- moved the main loop to gameloop.cpp.

This commit is contained in:
Christoph Oelckers 2020-07-18 11:56:49 +02:00
parent f9e76ba178
commit 28965eefd5
4 changed files with 151 additions and 141 deletions

View file

@ -234,5 +234,6 @@ void apply_seasick(player_struct* p, double scalefactor);
void calcviewpitch(player_struct* p, double factor);
void sethorizon(int snum, int sb_snum, double factor, bool frominput = false);
bool movementBlocked(int snum);
void GetInput();
END_DUKE_NS

View file

@ -741,6 +741,12 @@ bool GameInterface::automapActive()
return ud.overhead_on != 0;
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
END_DUKE_NS

View file

@ -67,12 +67,12 @@ static inline void GetNextInput()
movefifoplc++;
}
void advancequeue(int myconnectindex)
static void advancequeue(int myconnectindex)
{
movefifoend[myconnectindex]++;
}
input_t& nextinput(int myconnectindex)
static input_t& nextinput(int myconnectindex)
{
return inputfifo[movefifoend[myconnectindex] & (MOVEFIFOSIZ - 1)][myconnectindex];
}
@ -115,7 +115,7 @@ void prediction()
//
//---------------------------------------------------------------------------
int menuloop(void)
static int menuloop(void)
{
FX_StopAllSounds();
while (menuactive != MENU_Off)
@ -297,7 +297,6 @@ int domovethings()
//
//---------------------------------------------------------------------------
int moveloop()
{
prediction();
@ -310,6 +309,147 @@ int moveloop()
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool GameTicker()
{
handleevents();
if (ps[myconnectindex].gm == MODE_DEMO)
{
M_ClearMenus();
return true;
}
//Net_GetPackets();
nonsharedkeys();
C_RunDelayedCommands();
char gameUpdate = false;
gameupdatetime.Reset();
gameupdatetime.Clock();
while ((!(ps[myconnectindex].gm & (MODE_MENU | MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
{
ototalclock += TICSPERFRAME;
GetInput();
// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
auto const pPlayer = &ps[myconnectindex];
auto const q16ang = fix16_to_int(pPlayer->q16ang);
auto& input = nextinput(myconnectindex);
input = loc;
input.fvel = mulscale9(loc.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(loc.svel, sintable[(q16ang + 2048) & 2047]) +
pPlayer->fric.x;
input.svel = mulscale9(loc.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(loc.svel, sintable[(q16ang + 1536) & 2047]) +
pPlayer->fric.y;
loc = {};
advancequeue(myconnectindex);
if (((!System_WantGuiCapture() && (ps[myconnectindex].gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (ud.multimode > 1)) &&
(ps[myconnectindex].gm & MODE_GAME))
{
moveloop();
}
}
gameUpdate = true;
gameupdatetime.Unclock();
if (ps[myconnectindex].gm & (MODE_EOL | MODE_RESTART))
{
switch (exitlevel())
{
case 1: return false;
case 2: return true;
}
}
GetInput();
int const smoothRatio = calc_smoothratio(totalclock, ototalclock);
drawtime.Reset();
drawtime.Clock();
displayrooms(screenpeek, smoothRatio);
displayrest(smoothRatio);
drawtime.Unclock();
return (ps[myconnectindex].gm & MODE_DEMO);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void app_loop()
{
while (true)
{
totalclock = 0;
ototalclock = 0;
lockclock = 0;
ps[myconnectindex].ftq = 0;
//if (ud.warp_on == 0)
{
#if 0 // fixme once the game loop has been done.
if ((ud.multimode > 1) && startupMap.IsNotEmpty())
{
auto maprecord = FindMap(startupMap);
ud.m_respawn_monsters = ud.m_player_skill == 4;
for (int i = 0; i != -1; i = connectpoint2[i])
{
resetweapons(i);
resetinventory(i);
}
StartGame(maprecord);
}
else
#endif
{
fi.ShowLogo([](bool) {});
}
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
if (menuloop())
{
FX_StopAllSounds();
continue;
}
}
ud.showweapons = cl_showweapon;
setlocalplayerinput(&ps[myconnectindex]);
PlayerColorChanged();
inputState.ClearAllInput();
bool res;
do
{
res = GameTicker();
videoNextPage();
} while (!res);
}
}
END_DUKE_NS

