gzdoom/src/p_tick.cpp

147 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->Tick (); // [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++;
}