- continued work on main loop - added a few new entry points to the game interface.

This commit is contained in:
Christoph Oelckers 2020-08-30 00:55:49 +02:00
parent c0ebe3e08b
commit d49aedacea
26 changed files with 566 additions and 322 deletions

View file

@ -785,6 +785,7 @@ set (PCH_SOURCES
core/ct_chat.cpp
core/d_net.cpp
core/d_protocol.cpp
core/mainloop.cpp
core/gameconfigfile.cpp
core/gamecvars.cpp
core/gamecontrol.cpp

View file

@ -589,7 +589,7 @@ void ProcessFrame(void)
ambProcess();
viewUpdateDelirium();
viewUpdateShake();
sfxUpdate3DSounds();
gi->UpdateSounds();
if (gMe->hand == 1)
{
const int CHOKERATE = 8;

View file

@ -89,7 +89,8 @@ struct GameInterface : ::GameInterface
void QuitToTitle() override;
FString GetCoordString() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override;
void UpdateSounds() override;
GameStats getStats() override;
};

View file

@ -121,7 +121,7 @@ void BloodSoundEngine::CalcPosVel(int type, const void* source, const float pt[3
}
void sfxUpdate3DSounds(void)
void GameInterface::UpdateSounds()
{
SoundListener listener;

View file

@ -60,7 +60,6 @@ void sfxPlay3DSound(spritetype *pSprite, int soundId, int a3 = -1, int a4 = 0);
void sfxPlay3DSoundCP(spritetype* pSprite, int soundId, int a3 = -1, int a4 = 0, int pitch = 0, int volume = -1);
void sfxKill3DSound(spritetype *pSprite, int a2 = -1, int a3 = -1);
void sfxKillAllSounds(void);
void sfxUpdate3DSounds(void);
void sfxSetReverb(bool toggle);
void sfxSetReverb2(bool toggle);

View file

@ -58,7 +58,7 @@
CVAR(Bool, gl_scale_viewport, true, CVAR_ARCHIVE);
EXTERN_CVAR(Int, vid_maxfps)
CVAR(Bool, cl_capfps, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
EXTERN_CVAR(Bool, cl_capfps)
EXTERN_CVAR(Int, screenblocks)
//==========================================================================

