mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2025-10-30 08:01:28 +00:00
- Add menu control fallbacks.
- If it could not find a bind using your existing keys, then it looks at default controls.
- If it could not find it then, and you're P1, then it looks through gamepads, and then lastly settles for keyboard.
- Changed around the order of operations on the character select menu, to accommodate for this change.
- Added initroutine to menu_t, which is called every time without question when going to a new menu. This solves many, many minor bugs you could experience in the character select menu when changing between menus, due to things only being properly reset when selecting the character select menu option.
801 lines
20 KiB
C
801 lines
20 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2020 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_tick.c
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/// \brief Archiving: SaveGame I/O, Thinker, Ticker
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#include "doomstat.h"
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#include "g_game.h"
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#include "g_input.h"
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#include "p_local.h"
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#include "z_zone.h"
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#include "s_sound.h"
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#include "st_stuff.h"
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#include "p_polyobj.h"
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#include "m_random.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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#include "m_perfstats.h"
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#include "i_system.h" // I_GetPreciseTime
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#include "r_fps.h"
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// Object place
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#include "m_cheat.h"
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// SRB2Kart
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#include "k_kart.h"
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#include "k_race.h"
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#include "k_battle.h"
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#include "k_waypoint.h"
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tic_t leveltime;
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INT32 P_AltFlip(INT32 n, tic_t tics)
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{
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return leveltime % (2 * tics) < tics ? n : -(n);
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}
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//
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// THINKERS
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// All thinkers should be allocated by Z_Calloc
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// so they can be operated on uniformly.
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// The actual structures will vary in size,
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// but the first element must be thinker_t.
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//
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// The entries will behave like both the head and tail of the lists.
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thinker_t thlist[NUM_THINKERLISTS];
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void Command_Numthinkers_f(void)
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{
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INT32 num;
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INT32 count = 0;
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actionf_p1 action;
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thinker_t *think;
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thinklistnum_t start = 0;
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thinklistnum_t end = NUM_THINKERLISTS - 1;
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thinklistnum_t i;
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if (gamestate != GS_LEVEL)
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{
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CONS_Printf(M_GetText("You must be in a level to use this.\n"));
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return;
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}
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if (COM_Argc() < 2)
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{
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CONS_Printf(M_GetText("numthinkers <#>: Count number of thinkers\n"));
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CONS_Printf(
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"\t1: P_MobjThinker\n"
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"\t2: P_NullPrecipThinker\n"
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"\t3: T_Friction\n"
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"\t4: T_Pusher\n"
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"\t5: P_RemoveThinkerDelayed\n");
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return;
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}
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num = atoi(COM_Argv(1));
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switch (num)
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{
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case 1:
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start = end = THINK_MOBJ;
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action = (actionf_p1)P_MobjThinker;
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CONS_Printf(M_GetText("Number of %s: "), "P_MobjThinker");
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break;
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case 2:
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start = end = THINK_PRECIP;
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action = (actionf_p1)P_NullPrecipThinker;
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CONS_Printf(M_GetText("Number of %s: "), "P_NullPrecipThinker");
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break;
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case 3:
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start = end = THINK_MAIN;
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action = (actionf_p1)T_Friction;
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CONS_Printf(M_GetText("Number of %s: "), "T_Friction");
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break;
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case 4:
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start = end = THINK_MAIN;
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action = (actionf_p1)T_Pusher;
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CONS_Printf(M_GetText("Number of %s: "), "T_Pusher");
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break;
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case 5:
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action = (actionf_p1)P_RemoveThinkerDelayed;
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CONS_Printf(M_GetText("Number of %s: "), "P_RemoveThinkerDelayed");
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break;
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default:
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CONS_Printf(M_GetText("That is not a valid number.\n"));
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return;
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}
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for (i = start; i <= end; i++)
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{
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for (think = thlist[i].next; think != &thlist[i]; think = think->next)
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{
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if (think->function.acp1 != action)
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continue;
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count++;
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}
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}
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CONS_Printf("%d\n", count);
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}
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void Command_CountMobjs_f(void)
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{
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thinker_t *th;
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mobjtype_t i;
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INT32 count;
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if (gamestate != GS_LEVEL)
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{
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CONS_Printf(M_GetText("You must be in a level to use this.\n"));
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return;
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}
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if (COM_Argc() >= 2)
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{
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size_t j;
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for (j = 1; j < COM_Argc(); j++)
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{
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i = atoi(COM_Argv(j));
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if (i >= NUMMOBJTYPES)
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{
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CONS_Printf(M_GetText("Object number %d out of range (max %d).\n"), i, NUMMOBJTYPES-1);
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continue;
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}
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count = 0;
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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continue;
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if (((mobj_t *)th)->type == i)
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count++;
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}
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CONS_Printf(M_GetText("There are %d objects of type %d currently in the level.\n"), count, i);
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}
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return;
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}
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CONS_Printf(M_GetText("Count of active objects in level:\n"));
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for (i = 0; i < NUMMOBJTYPES; i++)
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{
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count = 0;
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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{
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if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
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continue;
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if (((mobj_t *)th)->type == i)
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count++;
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}
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if (count > 0) // Don't bother displaying if there are none of this type!
