Merge branch 'next' into netcode-fixes-the-sequel

This commit is contained in:
Monster Iestyn 2017-08-23 19:17:25 +01:00
commit 9c4e2eeeef
15 changed files with 428 additions and 169 deletions

View file

@ -47,7 +47,7 @@ before_build:
- upx -V - upx -V
- ccache -V - ccache -V
- ccache -s - ccache -s
- set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1 - set SRB2_MFLAGS=-C src MINGW=1 WARNINGMODE=1 GCC63=1 CCACHE=1 NOOBJDUMP=1
build_script: build_script:
- cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean - cmd: mingw32-make.exe %SRB2_MFLAGS% %CONFIGURATION%=1 clean

View file

@ -2525,12 +2525,18 @@ static void Command_Nodes(void)
static void Command_Ban(void) static void Command_Ban(void)
{ {
if (COM_Argc() == 1) if (COM_Argc() < 2)
{ {
CONS_Printf(M_GetText("Ban <playername/playernum> <reason>: ban and kick a player\n")); CONS_Printf(M_GetText("Ban <playername/playernum> <reason>: ban and kick a player\n"));
return; return;
} }
if (!netgame) // Don't kick Tails in splitscreen!
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
if (server || adminplayer == consoleplayer) if (server || adminplayer == consoleplayer)
{ {
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH]; XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
@ -2540,8 +2546,9 @@ static void Command_Ban(void)
if (pn == -1 || pn == 0) if (pn == -1 || pn == 0)
return; return;
else
WRITEUINT8(p, pn); WRITEUINT8(p, pn);
if (server && I_Ban && !I_Ban(node)) // only the server is allowed to do this right now if (server && I_Ban && !I_Ban(node)) // only the server is allowed to do this right now
{ {
CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n")); CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n"));
@ -2584,21 +2591,27 @@ static void Command_Ban(void)
static void Command_Kick(void) static void Command_Kick(void)
{ {
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH]; if (COM_Argc() < 2)
UINT8 *p = buf;
if (COM_Argc() == 1)
{ {
CONS_Printf(M_GetText("kick <playername/playernum> <reason>: kick a player\n")); CONS_Printf(M_GetText("kick <playername/playernum> <reason>: kick a player\n"));
return; return;
} }
if (!netgame) // Don't kick Tails in splitscreen!
{
CONS_Printf(M_GetText("This only works in a netgame.\n"));
return;
}
if (server || adminplayer == consoleplayer) if (server || adminplayer == consoleplayer)
{ {
XBOXSTATIC UINT8 buf[3 + MAX_REASONLENGTH];
UINT8 *p = buf;
const SINT8 pn = nametonum(COM_Argv(1)); const SINT8 pn = nametonum(COM_Argv(1));
WRITESINT8(p, pn);
if (pn == -1 || pn == 0) if (pn == -1 || pn == 0)
return; return;
// Special case if we are trying to kick a player who is downloading the game state: // Special case if we are trying to kick a player who is downloading the game state:
// trigger a timeout instead of kicking them, because a kick would only // trigger a timeout instead of kicking them, because a kick would only
// take effect after they have finished downloading // take effect after they have finished downloading
@ -2607,6 +2620,9 @@ static void Command_Kick(void)
Net_ConnectionTimeout(playernode[pn]); Net_ConnectionTimeout(playernode[pn]);
return; return;
} }
WRITESINT8(p, pn);
if (COM_Argc() == 2) if (COM_Argc() == 2)
{ {
WRITEUINT8(p, KICK_MSG_GO_AWAY); WRITEUINT8(p, KICK_MSG_GO_AWAY);
@ -3971,7 +3987,7 @@ FILESTAMP
if (client) if (client)
{ {
INT32 i; INT32 i;
for (i = 0; i < MAXNETNODES; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i]) if (playeringame[i])
playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i]; playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i];
} }
@ -4534,8 +4550,8 @@ static inline void PingUpdate(void)
} }
//send out our ping packets //send out our ping packets
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXNETNODES; i++)
if (playeringame[i]) if (nodeingame[i])
HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS); HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS);
pingmeasurecount = 1; //Reset count pingmeasurecount = 1; //Reset count
@ -4565,20 +4581,15 @@ void NetUpdate(void)
gametime = nowtime; gametime = nowtime;
if (!(gametime % 255) && netgame && server)
{
#ifdef NEWPING
PingUpdate();
#endif
}
#ifdef NEWPING #ifdef NEWPING
if (server) if (server)
{ {
if (netgame && !(gametime % 255))
PingUpdate();
// update node latency values so we can take an average later. // update node latency values so we can take an average later.
for (i = 0; i < MAXNETNODES; i++) for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i]) if (playeringame[i])
realpingtable[i] += G_TicsToMilliseconds(GetLag(i)); realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i]));
pingmeasurecount++; pingmeasurecount++;
} }
#endif #endif