View file

@ -51,14 +51,15 @@
#include "i_time.h"
#include "d_ticcmd.h"
extern bool pauseext;
extern int gametic;
// Placeholders to make it compile.
FILE* debugfile;
int gametic;
extern bool netgame;
bool demoplayback;
int Net_Arbitrator;
bool playeringame[MAXPLAYERS];
bool pauseext;
bool singletics;
char* startmap;
int rngseed;
@ -69,12 +70,6 @@ void D_WriteUserInfoStrings(int, uint8_t**, bool) {}
FString GetPlayerName(int num);
void G_BuildTiccmd(ticcmd_t*) {}
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (Int, autosavecount)
EXTERN_CVAR(Bool, cl_capfps)
//#define SIMULATEERRORS (RAND_MAX/3)
#define SIMULATEERRORS 0
@ -1812,212 +1807,6 @@ void D_QuitNetGame (void)
fclose (debugfile);
}
// Forces playsim processing time to be consistent across frames.
// This improves interpolation for frames in between tics.
//
// With this cvar off the mods with a high playsim processing time will appear
// less smooth as the measured time used for interpolation will vary.
CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
static uint64_t stabilityticduration = 0;
static uint64_t stabilitystarttime = 0;
static void TicStabilityWait()
{
using namespace std::chrono;
using namespace std::this_thread;
if (!r_ticstability)
return;
uint64_t start = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
while (true)
{
uint64_t cur = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
if (cur - start > stabilityticduration)
break;
}
}
static void TicStabilityBegin()
{
using namespace std::chrono;
stabilitystarttime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
}
static void TicStabilityEnd()
{
using namespace std::chrono;
uint64_t stabilityendtime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
stabilityticduration = std::min(stabilityendtime - stabilitystarttime, (uint64_t)1'000'000);
}
//
// TryRunTics
//
void TryRunTics (void)
{
#if 0
int i;
int lowtic;
int realtics;
int availabletics;
int counts;
int numplaying;
// If paused, do not eat more CPU time than we need, because it
// will all be wasted anyway.
if (pauseext)
r_NoInterpolate = true;
bool doWait = cl_capfps || r_NoInterpolate /*|| netgame*/;
// get real tics
if (doWait)
{
entertic = I_WaitForTic (oldentertics);
}
else
{
entertic = I_GetTime ();
}
realtics = entertic - oldentertics;
oldentertics = entertic;
// get available tics
NetUpdate ();
if (pauseext)
return;
lowtic = INT_MAX;
numplaying = 0;
for (i = 0; i < doomcom.numnodes; i++)
{
if (nodeingame[i])
{
numplaying++;
if (nettics[i] < lowtic)
lowtic = nettics[i];
}
}
if (ticdup == 1)
{
availabletics = lowtic - gametic;
}
else
{
availabletics = lowtic - gametic / ticdup;
}
// decide how many tics to run
if (realtics < availabletics-1)
counts = realtics+1;
else if (realtics < availabletics)
counts = realtics;
else
counts = availabletics;
// Uncapped framerate needs seprate checks
if (counts == 0 && !doWait)
{
TicStabilityWait();
// Check possible stall conditions
Net_CheckLastReceived(counts);
if (realtics >= 1)
{
C_Ticker();
M_Ticker();
// Repredict the player for new buffered movement
P_UnPredictPlayer();
P_PredictPlayer(&players[myconnectindex]);
}
return;
}
if (counts < 1)
counts = 1;
if (debugfile)
fprintf (debugfile,
"=======real: %i avail: %i game: %i\n",
realtics, availabletics, counts);
// wait for new tics if needed
while (lowtic < gametic + counts)
{
NetUpdate ();
lowtic = INT_MAX;
for (i = 0; i < doomcom.numnodes; i++)
if (nodeingame[i] && nettics[i] < lowtic)
lowtic = nettics[i];
lowtic = lowtic * ticdup;
if (lowtic < gametic)
I_Error ("TryRunTics: lowtic < gametic");
// Check possible stall conditions
Net_CheckLastReceived (counts);
// Update time returned by I_GetTime, but only if we are stuck in this loop
if (lowtic < gametic + counts)
I_SetFrameTime();
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime () - entertic >= 1)
{
C_Ticker ();
M_Ticker ();
// Repredict the player for new buffered movement
P_UnPredictPlayer();
P_PredictPlayer(&players[myconnectindex]);
return;
}
}
//Tic lowtic is high enough to process this gametic. Clear all possible waiting info
hadlate = false;
for (i = 0; i < MAXPLAYERS; i++)
players[i].waiting = false;
lastglobalrecvtime = I_GetTime (); //Update the last time the game tic'd over
// run the count tics
if (counts > 0)
{
P_UnPredictPlayer();
while (counts--)
{
TicStabilityBegin();
if (gametic > lowtic)
{
I_Error ("gametic>lowtic");
}
if (advancedemo)
{
D_DoAdvanceDemo ();
}
if (debugfile) fprintf (debugfile, "run tic %d\n", gametic);
C_Ticker ();
M_Ticker ();
G_Ticker();
gametic++;
NetUpdate (); // check for new console commands
TicStabilityEnd();
}
P_PredictPlayer(&players[myconnectindex]);
S_UpdateSounds (players[myconnectindex].camera); // move positional sounds
}
else
{
TicStabilityWait();
}
#endif
}
void Net_CheckLastReceived (int counts)
{

View file

@ -69,6 +69,9 @@ extern int nodeforplayer[MAXPLAYERS];
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
extern bool nodeingame[MAXNETNODES]; // set false as nodes leave game
extern bool hadlate;
extern uint64_t lastglobalrecvtime; // Identify the last time a packet was received.
#endif

View file

@ -966,6 +966,7 @@ void app_loop()
}
catch (CRecoverableError& err)
{
gi->ErrorCleanup();
C_FullConsole();
Printf(TEXTCOLOR_RED "%s\n", err.what());
}