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CONS_Printf(" * %d: %d\n", i, count);
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}
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}
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//
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// P_InitThinkers
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//
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void P_InitThinkers(void)
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{
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UINT8 i;
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waypointcap = NULL;
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kitemcap = NULL;
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for (i = 0; i < NUM_THINKERLISTS; i++)
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thlist[i].prev = thlist[i].next = &thlist[i];
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}
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// Adds a new thinker at the end of the list.
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void P_AddThinker(const thinklistnum_t n, thinker_t *thinker)
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{
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#ifdef PARANOIA
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I_Assert(n < NUM_THINKERLISTS);
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#endif
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thlist[n].prev->next = thinker;
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thinker->next = &thlist[n];
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thinker->prev = thlist[n].prev;
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thlist[n].prev = thinker;
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thinker->references = 0; // killough 11/98: init reference counter to 0
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}
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//
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// killough 11/98:
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//
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// Make currentthinker external, so that P_RemoveThinkerDelayed
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// can adjust currentthinker when thinkers self-remove.
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static thinker_t *currentthinker;
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//
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// P_RemoveThinkerDelayed()
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//
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// Called automatically as part of the thinker loop in P_RunThinkers(),
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// on nodes which are pending deletion.
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//
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// If this thinker has no more pointers referencing it indirectly,
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// remove it, and set currentthinker to one node preceeding it, so
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// that the next step in P_RunThinkers() will get its successor.
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//
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void P_RemoveThinkerDelayed(thinker_t *thinker)
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{
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thinker_t *next;
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#ifdef PARANOIA
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#define BEENAROUNDBIT (0x40000000) // has to be sufficiently high that it's unlikely to happen in regular gameplay. If you change this, pay attention to the bit pattern of INT32_MIN.
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if (thinker->references & ~BEENAROUNDBIT)
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{
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if (thinker->references & BEENAROUNDBIT) // Usually gets cleared up in one frame; what's going on here, then?
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CONS_Printf("Number of potentially faulty references: %d\n", (thinker->references & ~BEENAROUNDBIT));
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thinker->references |= BEENAROUNDBIT;
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return;
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}
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#undef BEENAROUNDBIT
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#else
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if (thinker->references)
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return;
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#endif
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/* Remove from main thinker list */
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next = thinker->next;
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/* Note that currentthinker is guaranteed to point to us,
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* and since we're freeing our memory, we had better change that. So
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* point it to thinker->prev, so the iterator will correctly move on to
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* thinker->prev->next = thinker->next */
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(next->prev = currentthinker = thinker->prev)->next = next;
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Z_Free(thinker);
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}
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//
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// P_RemoveThinker
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//
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// Deallocation is lazy -- it will not actually be freed
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// until its thinking turn comes up.
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//
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// killough 4/25/98:
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//
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// Instead of marking the function with -1 value cast to a function pointer,
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// set the function to P_RemoveThinkerDelayed(), so that later, it will be
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// removed automatically as part of the thinker process.
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//
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void P_RemoveThinker(thinker_t *thinker)
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{
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LUA_InvalidateUserdata(thinker);
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thinker->function.acp1 = (actionf_p1)P_RemoveThinkerDelayed;
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}
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/*
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* P_SetTarget
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*
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* This function is used to keep track of pointer references to mobj thinkers.
