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808 lines
20 KiB
C
808 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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#include "k_director.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++;
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}
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if (objectplacing)
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{
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if (OP_FreezeObjectplace())
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{
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P_MapStart();
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OP_ObjectplaceMovement(&players[0]);
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P_MoveChaseCamera(&players[0], &camera[0], false);
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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();
|
|
}
|
|
|
|
if (encoremode)
|
|
{
|
|
// Encore humming starts immediately.
|
|
if (leveltime == 3)
|
|
S_ChangeMusicInternal("encore", true);
|
|
}
|
|
else
|
|
{
|
|
// Plays the POSITION music after the camera spin
|
|
if (leveltime == introtime)
|
|
S_ChangeMusicInternal("postn", true);
|
|
}
|
|
|
|
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 && PlayerInputDown(1, gc_lookback))
|
|
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();
|
|
}
|
|
}
|
|
|
|
K_UpdateDirector();
|
|
|
|
// 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;
|
|
}
|