qzdoom-gpl/src/p_tick.cpp
Randy Heit 62b7dd3efc - Fixed default.cbd and Makefile.mingw for current code state.
- New: Pausing the game (through any means, not just the pause key) now pauses
  sound effects as well as music. "PauseMusicInMenus" has been added as a
  MAPINFO flag to also pause the music when a menu or the console are open.


SVN r134 (trunk)
2006-05-21 02:10:16 +00:00

109 lines
2.7 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 "p_local.h"
#include "p_effect.h"
#include "p_acs.h"
#include "c_console.h"
#include "b_bot.h"
#include "s_sound.h"
#include "doomstat.h"
#include "sbar.h"
extern gamestate_t wipegamestate;
//==========================================================================
//
// P_CheckTickerPaused
//
// Returns true if the ticker should be paused. In that cause, 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 != 1
&& wipegamestate == gamestate)
{
S_PauseSound (!(level.flags & LEVEL_PAUSE_MUSIC_IN_MENUS));
return true;
}
return false;
}
//
// P_Ticker
//
void P_Ticker (void)
{
int i;
updateinterpolations ();
r_NoInterpolate = true;
// run the tic
if (paused || P_CheckTickerPaused())
return;
S_ResumeSound ();
P_ResetSightCounters (false);
// Since things will be moving, it's okay to interpolate them in the renderer.
r_NoInterpolate = false;
if (!bglobal.freeze)
{
P_ThinkParticles (); // [RH] make the particles think
}
StatusBar->Tick (); // [RH] moved this here
for (i = 0; i<MAXPLAYERS; i++)
if (playeringame[i] &&
/*Added by MC: Freeze mode.*/!(bglobal.freeze && players[i].isbot))
P_PlayerThink (&players[i]);
level.Tick (); // [RH] let the level tick
DThinker::RunThinkers ();
//if added by MC: Freeze mode.
if (!bglobal.freeze)
{
P_UpdateSpecials ();
P_RunEffects (); // [RH] Run particle effects
}
// for par times
level.time++;
level.maptime++;
level.totaltime++;
}