View file

@ -93,6 +93,9 @@ struct GameInterface
virtual ReservedSpace GetReservedScreenSpace(int viewsize) { return { 0, 0 }; }
virtual void ResetFollowPos(bool) {}
virtual void GetInput(InputPacket* packet) {}
virtual void UpdateSounds() {}
virtual void ErrorCleanup() {}
virtual void Render() {}
};

453
source/core/mainloop.cpp Normal file
View file

@ -0,0 +1,453 @@
/*
** mainloop.cpp
** Implements the main game loop
**
**---------------------------------------------------------------------------
** Copyright 2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// For TryRunTics the following applies:
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2020 Christoph Oelckers
//
// 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:
// DOOM Network game communication and protocol,
// all OS independent parts.
//
//-----------------------------------------------------------------------------
#include <chrono>
#include <thread>
#include "c_cvars.h"
#include "i_time.h"
#include "d_net.h"
#include "gamecontrol.h"
#include "c_console.h"
#include "menu.h"
#include "i_system.h"
#include "raze_sound.h"
#include "raze_music.h"
#include "vm.h"
// Forces playsim processing time to be consistent across frames.
// This improves interpolation for frames in between tics.
//
// With this cvar off the mods with a high playsim processing time will appear
// less smooth as the measured time used for interpolation will vary.
CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, cl_capfps, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
static uint64_t stabilityticduration = 0;
static uint64_t stabilitystarttime = 0;
bool pauseext;
bool r_NoInterpolate;
int entertic;
int oldentertics;
int gametic;
static void TicStabilityWait()
{
using namespace std::chrono;
using namespace std::this_thread;
if (!r_ticstability)
return;
uint64_t start = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
while (true)
{
uint64_t cur = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
if (cur - start > stabilityticduration)
break;
}
}
static void TicStabilityBegin()
{
using namespace std::chrono;
stabilitystarttime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
}
static void TicStabilityEnd()
{
using namespace std::chrono;
uint64_t stabilityendtime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
stabilityticduration = std::min(stabilityendtime - stabilitystarttime, (uint64_t)1'000'000);
}
//
// TryRunTics
//
void TryRunTics (void)
{
int i;
int lowtic;
int realtics;
int availabletics;
int counts;
int numplaying;
// If paused, do not eat more CPU time than we need, because it
// will all be wasted anyway.
if (pauseext)
r_NoInterpolate = true;
bool doWait = cl_capfps || r_NoInterpolate /*|| netgame*/;
// get real tics
if (doWait)
{
entertic = I_WaitForTic (oldentertics);
}
else
{
entertic = I_GetTime ();
}
realtics = entertic - oldentertics;
oldentertics = entertic;
// get available tics
NetUpdate ();
if (pauseext)
return;
lowtic = INT_MAX;
numplaying = 0;
for (i = 0; i < doomcom.numnodes; i++)
{
if (nodeingame[i])
{
numplaying++;
if (nettics[i] < lowtic)
lowtic = nettics[i];
}
}
if (ticdup == 1)
{
availabletics = lowtic - gametic;
}
else
{
availabletics = lowtic - gametic / ticdup;
}
// decide how many tics to run
if (realtics < availabletics-1)
counts = realtics+1;
else if (realtics < availabletics)
counts = realtics;
else
counts = availabletics;
// Uncapped framerate needs seprate checks
if (counts == 0 && !doWait)
{
TicStabilityWait();
// Check possible stall conditions
Net_CheckLastReceived(counts);
if (realtics >= 1)
{
C_Ticker();
M_Ticker();
// Repredict the player for new buffered movement
#if 0
gi->Unpredict();
gi->Predict(myconnectindex);
#endif
}
return;
}
if (counts < 1)
counts = 1;
// wait for new tics if needed
while (lowtic < gametic + counts)
{
NetUpdate ();
lowtic = INT_MAX;
for (i = 0; i < doomcom.numnodes; i++)
if (nodeingame[i] && nettics[i] < lowtic)
lowtic = nettics[i];
lowtic = lowtic * ticdup;
if (lowtic < gametic)
I_Error ("TryRunTics: lowtic < gametic");
// Check possible stall conditions
Net_CheckLastReceived (counts);
