raze-gles/source/games/duke/src/gameloop.cpp
Christoph Oelckers d62d2eaec7 - processed all remaining local input CCMDs and removed some bits only needed for multiplayer.
These MP bits should be reimplemented as network commands later, they only take up valuable space in the bit field.
2020-08-28 00:03:35 +02:00

456 lines
9.3 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1996, 2003 - 3D Realms Entertainment
Copyright (C) 2020 - Christoph Oelckers
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
Duke Nukem 3D is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
aint with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
Original Source: 1996 - Todd Replogle
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "gamestate.h"
#include "duke3d.h"
#include "sbar.h"
#include "baselayer.h"
#include "m_argv.h"
#include "mapinfo.h"
#include "texturemanager.h"
BEGIN_DUKE_NS
//---------------------------------------------------------------------------
//
// abstract the queue's implementation
// All access to the input queues should go through this function interface.
//
//---------------------------------------------------------------------------
static InputPacket inputfifo[MOVEFIFOSIZ][MAXPLAYERS];
static int movefifoend[MAXPLAYERS];
static int movefifoplc;
static int bufferjitter;
void clearfifo(void)
{
loc = {};
memset(&inputfifo, 0, sizeof(inputfifo));
memset(sync, 0, sizeof(sync));
}
static inline void GetNextInput()
{
for (int i = connecthead; i >= 0; i = connectpoint2[i])
memcpy(&sync[i], &inputfifo[movefifoplc & (MOVEFIFOSIZ - 1)][i], sizeof(InputPacket));
movefifoplc++;
}
static void advancequeue(int myconnectindex)
{
movefifoend[myconnectindex]++;
}
static InputPacket& nextinput(int myconnectindex)
{
return inputfifo[movefifoend[myconnectindex] & (MOVEFIFOSIZ - 1)][myconnectindex];
}
bool shouldprocessinput(int myconnectindex)
{
if (movefifoend[myconnectindex] - movefifoplc > bufferjitter)
{
int i;
for (i = connecthead; i >= 0; i = connectpoint2[i])
if (movefifoplc == movefifoend[i]) return false;
if (i >= 0) return false;
return true;
}
return false;
}
static void fakedomovethings()
{
// prediction
}
static void fakedomovethingscorrect()
{
// unprediction
}
void prediction()
{
#if 0
// We currently have no net code driving this.
if (numplayers > 1)
while (fakemovefifoplc < movefifoend[myconnectindex]) fakedomovethings();
getpackets();
#endif
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
/*
void mploadsave()
{
for(int i=connecthead;i>=0;i=connectpoint2[i])
if( sync[i].bits&(1<<17) )
{
multiflag = 2;
multiwhat = (sync[i].bits>>18)&1;
multipos = (unsigned) (sync[i].bits>>19)&15;
multiwho = i;
if( multiwhat )
{
saveplayer( multipos );
multiflag = 0;
if(multiwho != myconnectindex)
{
strcpy(&fta_quotes[122],&ud.user_name[multiwho][0]);
strcat(&fta_quotes[122]," SAVED A MULTIPLAYER GAME");
FTA(122,&ps[myconnectindex]);
}
else
{
strcpy(&fta_quotes[122],"MULTIPLAYER GAME SAVED");
FTA(122,&ps[myconnectindex]);
}
break;
}
else
{
// waitforeverybody();
j = loadplayer( multipos );
multiflag = 0;
if(j == 0 && !isRR())
{
if(multiwho != myconnectindex)
{
strcpy(&fta_quotes[122],&ud.user_name[multiwho][0]);
strcat(&fta_quotes[122]," LOADED A MULTIPLAYER GAME");
FTA(122,&ps[myconnectindex]);
}
else
{
strcpy(&fta_quotes[122],"MULTIPLAYER GAME LOADED");
FTA(122,&ps[myconnectindex]);
}
return 1;
}
}
}
}
*/
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int domovethings()
{
int i, j;
// mplpadsave();
ud.camerasprite = -1;
lockclock += TICSPERFRAME;
if (earthquaketime > 0) earthquaketime--;
if (rtsplaying > 0) rtsplaying--;