View file

@ -498,4 +498,8 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// \note You should leave this enabled unless you're working with a future SRB2 version. /// \note You should leave this enabled unless you're working with a future SRB2 version.
#define MUSICSLOT_COMPATIBILITY #define MUSICSLOT_COMPATIBILITY
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
//#define SECTORSPECIALSAFTERTHINK
#endif // __DOOMDEF__ #endif // __DOOMDEF__

View file

@ -2288,6 +2288,9 @@ void G_SpawnPlayer(INT32 playernum, boolean starpost)
if (starpost) //Don't even bother with looking for a place to spawn. if (starpost) //Don't even bother with looking for a place to spawn.
{ {
P_MovePlayerToStarpost(playernum); P_MovePlayerToStarpost(playernum);
#ifdef HAVE_BLUA
LUAh_PlayerSpawn(&players[playernum]); // Lua hook for player spawning :)
#endif
return; return;
} }
@ -3872,7 +3875,7 @@ void G_GhostAddColor(ghostcolor_t color)
ghostext.color = (UINT8)color; ghostext.color = (UINT8)color;
} }
void G_GhostAddScale(UINT16 scale) void G_GhostAddScale(fixed_t scale)
{ {
if (!demorecording || !(demoflags & DF_GHOST)) if (!demorecording || !(demoflags & DF_GHOST))
return; return;

View file

@ -139,7 +139,7 @@ void G_GhostAddSpin(void);
void G_GhostAddRev(void); void G_GhostAddRev(void);
void G_GhostAddColor(ghostcolor_t color); void G_GhostAddColor(ghostcolor_t color);
void G_GhostAddFlip(void); void G_GhostAddFlip(void);
void G_GhostAddScale(UINT16 scale); void G_GhostAddScale(fixed_t scale);
void G_GhostAddHit(mobj_t *victim); void G_GhostAddHit(mobj_t *victim);
void G_WriteGhostTic(mobj_t *ghost); void G_WriteGhostTic(mobj_t *ghost);
void G_ConsGhostTic(void); void G_ConsGhostTic(void);

View file

@ -1084,9 +1084,9 @@ static void HWR_SplitWall(sector_t *sector, wallVert3D *wallVerts, INT32 texnum,
float endheight = 0.0f, endbheight = 0.0f; float endheight = 0.0f, endbheight = 0.0f;
fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x); fixed_t v1x = FLOAT_TO_FIXED(wallVerts[0].x);
fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].y); fixed_t v1y = FLOAT_TO_FIXED(wallVerts[0].z); // not a typo
fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x); fixed_t v2x = FLOAT_TO_FIXED(wallVerts[1].x);
fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].y); fixed_t v2y = FLOAT_TO_FIXED(wallVerts[1].z); // not a typo
// compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly // compiler complains when P_GetZAt is used in FLOAT_TO_FIXED directly
// use this as a temp var to store P_GetZAt's return value each time // use this as a temp var to store P_GetZAt's return value each time
fixed_t temp; fixed_t temp;
@ -3722,6 +3722,9 @@ static void HWR_Subsector(size_t num)
while (count--) while (count--)
{ {
#ifdef POLYOBJECTS
if (!line->polyseg) // ignore segs that belong to polyobjects
#endif
HWR_AddLine(line); HWR_AddLine(line);
line++; line++;
} }

