2 & LEVEL2_PAUSE_MUSIC_IN_MENUS), false);
return true;
}
return false;
}
//
// P_Ticker
//
void P_Ticker (void)
{
int i;
for (auto Level : AllLevels())
{
Level->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().
// This may not be perfect but it is not really relevant for sublevels that tracer homing behavior is preserved.
if ((primaryLevel->maptime & 3) == 0)
{
if (globalchangefreeze)
{
globalfreeze ^= 1;
globalchangefreeze = 0;
for (auto Level : AllLevels())
{
Level->frozenstate = (Level->frozenstate & ~2) | (2 * globalfreeze);
}
}
}
// [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;
// Reset all actor interpolations on all levels before the current thinking turn so that indirect actor movement gets properly interpolated.
for (auto Level : AllLevels())
{
// todo: set up a sandbox for secondary levels here.
auto it = Level->GetThinkerIterator<AActor>();
AActor *ac;
while ((ac = it.Next()))
{
ac->ClearInterpolation();
}
P_ThinkParticles(Level); // [RH] make the particles think
for (i = 0; i < MAXPLAYERS; i++)
if (Level->PlayerInGame(i))
P_PlayerThink(Level->Players[i]);
// [ZZ] call the WorldTick hook
Level->localEventManager->WorldTick();
Level->Tick(); // [RH] let the level tick
Level->Thinkers.RunThinkers(Level);
//if added by MC: Freeze mode.
if (!Level->isFrozen())
{
P_UpdateSpecials(Level);
}
it = Level->GetThinkerIterator<AActor>();
// Set dynamic lights at the end of the tick, so that this catches all changes being made through the last frame.
while ((ac = it.Next()))
{
if (ac->flags8 & MF8_RECREATELIGHTS)
{
ac->flags8 &= ~MF8_RECREATELIGHTS;
ac->SetDynamicLights();
}
// This was merged from P_RunEffects to eliminate the costly duplicate ThinkerIterator loop.
if ((ac->effects || ac->fountaincolor) && !Level->isFrozen())
{
P_RunEffect(ac, ac->effects);
}
}
// for par times
Level->time++;
Level->maptime++;
Level->totaltime++;
}
StatusBar->CallTick(); // Status bar should tick AFTER the thinkers to properly reflect the level's state at this time.
}