if (show_shareware > 0)
{
show_shareware--;
}
everyothertime++;
GetNextInput();
updateinterpolations();
#if 0
j = -1;
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
if (PlayerInput(i, SKB_GAMEQUIT))
{
if (i == myconnectindex) gameexitfrommenu();
if (screenpeek == i)
{
screenpeek = connectpoint2[i];
if (screenpeek < 0) screenpeek = connecthead;
}
if (i == connecthead) connecthead = connectpoint2[connecthead];
else connectpoint2[j] = connectpoint2[i];
numplayers--;
ud.multimode--;
//closedemowrite();
if (numplayers < 2 && !isRR())
S_PlaySound(GENERIC_AMBIENCE17, CHAN_AUTO, CHANF_UI);
Printf(PRINT_NOTIFY, "%s is history!", ud.user_name[i]);
quickkill(&ps[i]);
deletesprite(ps[i].i);
}
else j = i;
}
#endif
//if(ud.recstat == 1) record();
if (playrunning())
{
global_random = krand();
movedummyplayers();//ST 13
}
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
if (playrunning())
{
auto p = &ps[i];
if (p->pals.a > 0)
p->pals.a--;
hud_input(i);
fi.processinput(i);
fi.checksectors(i);
}
}
if (playrunning())
{
if (levelTextTime > 0)
levelTextTime--;
fi.think();
}
fakedomovethingscorrect();
if ((everyothertime & 1) == 0)
{
fi.animatewalls();
movecyclers();
}
if (isRR() && ud.recstat == 0 && ud.multimode < 2)
dotorch();
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
int moveloop()
{
prediction();
if (numplayers < 2) bufferjitter = 0;
while (shouldprocessinput(myconnectindex))
{
if( domovethings() ) return 1;
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void checkTimerActive()
{
FStat *stat = FStat::FindStat("fps");
glcycle_t::active = (stat != NULL && stat->isActive());
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
bool GameTicker()
{
if (ps[myconnectindex].gm == MODE_DEMO)
{
M_ClearMenus();
return true;
}
//Net_GetPackets();
nonsharedkeys();
checkTimerActive();
gameupdatetime.Reset();
gameupdatetime.Clock();
int const currentTic = I_GetTime();
gameclock = I_GetBuildTime();
if (playrunning() && currentTic - lastTic >= 1)
{
lastTic = currentTic;
GetInput();
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 (playrunning())
{
moveloop();
}
}
double const smoothRatio = playrunning() ? I_GetTimeFrac() * MaxSmoothRatio : MaxSmoothRatio;
gameupdatetime.Unclock();
if (ps[myconnectindex].gm & (MODE_EOL | MODE_RESTART))
{
exitlevel();
}
if (!cl_syncinput)
{
GetInput();
}
drawtime.Reset();
drawtime.Clock();
S_Update();
displayrooms(screenpeek, smoothRatio);
displayrest(smoothRatio);
drawtime.Unclock();
return (ps[myconnectindex].gm & MODE_DEMO);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void startmainmenu()
{
gamestate = GS_MENUSCREEN;
M_StartControlPanel(false);
M_SetMenu(NAME_Mainmenu);
FX_StopAllSounds();
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void GameInterface::RunGameFrame()
{
switch (gamestate)
{
default:
case GS_STARTUP:
I_ResetTime();
lastTic = -1;
gameclock = 0;
lockclock = 0;
ps[myconnectindex].ftq = 0;
if (userConfig.CommandMap.IsNotEmpty())
{
auto maprecord = FindMapByName(userConfig.CommandMap);
userConfig.CommandMap = "";
if (maprecord)
{
ud.m_respawn_monsters = ud.m_player_skill == 4;
for (int i = 0; i != -1; i = connectpoint2[i])
{
resetweapons(i);
resetinventory(i);
}
startnewgame(maprecord, /*userConfig.skill*/2);
}
}
else
{
fi.ShowLogo([](bool) { startmainmenu(); });
}
break;
case GS_MENUSCREEN:
case GS_FULLCONSOLE:
drawbackground();
break;
case GS_LEVEL:
if (GameTicker()) gamestate = GS_STARTUP;
else videoSetBrightness(thunder_brightness);
break;
case GS_INTERMISSION:
case GS_INTRO:
RunScreenJobFrame(); // This handles continuation through its completion callback.
break;
}
}
END_DUKE_NS