mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-11 21:31:37 +00:00
70087ebc12
This led to a second, redundant postprocessing step with incorrect matrix values. It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
165 lines
4.1 KiB
C++
165 lines
4.1 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 "screenjob_.h"
|
|
#include "gamestate.h"
|
|
#include "duke3d.h"
|
|
#include "m_argv.h"
|
|
#include "mapinfo.h"
|
|
#include "texturemanager.h"
|
|
#include "interpolate.h"
|
|
|
|
BEGIN_DUKE_NS
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::Ticker()
|
|
{
|
|
// Make copies so that the originals do not have to be modified.
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
auto oldactions = ps[i].sync.actions;
|
|
ps[i].sync = playercmds[i].ucmd;
|
|
if (oldactions & SB_CENTERVIEW) ps[i].sync.actions |= SB_CENTERVIEW;
|
|
}
|
|
if (rtsplaying > 0) rtsplaying--;
|
|
|
|
if (show_shareware > 0)
|
|
{
|
|
show_shareware--;
|
|
}
|
|
|
|
UpdateInterpolations();
|
|
|
|
if (playrunning())
|
|
{
|
|
if (earthquaketime > 0) earthquaketime--;
|
|
|
|
ud.cameraactor = nullptr;
|
|
everyothertime++;
|
|
|
|
global_random = krand();
|
|
movedummyplayers();//ST 13
|
|
|
|
for (int 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);
|
|
}
|
|
}
|
|
|
|
fi.think();
|
|
|
|
if ((everyothertime & 1) == 0)
|
|
{
|
|
fi.animatewalls();
|
|
movecyclers();
|
|
}
|
|
|
|
if (isRR() && ud.recstat == 0 && ud.multimode < 2)
|
|
dotorch();
|
|
|
|
r_NoInterpolate = false;
|
|
PlayClock+= 4; // This must be at the end of this block so that the first tic receives a value of 0!
|
|
if (PlayClock == 8) gameaction = ga_autosave; // let the game run for 1 frame before saving.
|
|
|
|
}
|
|
else r_NoInterpolate = true;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::Startup()
|
|
{
|
|
ps[myconnectindex].ftq = 0;
|
|
PlayLogos(ga_mainmenunostopsound, ga_mainmenunostopsound, false);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::Render()
|
|
{
|
|
drawtime.Reset();
|
|
drawtime.Clock();
|
|
|
|
videoSetBrightness(thunder_brightness);
|
|
double const smoothRatio = !playrunning() || !cl_interpolate || cl_capfps ? MaxSmoothRatio : I_GetTimeFrac() * MaxSmoothRatio;
|
|
if (!isRR())
|
|
moveclouds(smoothRatio);
|
|
|
|
displayrooms(screenpeek, smoothRatio, false);
|
|
drawoverlays(smoothRatio);
|
|
drawtime.Unclock();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::NextLevel(MapRecord* map, int skill)
|
|
{
|
|
if (skill != -1) ud.player_skill = skill + 1;
|
|
enterlevel(map, 0);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void GameInterface::LevelCompleted(MapRecord* map, int skill)
|
|
{
|
|
exitlevel(map);
|
|
}
|
|
|
|
END_DUKE_NS
|
|
|