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* In Doom, objects such as lost souls could sometimes be removed despite
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* their still being referenced. In Boom, 'target' mobj fields were tested
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* during each gametic, and any objects pointed to by them would be prevented
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* from being removed. But this was incomplete, and was slow (every mobj was
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* checked during every gametic). Now, we keep a count of the number of
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* references, and delay removal until the count is 0.
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*/
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mobj_t *P_SetTarget(mobj_t **mop, mobj_t *targ)
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{
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if (*mop) // If there was a target already, decrease its refcount
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(*mop)->thinker.references--;
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if ((*mop = targ) != NULL) // Set new target and if non-NULL, increase its counter
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targ->thinker.references++;
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return targ;
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}
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//
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// P_RunThinkers
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//
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// killough 4/25/98:
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//
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// Fix deallocator to stop using "next" pointer after node has been freed
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// (a Doom bug).
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//
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// Process each thinker. For thinkers which are marked deleted, we must
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// load the "next" pointer prior to freeing the node. In Doom, the "next"
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// pointer was loaded AFTER the thinker was freed, which could have caused
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// crashes.
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//
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// But if we are not deleting the thinker, we should reload the "next"
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// pointer after calling the function, in case additional thinkers are
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// added at the end of the list.
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//
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// killough 11/98:
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//
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// Rewritten to delete nodes implicitly, by making currentthinker
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// external and using P_RemoveThinkerDelayed() implicitly.
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//
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static inline void P_RunThinkers(void)
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{
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size_t i;
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for (i = 0; i < NUM_THINKERLISTS; i++)
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{
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ps_thlist_times[i] = I_GetPreciseTime();
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for (currentthinker = thlist[i].next; currentthinker != &thlist[i]; currentthinker = currentthinker->next)
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{
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#ifdef PARANOIA
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I_Assert(currentthinker->function.acp1 != NULL);
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#endif
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currentthinker->function.acp1(currentthinker);
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}
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ps_thlist_times[i] = I_GetPreciseTime() - ps_thlist_times[i];
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}
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if (gametyperules & GTR_CIRCUIT)
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K_RunFinishLineBeam();
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if (gametyperules & GTR_PAPERITEMS)
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K_RunPaperItemSpawners();
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if ((gametyperules & GTR_BUMPERS) && battleovertime.enabled)
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K_RunBattleOvertime();
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}
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//
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// P_DoAutobalanceTeams()
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//
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// Determine if the teams are unbalanced, and if so, move a player to the other team.
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//
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static void P_DoAutobalanceTeams(void)
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{
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changeteam_union NetPacket;
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UINT16 usvalue;
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INT32 i=0;
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INT32 red=0, blue=0;
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INT32 redarray[MAXPLAYERS], bluearray[MAXPLAYERS];
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//INT32 redflagcarrier = 0, blueflagcarrier = 0;
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INT32 totalred = 0, totalblue = 0;
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NetPacket.value.l = NetPacket.value.b = 0;
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memset(redarray, 0, sizeof(redarray));
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memset(bluearray, 0, sizeof(bluearray));
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// Only do it if we have enough room in the net buffer to send it.
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// Otherwise, come back next time and try again.
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if (sizeof(usvalue) > GetFreeXCmdSize(0))
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return;
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//We have to store the players in an array with the rest of their team.
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//We can then pick a random player to be forced to change teams.
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].ctfteam)
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{
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if (players[i].ctfteam == 1)
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{
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//if (!players[i].gotflag)
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{
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redarray[red] = i; //store the player's node.
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red++;
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}
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/*else
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redflagcarrier++;*/
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}
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else
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{
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//if (!players[i].gotflag)
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{
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bluearray[blue] = i; //store the player's node.
