mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
869dbd70e5
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster. All currently existing intro cutscenes are tied to the map anyway. Also correcting transition movie name for RRRA E2L1.
706 lines
16 KiB
C++
706 lines
16 KiB
C++
/*
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** mainloop.cpp
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** Implements the main game loop
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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// For TryRunTics the following applies:
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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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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2020 Christoph Oelckers
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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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// DOOM Network game communication and protocol,
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// all OS independent parts.
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//
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//-----------------------------------------------------------------------------
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#include <chrono>
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#include <thread>
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#include "c_cvars.h"
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#include "i_time.h"
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#include "d_net.h"
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#include "gamecontrol.h"
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#include "c_console.h"
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#include "razemenu.h"
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#include "i_system.h"
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#include "raze_sound.h"
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#include "raze_music.h"
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#include "vm.h"
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#include "gamestate.h"
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#include "screenjob.h"
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#include "mmulti.h"
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#include "c_console.h"
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#include "uiinput.h"
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#include "v_video.h"
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#include "glbackend/glbackend.h"
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#include "palette.h"
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#include "build.h"
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#include "g_input.h"
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#include "mapinfo.h"
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#include "automap.h"
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#include "statusbar.h"
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#include "gamestruct.h"
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#include "savegamehelp.h"
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#include "v_draw.h"
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#include "gamehud.h"
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CVAR(Bool, vid_activeinbackground, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, r_ticstability, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Bool, cl_capfps)
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CVAR(Bool, cl_resumesavegame, true, CVAR_ARCHIVE)
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ticcmd_t playercmds[MAXPLAYERS];
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static uint64_t stabilityticduration = 0;
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static uint64_t stabilitystarttime = 0;
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bool pauseext;
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bool r_NoInterpolate;
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int entertic;
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int oldentertics;
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int gametic;
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FString BackupSaveGame;
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void DoLoadGame(const char* name);
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void G_BuildTiccmd(ticcmd_t* cmd)
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{
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cmd->ucmd = {};
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I_GetEvent();
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auto input = CONTROL_GetInput();
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gi->GetInput(&cmd->ucmd, &input);
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cmd->consistency = consistency[myconnectindex][(maketic / ticdup) % BACKUPTICS];
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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bool newGameStarted;
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void NewGame(MapRecord* map, int skill, bool ns = false)
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{
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newGameStarted = true;
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ShowIntermission(nullptr, map, nullptr, [=](bool) { gi->NewGame(map, skill, ns); });
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void GameTicker()
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{
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int i;
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handleevents();
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// Todo: Migrate state changes to here instead of doing them ad-hoc
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while (gameaction != ga_nothing)
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{
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auto ga = gameaction;
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gameaction = ga_nothing;
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switch (ga)
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{
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case ga_autoloadgame:
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C_FlushDisplay();
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if (BackupSaveGame.IsNotEmpty() && cl_resumesavegame)
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{
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DoLoadGame(BackupSaveGame);
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}
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else
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{
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g_nextmap = currentLevel;
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FX_StopAllSounds();
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FX_SetReverb(0);
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gi->FreeLevelData();
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gameaction = ga_level;
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NewGame(g_nextmap, -1);
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BackupSaveGame = "";
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}
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break;
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case ga_completed:
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FX_StopAllSounds();
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FX_SetReverb(0);
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if (g_nextmap == currentLevel)
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{
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// if the same level is restarted, skip any progression stuff like summary screens or cutscenes.
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gi->FreeLevelData();
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gameaction = ga_level;
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gi->NextLevel(g_nextmap, g_nextskill);
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}
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else
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{
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gi->LevelCompleted(g_nextmap, g_nextskill);
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assert(gameaction != ga_nothing);
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}
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break;
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case ga_nextlevel:
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gi->FreeLevelData();
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gameaction = ga_level;
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gi->NextLevel(g_nextmap, g_nextskill);
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break;
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case ga_newgame:
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FX_StopAllSounds();
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case ga_newgamenostopsound:
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DeleteScreenJob();
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FX_SetReverb(0);
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gi->FreeLevelData();
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C_FlushDisplay();
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gameaction = ga_level;
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BackupSaveGame = "";
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NewGame(g_nextmap, g_nextskill, ga == ga_newgamenostopsound);
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break;
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case ga_startup:
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Mus_Stop();
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FX_StopAllSounds();
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gi->FreeLevelData();
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gamestate = GS_STARTUP;
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break;
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case ga_mainmenu:
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FX_StopAllSounds();
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case ga_mainmenunostopsound:
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gi->FreeLevelData();
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gamestate = GS_MENUSCREEN;
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M_StartControlPanel(ga == ga_mainmenu);
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M_SetMenu(NAME_Mainmenu);
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break;
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case ga_creditsmenu:
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FX_StopAllSounds();
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gi->FreeLevelData();
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gamestate = GS_MENUSCREEN;
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M_StartControlPanel(false);
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M_SetMenu(NAME_Mainmenu);
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M_SetMenu(NAME_CreditsMenu);
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break;
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case ga_savegame:
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// We only need this for multiplayer saves that need to go through the network.