// Update time returned by I_GetTime, but only if we are stuck in this loop
if (lowtic < gametic + counts)
I_SetFrameTime();
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime () - entertic >= 1)
{
C_Ticker ();
M_Ticker ();
// Repredict the player for new buffered movement
#if 0
gi->Unpredict();
gi->Predict(myconnectindex);
#endif
return;
}
}
//Tic lowtic is high enough to process this gametic. Clear all possible waiting info
hadlate = false;
#if 0
for (i = 0; i < MAXPLAYERS; i++)
players[i].waiting = false;
#endif
lastglobalrecvtime = I_GetTime (); //Update the last time the game tic'd over
// run the count tics
if (counts > 0)
{
#if 0
gi->Unpredict();
#endif
while (counts--)
{
TicStabilityBegin();
if (gametic > lowtic)
{
I_Error ("gametic>lowtic");
}
#if 0
if (advancedemo)
{
D_DoAdvanceDemo ();
}
#endif
//if (debugfile) fprintf (debugfile, "run tic %d\n", gametic);
C_Ticker ();
M_Ticker ();
//G_Ticker();
gametic++;
NetUpdate (); // check for new console commands
TicStabilityEnd();
}
#if 0
gi->Predict(myconnectindex);
#endif
gi->UpdateSounds();
soundEngine->UpdateSounds(I_GetTime());
}
else
{
TicStabilityWait();
}
}
//==========================================================================
//
// D_DoomLoop
//
// Manages timing and IO, calls all ?_Responder, ?_Ticker, and ?_Drawer,
// calls I_GetTime, I_StartFrame, and I_StartTic
//
//==========================================================================
void MainLoop ()
{
int lasttic = 0;
// Clamp the timer to TICRATE until the playloop has been entered.
r_NoInterpolate = true;
//vid_cursor.Callback();
for (;;)
{
try
{
// frame syncronous IO operations
if (gametic > lasttic)
{
lasttic = gametic;
I_StartFrame ();
}
I_SetFrameTime();
TryRunTics (); // will run at least one tic
// Update display, next frame, with current state.
I_StartTic ();
gi->Render();
Mus_UpdateMusic(); // must be at the end.
}
catch (CRecoverableError &error)
{
if (error.GetMessage ())
{
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
}
gi->ErrorCleanup();
C_FullConsole();
}
catch (CVMAbortException &error)
{
error.MaybePrintMessage();
Printf("%s", error.stacktrace.GetChars());
gi->ErrorCleanup();
C_FullConsole();
}
}
}
//---------------------------------------------------------------------------
//
// The one and only main loop in the entire engine. Yay!
//
//---------------------------------------------------------------------------
#if 0
void _TickSubsystems()
{
// run these on an independent timer until we got something working for the games.
static const uint64_t tickInterval = 1'000'000'000 / 30;
static uint64_t nexttick = 0;
auto nowtick = I_nsTime();
if (nexttick == 0) nexttick = nowtick;
int cnt = 0;
while (nexttick <= nowtick && cnt < 5)
{
nexttick += tickInterval;
C_Ticker();
M_Ticker();
C_RunDelayedCommands();
cnt++;
}
// If this took too long the engine was most likely suspended so recalibrate the timer.
// Perfect precision is not needed here.
if (cnt == 5) nexttick = nowtick + tickInterval;
}
static void _updatePauseStatus()
{
// This must go through the network in multiplayer games.
if (M_Active() || System_WantGuiCapture())
{
paused = 1;
}
else if (!M_Active() || !System_WantGuiCapture())
{
if (!pausedWithKey)
{
paused = 0;
}
if (sendPause)
{
sendPause = false;
paused = pausedWithKey ? 0 : 2;
pausedWithKey = !!paused;
}
}
paused ? S_PauseSound(!pausedWithKey, !paused) : S_ResumeSound(paused);
}
void _app_loop()
{
gamestate = GS_STARTUP;
while (true)
{
try
{
I_SetFrameTime();
TickSubsystems();
twod->SetSize(screen->GetWidth(), screen->GetHeight());
twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
handleevents();
updatePauseStatus();
D_ProcessEvents();
gi->RunGameFrame();
// Draw overlay elements to the 2D drawer
FStat::PrintStat(twod);
CT_Drawer();
C_DrawConsole();
M_Drawer();
// Handle the final 2D overlays.
if (gamestate == GS_LEVEL) DrawFullscreenBlends();
DrawRateStuff();
videoShowFrame(0);
videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
}
catch (CRecoverableError& err)
{
C_FullConsole();
Printf(TEXTCOLOR_RED "%s\n", err.what());
}
}
}
#endif

