raze/source/games/duke/src/gameloop.cpp
Christoph Oelckers 70087ebc12 - fixed: The new renderer still called the Polymost screen finish function.
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.
2022-01-08 13:50:47 +01:00

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