Further improve Duke3D and RR main game loop.

- Replace if statement containing nested do/while loop with a while loop.
This commit is contained in:
Mitchell Richters 2020-03-27 22:17:01 +11:00 committed by Christoph Oelckers
parent d4dd737cd5
commit 9e8e441d02
2 changed files with 71 additions and 78 deletions

View file

@ -5759,52 +5759,48 @@ MAIN_LOOP_RESTART:
bool gameUpdate = false;
double gameUpdateStartTime = timerGetHiTicks();
if (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU|MODE_DEMO)) == 0) && totalclock >= ototalclock+TICSPERFRAME)
while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
{
do
ototalclock += TICSPERFRAME;
P_GetInput(myconnectindex);
// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
auto const pPlayer = g_player[myconnectindex].ps;
auto const q16ang = fix16_to_int(pPlayer->q16ang);
auto & input = inputfifo[0][myconnectindex];
input = localInput;
input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]);
input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]);
if (!FURY)
{
ototalclock += TICSPERFRAME;
P_GetInput(myconnectindex);
// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
auto const pPlayer = g_player[myconnectindex].ps;
auto const q16ang = fix16_to_int(pPlayer->q16ang);
auto & input = inputfifo[0][myconnectindex];
input = localInput;
input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]);
input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]);
if (!FURY)
{
input.fvel += pPlayer->fric.x;
input.svel += pPlayer->fric.y;
}
localInput = {};
if (((!GUICapture && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
&& (myplayer.gm & MODE_GAME))
{
Net_GetPackets();
G_DoMoveThings();
}
input.fvel += pPlayer->fric.x;
input.svel += pPlayer->fric.y;
}
while (((g_netClient || g_netServer) || (myplayer.gm & (MODE_MENU | MODE_DEMO)) == 0) && (int)(totalclock - ototalclock) >= TICSPERFRAME);
gameUpdate = true;
g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
localInput = {};
if (g_gameUpdateAvgTime <= 0.0)
g_gameUpdateAvgTime = g_gameUpdateTime;
g_gameUpdateAvgTime
= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
if (((!GUICapture && (myplayer.gm & MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1))
&& (myplayer.gm & MODE_GAME))
{
Net_GetPackets();
G_DoMoveThings();
}
}
gameUpdate = true;
g_gameUpdateTime = timerGetHiTicks() - gameUpdateStartTime;
if (g_gameUpdateAvgTime <= 0.0)
g_gameUpdateAvgTime = g_gameUpdateTime;
g_gameUpdateAvgTime
= ((GAMEUPDATEAVGTIMENUMSAMPLES - 1.f) * g_gameUpdateAvgTime + g_gameUpdateTime) / ((float)GAMEUPDATEAVGTIMENUMSAMPLES);
G_DoCheats();
if (myplayer.gm & (MODE_EOL|MODE_RESTART))

View file

@ -7228,50 +7228,47 @@ MAIN_LOOP_RESTART:
char gameUpdate = false;
double const gameUpdateStartTime = timerGetHiTicks();
if (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && totalclock >= ototalclock+TICSPERFRAME)
while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME)
{
do
ototalclock += TICSPERFRAME;
if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
P_GetInputMotorcycle(myconnectindex);
else if (RRRA && g_player[myconnectindex].ps->on_boat)
P_GetInputBoat(myconnectindex);
else
P_GetInput(myconnectindex);
// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
auto const pPlayer = g_player[myconnectindex].ps;
auto const q16ang = fix16_to_int(pPlayer->q16ang);
auto & input = inputfifo[g_player[myconnectindex].movefifoend&(MOVEFIFOSIZ-1)][myconnectindex];
input = localInput;
input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]) +
pPlayer->fric.x;
input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]) +
pPlayer->fric.y;
localInput = {};
g_player[myconnectindex].movefifoend++;
if (((!GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
(g_player[myconnectindex].ps->gm&MODE_GAME))
{
ototalclock += TICSPERFRAME;
if (RRRA && g_player[myconnectindex].ps->on_motorcycle)
P_GetInputMotorcycle(myconnectindex);
else if (RRRA && g_player[myconnectindex].ps->on_boat)
P_GetInputBoat(myconnectindex);
else
P_GetInput(myconnectindex);
// this is where we fill the input_t struct that is actually processed by P_ProcessInput()
auto const pPlayer = g_player[myconnectindex].ps;
auto const q16ang = fix16_to_int(pPlayer->q16ang);
auto & input = inputfifo[g_player[myconnectindex].movefifoend&(MOVEFIFOSIZ-1)][myconnectindex];
input = localInput;
input.fvel = mulscale9(localInput.fvel, sintable[(q16ang + 2560) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 2048) & 2047]) +
pPlayer->fric.x;
input.svel = mulscale9(localInput.fvel, sintable[(q16ang + 2048) & 2047]) +
mulscale9(localInput.svel, sintable[(q16ang + 1536) & 2047]) +
pPlayer->fric.y;
localInput = {};
g_player[myconnectindex].movefifoend++;
if (((!GUICapture && (g_player[myconnectindex].ps->gm&MODE_MENU) != MODE_MENU) || ud.recstat == 2 || (g_netServer || ud.multimode > 1)) &&
(g_player[myconnectindex].ps->gm&MODE_GAME))
{
G_MoveLoop();
}
G_MoveLoop();
}
while (((g_netClient || g_netServer) || !(g_player[myconnectindex].ps->gm & (MODE_MENU|MODE_DEMO))) && (int)(totalclock - ototalclock) >= TICSPERFRAME);
gameUpdate = true;
g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
if (g_gameUpdateAvgTime < 0.f)
g_gameUpdateAvgTime = g_gameUpdateTime;
g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
}
gameUpdate = true;
g_gameUpdateTime = timerGetHiTicks()-gameUpdateStartTime;
if (g_gameUpdateAvgTime < 0.f)
g_gameUpdateAvgTime = g_gameUpdateTime;
g_gameUpdateAvgTime = ((GAMEUPDATEAVGTIMENUMSAMPLES-1.f)*g_gameUpdateAvgTime+g_gameUpdateTime)/((float) GAMEUPDATEAVGTIMENUMSAMPLES);
G_DoCheats();
if (g_player[myconnectindex].ps->gm & (MODE_EOL|MODE_RESTART))