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bac66d5b0e
P_PlayerThink() is where the check for unspawned players happens. If the player attached to the status bar is one of them, it will crash while ticking. SVN r4334 (trunk)
141 lines
3.7 KiB
C++
141 lines
3.7 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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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 "s_sound.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 "i_sound.h"
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#include "g_level.h"
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extern gamestate_t wipegamestate;
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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 cause, 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 != 1
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&& wipegamestate == gamestate)
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{
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S_PauseSound (!(level.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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interpolator.UpdateInterpolations ();
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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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return;
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P_NewPspriteTick();
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// [RH] Frozen mode is only changed every 4 tics, to make it work with A_Tracer().
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if ((level.time & 3) == 0)
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{
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if (bglobal.changefreeze)
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{
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bglobal.freeze ^= 1;
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bglobal.changefreeze = 0;
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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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// 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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if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN))
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{
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P_ThinkParticles (); // [RH] make the particles think
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}
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for (i = 0; i<MAXPLAYERS; i++)
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if (playeringame[i] &&
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/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot))
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P_PlayerThink (&players[i]);
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StatusBar->Tick (); // [RH] moved this here
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level.Tick (); // [RH] let the level tick
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DThinker::RunThinkers ();
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//if added by MC: Freeze mode.
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if (!bglobal.freeze && !(level.flags2 & LEVEL2_FROZEN))
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{
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P_UpdateSpecials ();
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P_RunEffects (); // [RH] Run particle effects
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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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