View file

@ -46,12 +46,6 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
BEGIN_DUKE_NS
int32_t moveloop(void);
int menuloop(void);
void advancequeue(int myconnectindex);
input_t& nextinput(int myconnectindex);
void GetInput();
int16_t max_ammo_amount[MAX_WEAPONS];
int32_t spriteqamount = 64;
@ -72,136 +66,5 @@ int32_t PHEIGHT = PHEIGHT_DUKE;
int32_t lastvisinc;
void app_loop()
{
MAIN_LOOP_RESTART:
totalclock = 0;
ototalclock = 0;
lockclock = 0;
ps[myconnectindex].ftq = 0;
//if (ud.warp_on == 0)
{
#if 0 // fixme once the game loop has been done.
if ((ud.multimode > 1) && startupMap.IsNotEmpty())
{
auto maprecord = FindMap(startupMap);
ud.m_respawn_monsters = ud.m_player_skill == 4;
for (int i = 0; i != -1; i = connectpoint2[i])
{
resetweapons(i);
resetinventory(i);
}
StartGame(maprecord);
}
else
#endif
{
fi.ShowLogo([](bool) {});
}
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
if (menuloop())
{
FX_StopAllSounds();
goto MAIN_LOOP_RESTART;
}
}
ud.showweapons = cl_showweapon;
setlocalplayerinput(&ps[myconnectindex]);
PlayerColorChanged();
inputState.ClearAllInput();
do //main loop
{
handleevents();
if (ps[myconnectindex].gm == MODE_DEMO)
{
M_ClearMenus();
goto MAIN_LOOP_RESTART;
}
//Net_GetPackets();
nonsharedkeys();
C_RunDelayedCommands();
char gameUpdate = false;
gameupdatetime.Reset();
gameupdatetime.Clock();
while ((!(ps[myconnectindex].gm & (MODE_MENU|MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
{
ototalclock += TICSPERFRAME;
GetInput();
// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
auto const pPlayer = &ps[myconnectindex];
auto const q16ang = fix16_to_int(pPlayer->q16ang);
auto& input = nextinput(myconnectindex);
input = loc;
input.fvel = mulscale9(loc.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(loc.svel, sintable[(q16ang + 2048) & 2047]) +
pPlayer->fric.x;
input.svel = mulscale9(loc.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(loc.svel, sintable[(q16ang + 1536) & 2047]) +
pPlayer->fric.y;
loc = {};
advancequeue(myconnectindex);
if (((!System_WantGuiCapture() && (ps[myconnectindex].gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (ud.multimode > 1)) &&
(ps[myconnectindex].gm&MODE_GAME))
{
moveloop();
}
}
gameUpdate = true;
gameupdatetime.Unclock();
if (ps[myconnectindex].gm & (MODE_EOL|MODE_RESTART))
{
switch (exitlevel())
{
case 1: continue;
case 2: goto MAIN_LOOP_RESTART;
}
}
if (G_FPSLimit())
{
GetInput();
int const smoothRatio = calc_smoothratio(totalclock, ototalclock);
drawtime.Reset();
drawtime.Clock();
displayrooms(screenpeek, smoothRatio);
displayrest(smoothRatio);
drawtime.Unclock();
videoNextPage();
}
if (ps[myconnectindex].gm&MODE_DEMO)
goto MAIN_LOOP_RESTART;
}
while (1);
}
::GameInterface* CreateInterface()
{
return new GameInterface;
}
END_DUKE_NS