View file

@ -251,6 +251,8 @@ struct GameInterface : ::GameInterface
bool CanSave() override;
ReservedSpace GetReservedScreenSpace(int viewsize) override { return { 0, 24 }; }
void QuitToTitle() override;
void UpdateSounds() override;
void ErrorCleanup() override;
FString statFPS() override;
::GameStats getStats() override;

View file

@ -256,7 +256,7 @@ void GameLoop()
{
GameTicker();
PlayerInterruptKeys(true);
UpdateSounds();
gi->UpdateSounds();
CheckKeys2();
}
@ -264,55 +264,51 @@ void GameLoop()
void GameInterface::RunGameFrame()
{
again:
try
CheckProgression();
switch (gamestate)
{
CheckProgression();
switch (gamestate)
{
default:
case GS_STARTUP:
resettiming();
GameAction = -1;
EndLevel = false;
if (userConfig.CommandMap.IsNotEmpty())
{
auto map = FindMapByName(userConfig.CommandMap);
if (map) GameAction = map->levelNumber;
userConfig.CommandMap = "";
goto again;
}
else
{
DoTitle([](bool) { startmainmenu(); });
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
drawmenubackground();
break;
case GS_LEVEL:
GameLoop();
GameDisplay();
break;
case GS_INTERMISSION:
case GS_INTRO:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
}
}
catch (CRecoverableError&)
{
// Clear all progression sensitive variables here.
default:
case GS_STARTUP:
resettiming();
GameAction = -1;
EndLevel = false;
throw;
}
if (userConfig.CommandMap.IsNotEmpty())
{
auto map = FindMapByName(userConfig.CommandMap);
if (map) GameAction = map->levelNumber;
userConfig.CommandMap = "";
goto again;
}
else
{
DoTitle([](bool) { startmainmenu(); });
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
drawmenubackground();
break;
case GS_LEVEL:
GameLoop();
GameDisplay();
break;
case GS_INTERMISSION:
case GS_INTRO:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
}
}
void GameInterface::ErrorCleanup()
{
// Clear all progression sensitive variables here.
GameAction = -1;
EndLevel = false;
}
END_PS_NS

View file

@ -490,7 +490,7 @@ void EXSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
//
//==========================================================================
void UpdateSounds()
void GameInterface::UpdateSounds()
{
if (nFreeze)
return;

View file

@ -117,7 +117,6 @@ extern short nCreepyTimer;
extern short StaticSound[];
void UpdateSounds();
void UpdateCreepySounds();
void InitFX();

View file

@ -293,7 +293,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
while (S_CheckSoundPlaying(skillsound))
{
S_Update();
gi->UpdateSounds();
soundEngine->UpdateSounds(I_GetTime());
I_GetEvent();
}

View file

@ -58,6 +58,7 @@ struct GameInterface : public ::GameInterface
void DrawPlayerSprite(const DVector2& origin, bool onteam) override;
void ResetFollowPos(bool message) override;
void GetInput(InputPacket* packet) override;
void UpdateSounds() override;
};

View file

@ -331,7 +331,7 @@ void GameTicker()
}
nonsharedkeys();
S_Update();
gi->UpdateSounds();
drawtime.Reset();
drawtime.Clock();
videoSetBrightness(thunder_brightness);

