mirror of
https://github.com/ZDoom/qzdoom.git
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30ef6a0c2d
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back or recorded with wipes enabled, and prevents multiplayer games from starting until all players' wipes have finished. SVN r1272 (trunk)
139 lines
3.6 KiB
C++
139 lines
3.6 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_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.flags & LEVEL_PAUSE_MUSIC_IN_MENUS));
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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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// [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].cheats & CF_TIMEFREEZE)
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break;
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}
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if ( i == MAXPLAYERS )
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S_ResumeSound ();
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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.flags & LEVEL_FROZEN))
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{
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P_ThinkParticles (); // [RH] make the particles think
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}
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StatusBar->Tick (); // [RH] moved this here
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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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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.flags & LEVEL_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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