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// gi->SaveGame();
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break;
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case ga_autosave:
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if (gamestate == GS_LEVEL && !newGameStarted) M_Autosave();
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newGameStarted = false;
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break;
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case ga_level:
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gamestate = GS_LEVEL;
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break;
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case ga_intro:
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gamestate = GS_INTRO;
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break;
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case ga_intermission:
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gamestate = GS_INTERMISSION;
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break;
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case ga_fullconsole:
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C_FullConsole();
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Mus_Stop();
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gameaction = ga_nothing;
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break;
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case ga_endscreenjob:
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EndScreenJob();
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break;
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// for later
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// case ga_recordgame, // start a new demo recording (later)
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// case ga_loadgameplaydemo, // load a savegame and play a demo.
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default:
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break;
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}
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C_AdjustBottom();
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}
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// get commands, check consistancy, and build new consistancy check
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int buf = (gametic / ticdup) % BACKUPTICS;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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ticcmd_t* cmd = &playercmds[i];
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ticcmd_t* newcmd = &netcmds[i][buf];
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if ((gametic % ticdup) == 0)
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{
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RunNetSpecs(i, buf);
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}
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#if 0
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if (demorecording)
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{
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G_WriteDemoTiccmd(newcmd, i, buf);
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}
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if (demoplayback)
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{
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G_ReadDemoTiccmd(cmd, i);
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}
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else
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#endif
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{
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*cmd = *newcmd;
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}
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if (netgame && /*!demoplayback &&*/ (gametic % ticdup) == 0)
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{
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#if 0
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//players[i].inconsistant = 0;
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if (gametic > BACKUPTICS * ticdup && consistancy[i][buf] != cmd->consistancy)
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{
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players[i].inconsistant = gametic - BACKUPTICS * ticdup;
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}
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#endif
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consistency[i][buf] = gi->GetPlayerChecksum(i);
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}
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}
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}
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C_RunDelayedCommands();
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updatePauseStatus();
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switch (gamestate)
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{
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default:
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case GS_STARTUP:
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artClearMapArt();
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gi->Startup();
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break;
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case GS_LEVEL:
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gameupdatetime.Reset();
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gameupdatetime.Clock();
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gi->Ticker();
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levelTextTime--;
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gameupdatetime.Unclock();
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break;
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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break;
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case GS_INTERMISSION:
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case GS_INTRO:
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if (ScreenJobTick())
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{
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// synchronize termination with the playsim.
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Net_WriteByte(DEM_ENDSCREENJOB);
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}
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break;
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}
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}
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//==========================================================================
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//
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// Display
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//
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//==========================================================================
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void Display()
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{
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if (screen == nullptr || (!AppActive && (screen->IsFullscreen() || !vid_activeinbackground)))
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{
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return;
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}
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screen->FrameTime = I_msTimeFS();
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tileUpdateAnimations();
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screen->BeginFrame();
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twodpsp.Clear();
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.ClearClipRect();
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twod->Clear();
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//twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twod->Begin(screen->GetWidth(), screen->GetHeight());
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twod->ClearClipRect();
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switch (gamestate)
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{
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case GS_MENUSCREEN:
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case GS_FULLCONSOLE:
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gi->DrawBackground();
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break;
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case GS_INTRO:
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case GS_INTERMISSION:
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// screen jobs are not bound by the game ticker so they need to be ticked in the display loop.
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ScreenJobDraw();
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break;
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case GS_LEVEL:
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if (gametic != 0)
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{
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screen->FrameTime = I_msTimeFS();
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screen->BeginFrame();
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screen->SetSceneRenderTarget(gl_ssao != 0);
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updateModelInterpolation();
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gi->Render();
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DrawFullscreenBlends();
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drawMapTitle();
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break;
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}
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[[fallthrough]];
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default:
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twod->ClearScreen();
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break;
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}
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NetUpdate(); // send out any new accumulation
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if (gamestate != GS_INTRO) // do not draw overlays on the intros
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{
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// Draw overlay elements
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CT_Drawer();
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C_DrawConsole();
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M_Drawer();
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FStat::PrintStat(twod);
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}
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DrawRateStuff();
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videoShowFrame(1);
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}
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//==========================================================================
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//
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// Forces playsim processing time to be consistent across frames.
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// This improves interpolation for frames in between tics.
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//
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// With this cvar off the mods with a high playsim processing time will appear
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// less smooth as the measured time used for interpolation will vary.
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//
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//==========================================================================
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static void TicStabilityWait()
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{
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using namespace std::chrono;
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using namespace std::this_thread;
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if (!r_ticstability)
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return;
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uint64_t start = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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while (true)
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{
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uint64_t cur = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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if (cur - start > stabilityticduration)
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break;
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}
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}
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static void TicStabilityBegin()
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{
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using namespace std::chrono;
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stabilitystarttime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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}
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static void TicStabilityEnd()
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{
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using namespace std::chrono;
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uint64_t stabilityendtime = duration_cast<microseconds>(steady_clock::now().time_since_epoch()).count();
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stabilityticduration = std::min(stabilityendtime - stabilitystarttime, (uint64_t)1'000'000);
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}
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//==========================================================================
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//
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// The most important function in the engine.