View file

@ -318,7 +318,7 @@ void DukeSoundEngine::CalcPosVel(int type, const void* source, const float pt[3]
//
//==========================================================================
void S_Update(void)
void GameInterface::UpdateSounds(void)
{
SoundListener listener;
vec3_t* c;

View file

@ -36,7 +36,6 @@ enum esound_t
};
void S_InitSound();
void S_Update(void);
void S_CacheAllSounds(void);
int S_DefineSound(unsigned index, const char* filename, int ps, int pe, int pr, int m, int vo, float vol);

View file

@ -230,7 +230,7 @@ void GameInterface::StartGame(FNewGameStartup& gs)
while (soundEngine->IsSourcePlayingSomething(SOURCE_None, nullptr, CHAN_VOICE))
{
DoUpdateSounds();
gi->UpdateSounds();
soundEngine->UpdateSounds(I_GetTime());
I_GetEvent();
}

View file

@ -767,59 +767,55 @@ void GameTicker(void)
void GameInterface::RunGameFrame()
{
try
// if the menu initiazed a new game or loaded a savegame, switch to play mode.
if (SavegameLoaded || NextLevel) gamestate = GS_LEVEL;
gi->UpdateSounds();
switch (gamestate)
{
// if the menu initiazed a new game or loaded a savegame, switch to play mode.
if (SavegameLoaded || NextLevel) gamestate = GS_LEVEL;
DoUpdateSounds();
switch (gamestate)
default:
case GS_STARTUP:
I_ResetTime();
lastTic = -1;
ogameclock = gameclock = 0;
if (userConfig.CommandMap.IsNotEmpty())
{
default:
case GS_STARTUP:
I_ResetTime();
lastTic = -1;
ogameclock = gameclock = 0;
if (userConfig.CommandMap.IsNotEmpty())
{
}
else
{
if (!userConfig.nologo) Logo([](bool) { StartMenu(); });
else StartMenu();
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
DrawMenuLevelScreen();
break;
case GS_LEVEL:
GameTicker();
break;
case GS_INTERMISSION:
case GS_INTRO:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
}
}
catch (CRecoverableError&)
{
// Make sure we do not leave the game in an unstable state
TerminateLevel();
NextLevel = nullptr;
SavegameLoaded = false;
ExitLevel = false;
FinishAnim = 0;
FinishedLevel = false;
throw;
}
else
{
if (!userConfig.nologo) Logo([](bool) { StartMenu(); });
else StartMenu();
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
DrawMenuLevelScreen();
break;
case GS_LEVEL:
GameTicker();
break;
case GS_INTERMISSION:
case GS_INTRO:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
}
}
void GameInterface::ErrorCleanup()
{
// Make sure we do not leave the game in an unstable state
TerminateLevel();
NextLevel = nullptr;
SavegameLoaded = false;
ExitLevel = false;
FinishAnim = 0;
FinishedLevel = false;
}
//---------------------------------------------------------------------------
//
//

View file

@ -2259,6 +2259,8 @@ struct GameInterface : ::GameInterface
ReservedSpace GetReservedScreenSpace(int viewsize) override;
void QuitToTitle() override;
void ResetFollowPos(bool message) override;
void UpdateSounds() override;
void ErrorCleanup() override;
FString statFPS() override;
GameStats getStats() override;

View file

@ -7727,7 +7727,7 @@ domovethings(void)
MultiPlayLimits();
//if (MoveSkip8 == 0) // 8=5x 4=10x, 2=20x, 0=40x per second
DoUpdateSounds();
gi->UpdateSounds();
CorrectPrediction(movefifoplc - 1);

View file

@ -585,7 +585,7 @@ void SWSoundEngine::CalcPosVel(int type, const void* source, const float pt[3],
//
//==========================================================================
void DoUpdateSounds(void)
void GameInterface::UpdateSounds(void)
{
PLAYERp pp = Player + screenpeek;
SoundListener listener;

View file

@ -71,7 +71,6 @@ struct ambientstruct;
typedef struct ambientstruct AMB_INFO, *AMB_INFOp;
void DoUpdateSounds(void);
void Terminate3DSounds(void);
void Set3DSoundOwner(short spritenum);