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blue++;
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}
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/*else
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blueflagcarrier++;*/
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}
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}
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}
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totalred = red;// + redflagcarrier;
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totalblue = blue;// + blueflagcarrier;
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if ((abs(totalred - totalblue) > max(1, (totalred + totalblue) / 8)))
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{
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if (totalred > totalblue)
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{
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i = M_RandomKey(red);
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NetPacket.packet.newteam = 2;
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NetPacket.packet.playernum = redarray[i];
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NetPacket.packet.verification = true;
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NetPacket.packet.autobalance = true;
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usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
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SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
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}
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else //if (totalblue > totalred)
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{
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i = M_RandomKey(blue);
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NetPacket.packet.newteam = 1;
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NetPacket.packet.playernum = bluearray[i];
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NetPacket.packet.verification = true;
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NetPacket.packet.autobalance = true;
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usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
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SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
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}
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}
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}
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//
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// P_DoTeamscrambling()
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//
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// If a team scramble has been started, scramble one person from the
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// pre-made scramble array. Said array is created in TeamScramble_OnChange()
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//
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void P_DoTeamscrambling(void)
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{
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changeteam_union NetPacket;
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UINT16 usvalue;
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NetPacket.value.l = NetPacket.value.b = 0;
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// Only do it if we have enough room in the net buffer to send it.
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// Otherwise, come back next time and try again.
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if (sizeof(usvalue) > GetFreeXCmdSize(0))
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return;
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if (scramblecount < scrambletotal)
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{
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if (players[scrambleplayers[scramblecount]].ctfteam != scrambleteams[scramblecount])
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{
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NetPacket.packet.newteam = scrambleteams[scramblecount];
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NetPacket.packet.playernum = scrambleplayers[scramblecount];
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NetPacket.packet.verification = true;
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NetPacket.packet.scrambled = true;
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usvalue = SHORT(NetPacket.value.l|NetPacket.value.b);
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SendNetXCmd(XD_TEAMCHANGE, &usvalue, sizeof(usvalue));
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}
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scramblecount++; //Increment, and get to the next player when we come back here next time.
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}
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else
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CV_SetValue(&cv_teamscramble, 0);
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}
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static inline void P_DoTeamStuff(void)
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{
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// Automatic team balance for CTF and team match
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if (leveltime % (TICRATE * 5) == 0) //only check once per five seconds for the sake of CPU conservation.
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{
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// Do not attempt to autobalance and scramble teams at the same time.
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// Only the server should execute this. No verified admins, please.
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if ((cv_autobalance.value && !cv_teamscramble.value) && cv_allowteamchange.value && server)
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P_DoAutobalanceTeams();
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}
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// Team scramble code for team match and CTF.
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if ((leveltime % (TICRATE/7)) == 0)
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{
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// If we run out of time in the level, the beauty is that
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// the Y_Ticker() team scramble code will pick it up.
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if (cv_teamscramble.value && server)
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P_DoTeamscrambling();
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}
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}
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//
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// P_Ticker
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//
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void P_Ticker(boolean run)
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{
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INT32 i;
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// Increment jointime and quittime even if paused
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i])
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{
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players[i].jointime++;
|
|
|
|
if (players[i].quittime)
|
|
{
|
|
players[i].quittime++;
|
|
|
|
if (server && players[i].quittime >= (tic_t)FixedMul(cv_rejointimeout.value, 60 * TICRATE)
|
|
&& !(players[i].quittime % TICRATE))
|
|
SendKick(i, KICK_MSG_PLAYER_QUIT);
|
|
}
|
|
}
|
|
|
|
if (objectplacing)
|
|
{
|
|
if (OP_FreezeObjectplace())
|
|
{
|
|
P_MapStart();
|
|
OP_ObjectplaceMovement(&players[0]);
|
|
P_MoveChaseCamera(&players[0], &camera[0], false);
|
|
P_MapEnd();
|
|
S_SetStackAdjustmentStart();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Check for pause or menu up in single player
|
|
if (paused || P_AutoPause())
|
|
{
|
|
if (demo.rewinding && leveltime > 0)
|
|
{
|
|
leveltime = (leveltime-1) & ~3;
|
|
if (timeinmap > 0)
|
|
timeinmap = (timeinmap-1) & ~3;
|
|
G_PreviewRewind(leveltime);
|
|
}
|
|
else if (demo.freecam && democam.cam) // special case: allow freecam to MOVE during pause!