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//
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//==========================================================================
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void TryRunTics (void)
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{
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int i;
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int lowtic;
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int realtics;
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int availabletics;
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int counts;
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int numplaying;
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// If paused, do not eat more CPU time than we need, because it
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// will all be wasted anyway.
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bool doWait = (cl_capfps || pauseext || (r_NoInterpolate && !M_IsAnimated() && gamestate != GS_INTERMISSION && gamestate != GS_INTRO));
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// get real tics
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if (doWait)
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{
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entertic = I_WaitForTic (oldentertics);
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}
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else
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{
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entertic = I_GetTime ();
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}
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realtics = entertic - oldentertics;
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oldentertics = entertic;
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// get available tics
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NetUpdate ();
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if (pauseext)
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return;
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lowtic = INT_MAX;
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numplaying = 0;
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for (i = 0; i < doomcom.numnodes; i++)
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{
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if (nodeingame[i])
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{
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numplaying++;
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if (nettics[i] < lowtic)
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lowtic = nettics[i];
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}
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}
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availabletics = lowtic - gametic / ticdup;
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// decide how many tics to run
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if (realtics < availabletics-1)
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counts = realtics+1;
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else if (realtics < availabletics)
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counts = realtics;
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else
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counts = availabletics;
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// Uncapped framerate needs seprate checks
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if (counts == 0 && !doWait)
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{
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TicStabilityWait();
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// Check possible stall conditions
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Net_CheckLastReceived(counts);
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if (realtics >= 1)
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{
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C_Ticker();
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M_Ticker();
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// Repredict the player for new buffered movement
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#if 0
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gi->Unpredict();
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gi->Predict(myconnectindex);
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#endif
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}
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if (!SyncInput())
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{
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I_GetEvent();
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auto input = CONTROL_GetInput();
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gi->GetInput(nullptr, &input);
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}
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return;
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}
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if (counts < 1)
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counts = 1;
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// wait for new tics if needed
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while (lowtic < gametic + counts)
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{
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NetUpdate ();
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lowtic = INT_MAX;
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for (i = 0; i < doomcom.numnodes; i++)
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if (nodeingame[i] && nettics[i] < lowtic)
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lowtic = nettics[i];
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lowtic = lowtic * ticdup;
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if (lowtic < gametic)
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I_Error ("TryRunTics: lowtic < gametic");
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// Check possible stall conditions
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Net_CheckLastReceived (counts);
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// Update time returned by I_GetTime, but only if we are stuck in this loop
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if (lowtic < gametic + counts)
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I_SetFrameTime();
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// don't stay in here forever -- give the menu a chance to work
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if (I_GetTime () - entertic >= 1)
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{
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|
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
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
GameTicker();
|
|
gametic++;
|
|
|
|
NetUpdate (); // check for new console commands
|
|
TicStabilityEnd();
|
|
}
|
|
#if 0
|
|
gi->Predict(myconnectindex);
|
|
#endif
|
|
gi->UpdateSounds();
|
|
soundEngine->UpdateSounds(I_GetTime());
|
|
}
|
|
else
|
|
{
|
|
TicStabilityWait();
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// MainLoop - will never return aside from exceptions being thrown.
|
|
//
|
|
//==========================================================================
|
|
|
|
void MainLoop ()
|
|
{
|
|
int lasttic = 0;
|
|
|
|
// Clamp the timer to TICRATE until the playloop has been entered.
|
|
r_NoInterpolate = true;
|
|
|
|
if (userConfig.CommandMap.IsNotEmpty())
|
|
{
|
|
auto maprecord = FindMapByName(userConfig.CommandMap);
|
|
userConfig.CommandMap = "";
|
|
if (maprecord)
|
|
{
|
|
NewGame(maprecord, /*userConfig.skill*/2); // todo: fix the skill.
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
Display();
|
|
Mus_UpdateMusic(); // must be at the end.
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
if (error.GetMessage ())
|
|
{
|
|
Printf (PRINT_BOLD, "\n%s\n", error.GetMessage());
|
|
}
|
|
gi->ErrorCleanup();
|
|
M_ClearMenus();
|
|
C_FullConsole();
|
|
gameaction = ga_nothing;
|
|
}
|
|
catch (CVMAbortException &error)
|
|
{
|
|
error.MaybePrintMessage();
|
|
Printf("%s", error.stacktrace.GetChars());
|
|
gi->ErrorCleanup();
|
|
twod->SetOffset(DVector2(0, 0));
|
|
M_ClearMenus();
|
|
C_FullConsole();
|
|
}
|
|
}
|
|
}
|
|
|