|
|
P_DemoCameraMovement(democam.cam);
|
|
S_SetStackAdjustmentStart();
|
|
return;
|
|
}
|
|
|
|
if (!S_MusicPaused())
|
|
S_AdjustMusicStackTics();
|
|
|
|
for (i = 0; i <= r_splitscreen; i++)
|
|
postimgtype[i] = postimg_none;
|
|
|
|
P_MapStart();
|
|
|
|
if (run)
|
|
{
|
|
if (demo.recording)
|
|
{
|
|
G_WriteDemoExtraData();
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
G_WriteDemoTiccmd(&players[i].cmd, i);
|
|
}
|
|
if (demo.playback)
|
|
{
|
|
G_ReadDemoExtraData();
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
G_ReadDemoTiccmd(&players[i].cmd, i);
|
|
}
|
|
|
|
ps_lua_mobjhooks = 0;
|
|
ps_checkposition_calls = 0;
|
|
|
|
LUAh_PreThinkFrame();
|
|
|
|
ps_playerthink_time = I_GetPreciseTime();
|
|
|
|
// First loop: Ensure all players' distance to the finish line are all accurate
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
K_UpdateDistanceFromFinishLine(&players[i]);
|
|
|
|
// Second loop: Ensure all player positions reflect everyone's distances
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
K_KartUpdatePosition(&players[i]);
|
|
|
|
// OK! Now that we got all of that sorted, players can think!
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
P_PlayerThink(&players[i]);
|
|
|
|
ps_playerthink_time = I_GetPreciseTime() - ps_playerthink_time;
|
|
}
|
|
|
|
// Keep track of how long they've been playing!
|
|
if (!demo.playback) // Don't increment if a demo is playing.
|
|
totalplaytime++;
|
|
|
|
// formality so kitemcap gets updated properly each frame.
|
|
P_RunKartItems();
|
|
|
|
if (run)
|
|
{
|
|
ps_thinkertime = I_GetPreciseTime();
|
|
P_RunThinkers();
|
|
ps_thinkertime = I_GetPreciseTime() - ps_thinkertime;
|
|
|
|
// Run any "after all the other thinkers" stuff
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
P_PlayerAfterThink(&players[i]);
|
|
|
|
// Plays the music after the starting countdown.
|
|
if (leveltime == (starttime + (TICRATE/2)))
|
|
{
|
|
S_ChangeMusic(mapmusname, mapmusflags, true);
|
|
S_ShowMusicCredit();
|
|
}
|
|
|
|
ps_lua_thinkframe_time = I_GetPreciseTime();
|
|
LUAh_ThinkFrame();
|
|
ps_lua_thinkframe_time = I_GetPreciseTime() - ps_lua_thinkframe_time;
|
|
}
|
|
|
|
// Run shield positioning
|
|
P_RunOverlays();
|
|
|
|
P_UpdateSpecials();
|
|
P_RespawnSpecials();
|
|
|
|
// Lightning, rain sounds, etc.
|
|
P_PrecipitationEffects();
|
|
|
|
if (run)
|
|
leveltime++;
|
|
|
|
timeinmap++;
|
|
|
|
if (G_GametypeHasTeams())
|
|
P_DoTeamStuff();
|
|
|
|
if (run)
|
|
{
|
|
if (racecountdown > 1)
|
|
racecountdown--;
|
|
|
|
if (exitcountdown > 1)
|
|
exitcountdown--;
|
|
|
|
if (indirectitemcooldown > 0)
|
|
indirectitemcooldown--;
|
|
if (hyubgone > 0)
|
|
hyubgone--;
|
|
|
|
if ((gametyperules & GTR_BUMPERS))
|
|
{
|
|
if (wantedcalcdelay && --wantedcalcdelay <= 0)
|
|
K_CalculateBattleWanted();
|
|
}
|
|
|
|
if (bombflashtimer)
|
|
bombflashtimer--; // Bomb seizure prevention
|
|
|
|
if (quake.time)
|
|
{
|
|
fixed_t ir = quake.intensity>>1;
|
|
/// \todo Calculate distance from epicenter if set and modulate the intensity accordingly based on radius.
|
|
quake.x = M_RandomRange(-ir,ir);
|
|
quake.y = M_RandomRange(-ir,ir);
|
|
quake.z = M_RandomRange(-ir,ir);
|
|
if (cv_windowquake.value)
|
|
I_CursedWindowMovement(FixedInt(quake.x), FixedInt(quake.y));
|
|
--quake.time;
|
|
}
|
|
else
|
|
quake.x = quake.y = quake.z = 0;
|
|
|
|
if (metalplayback)
|
|
G_ReadMetalTic(metalplayback);
|
|
if (metalrecording)
|
|
G_WriteMetalTic(players[consoleplayer].mo);
|
|
|
|
if (demo.recording)
|
|
{
|
|
G_WriteAllGhostTics();
|
|
|
|
if (cv_recordmultiplayerdemos.value && (demo.savemode == DSM_NOTSAVING || demo.savemode == DSM_WILLAUTOSAVE))
|
|
if (demo.savebutton && demo.savebutton + 3*TICRATE < leveltime && G_PlayerInputDown(0, gc_y, 0))
|
|
demo.savemode = DSM_TITLEENTRY;
|
|
}
|
|
else if (demo.playback) // Use Ghost data for consistency checks.
|
|
{
|
|
G_ConsAllGhostTics();
|
|
}
|
|
|
|
if (modeattacking)
|
|
G_GhostTicker();
|
|
|
|
if (mapreset > 1
|
|
&& --mapreset <= 1
|
|
&& server) // Remember: server uses it for mapchange, but EVERYONE ticks down for the animation
|
|
D_MapChange(gamemap, gametype, encoremode, true, 0, false, false);
|
|
|
|
if (cv_kartdebugwaypoints.value != 0)
|
|
{
|
|
K_DebugWaypointsVisualise();
|
|
}
|
|
}
|
|
|
|
// Always move the camera.
|
|
for (i = 0; i <= r_splitscreen; i++)
|
|
{
|
|
if (camera[i].chase)
|
|
P_MoveChaseCamera(&players[displayplayers[i]], &camera[i], false);
|
|
LUAh_PostThinkFrame();
|
|
}
|
|
|
|
P_MapEnd();
|
|
|
|
if (demo.playback)
|
|
G_StoreRewindInfo();
|
|
|
|
if (leveltime == 2)
|
|
{
|
|
// The values needed to set this properly are not correct at map load,
|
|
// so we have to do it at the second tick instead...
|
|
K_TimerInit();
|
|
}
|
|
|
|
// Z_CheckMemCleanup();
|
|
}
|
|
|
|
// Abbreviated ticker for pre-loading, calls thinkers and assorted things
|
|
void P_PreTicker(INT32 frames)
|
|
{
|
|
INT32 i;
|
|
ticcmd_t temptic;
|
|
|
|
for (i = 0; i <= r_splitscreen; i++)
|
|
postimgtype[i] = postimg_none;
|
|
|
|
if (marathonmode & MA_INGAME)
|
|
marathonmode |= MA_INIT;
|
|
|
|
hook_defrosting = frames;
|
|
|
|
while (hook_defrosting)
|
|
{
|
|
P_MapStart();
|
|
|
|
// First loop: Ensure all players' distance to the finish line are all accurate
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
K_UpdateDistanceFromFinishLine(&players[i]);
|
|
|
|
// Second loop: Ensure all player positions reflect everyone's distances
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
K_KartUpdatePosition(&players[i]);
|
|
|
|
// OK! Now that we got all of that sorted, players can think!
|
|
LUAh_PreThinkFrame();
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
{
|
|
// stupid fucking cmd hack
|
|
// if it isn't for this, players can move in preticker time
|
|
// (and disrupt demo recording and other things !!)
|
|
memcpy(&temptic, &players[i].cmd, sizeof(ticcmd_t));
|
|
memset(&players[i].cmd, 0, sizeof(ticcmd_t));
|
|
|
|
P_PlayerThink(&players[i]);
|
|
|
|
memcpy(&players[i].cmd, &temptic, sizeof(ticcmd_t));
|
|
}
|
|
|
|
P_RunThinkers();
|
|
|
|
// Run any "after all the other thinkers" stuff
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i] && players[i].mo && !P_MobjWasRemoved(players[i].mo))
|
|
P_PlayerAfterThink(&players[i]);
|
|
|
|
LUAh_ThinkFrame();
|
|
|
|
// Run shield positioning
|
|
P_RunOverlays();
|
|
|
|
P_UpdateSpecials();
|
|
P_RespawnSpecials();
|
|
|
|
LUAh_PostThinkFrame();
|
|
|
|
P_MapEnd();
|
|
|
|
hook_defrosting--;
|
|
}
|
|
|
|
if (marathonmode & MA_INGAME)
|
|
marathonmode &= ~MA_INIT;
|
|
}
|