View file

@ -391,12 +391,21 @@ static int lib_cvRegisterVar(lua_State *L)
// stack: cvar table, cvar userdata // stack: cvar table, cvar userdata
lua_getfield(L, LUA_REGISTRYINDEX, "CV_Vars"); lua_getfield(L, LUA_REGISTRYINDEX, "CV_Vars");
I_Assert(lua_istable(L, 3)); I_Assert(lua_istable(L, 3));
lua_getfield(L, 3, cvar->name);
if (lua_type(L, -1) != LUA_TNIL)
return luaL_error(L, M_GetText("Variable %s is already defined\n"), cvar->name);
lua_pop(L, 1);
lua_pushvalue(L, 2); lua_pushvalue(L, 2);
lua_setfield(L, 3, cvar->name); lua_setfield(L, 3, cvar->name);
lua_pop(L, 1); lua_pop(L, 1);
// actually time to register it to the console now! Finally! // actually time to register it to the console now! Finally!
cvar->flags |= CV_MODIFIED;
CV_RegisterVar(cvar); CV_RegisterVar(cvar);
if (cvar->flags & CV_MODIFIED)
return luaL_error(L, "failed to register cvar (probable conflict with internal variable/command names)");
// return cvar userdata // return cvar userdata
return 1; return 1;

View file

@ -566,14 +566,14 @@ static UINT8 ArchiveValue(int TABLESINDEX, int myindex)
{ {
mobjinfo_t *info = *((mobjinfo_t **)lua_touserdata(gL, myindex)); mobjinfo_t *info = *((mobjinfo_t **)lua_touserdata(gL, myindex));
WRITEUINT8(save_p, ARCH_MOBJINFO); WRITEUINT8(save_p, ARCH_MOBJINFO);
WRITEUINT8(save_p, info - mobjinfo); WRITEUINT16(save_p, info - mobjinfo);
break; break;
} }
case ARCH_STATE: case ARCH_STATE:
{ {
state_t *state = *((state_t **)lua_touserdata(gL, myindex)); state_t *state = *((state_t **)lua_touserdata(gL, myindex));
WRITEUINT8(save_p, ARCH_STATE); WRITEUINT8(save_p, ARCH_STATE);
WRITEUINT8(save_p, state - states); WRITEUINT16(save_p, state - states);
break; break;
} }
case ARCH_MOBJ: case ARCH_MOBJ:

View file

@ -2021,6 +2021,33 @@ foundenemy:
P_RemoveThinker(&nobaddies->thinker); P_RemoveThinker(&nobaddies->thinker);
} }
//
// P_IsObjectOnRealGround
//
// Helper function for T_EachTimeThinker
// Like P_IsObjectOnGroundIn, except ONLY THE REAL GROUND IS CONSIDERED, NOT FOFS
// I'll consider whether to make this a more globally accessible function or whatever in future
// -- Monster Iestyn
//
static boolean P_IsObjectOnRealGround(mobj_t *mo, sector_t *sec)
{
// Is the object in reverse gravity?
if (mo->eflags & MFE_VERTICALFLIP)
{
// Detect if the player is on the ceiling.
if (mo->z+mo->height >= P_GetSpecialTopZ(mo, sec, sec))
return true;
}
// Nope!
else
{
// Detect if the player is on the floor.
if (mo->z <= P_GetSpecialBottomZ(mo, sec, sec))
return true;
}
return false;
}
// //
// P_HavePlayersEnteredArea // P_HavePlayersEnteredArea
// //
@ -2073,6 +2100,7 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
boolean inAndOut = false; boolean inAndOut = false;
boolean floortouch = false; boolean floortouch = false;
fixed_t bottomheight, topheight; fixed_t bottomheight, topheight;
msecnode_t *node;
for (i = 0; i < MAXPLAYERS; i++) for (i = 0; i < MAXPLAYERS; i++)
{ {
@ -2134,7 +2162,23 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[j].spectator) if ((netgame || multiplayer) && players[j].spectator)
continue; continue;
if (players[j].mo->subsector->sector != targetsec) if (players[j].mo->subsector->sector == targetsec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[j].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == targetsec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue; continue;
topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec); topheight = P_GetSpecialTopZ(players[j].mo, sec, targetsec);
@ -2184,10 +2228,30 @@ void T_EachTimeThinker(levelspecthink_t *eachtime)
if ((netgame || multiplayer) && players[i].spectator) if ((netgame || multiplayer) && players[i].spectator)
continue; continue;
if (players[i].mo->subsector->sector != sec) if (players[i].mo->subsector->sector == sec)
;
else if (sec->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == sec)
{
insector = true;
break;
}
}
if (!insector)
continue;
}
else
continue; continue;
if (floortouch == true && P_IsObjectOnGroundIn(players[i].mo, sec)) if (!(players[i].mo->subsector->sector == sec
|| P_PlayerTouchingSectorSpecial(&players[i], 2, (GETSECSPECIAL(sec->special, 2))) == sec))
continue;
if (floortouch == true && P_IsObjectOnRealGround(players[i].mo, sec))
{ {
if (i & 1) if (i & 1)
eachtime->var2s[i/2] |= 1; eachtime->var2s[i/2] |= 1;

View file

@ -956,6 +956,8 @@ static boolean PIT_CheckThing(mobj_t *thing)
if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now... if (iwassprung) // this spring caused you to gain MFE_SPRUNG just now...
return false; // "cancel" P_TryMove via blocking so you keep your current position return false; // "cancel" P_TryMove via blocking so you keep your current position
} }
else if (tmthing->flags & MF_SPRING && (thing->player || thing->flags & MF_PUSHABLE))
; // Fix a few nasty spring-jumping bugs that happen sometimes.
// Monitors are not treated as solid to players who are jumping, spinning or gliding, // Monitors are not treated as solid to players who are jumping, spinning or gliding,
// unless it's a CTF team monitor and you're on the wrong team // unless it's a CTF team monitor and you're on the wrong team
else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING) else if (thing->flags & MF_MONITOR && tmthing->player && tmthing->player->pflags & (PF_JUMPED|PF_SPINNING|PF_GLIDING)
@ -987,11 +989,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways topz = thing->z - thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
if (thing->flags & MF_SPRING)
;
// block only when jumping not high enough, // block only when jumping not high enough,
// (dont climb max. 24units while already in air) // (dont climb max. 24units while already in air)
// since return false doesn't handle momentum properly, // since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high // we lie to P_TryMove() so it's always too high
if (tmthing->player && tmthing->z + tmthing->height > topz else if (tmthing->player && tmthing->z + tmthing->height > topz
&& tmthing->z + tmthing->height < tmthing->ceilingz) && tmthing->z + tmthing->height < tmthing->ceilingz)
{ {
tmfloorz = tmceilingz = topz; // block while in air tmfloorz = tmceilingz = topz; // block while in air
@ -1000,8 +1004,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
#endif #endif
tmfloorthing = thing; // needed for side collision tmfloorthing = thing; // needed for side collision
} }
else if (thing->flags & MF_SPRING)
;
else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height) else if (topz < tmceilingz && tmthing->z <= thing->z+thing->height)
{ {
tmceilingz = topz; tmceilingz = topz;
@ -1030,11 +1032,13 @@ static boolean PIT_CheckThing(mobj_t *thing)
topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways topz = thing->z + thing->height + thing->scale; // FixedMul(FRACUNIT, thing->scale), but thing->scale == FRACUNIT in base scale anyways
if (thing->flags & MF_SPRING)
;
// block only when jumping not high enough, // block only when jumping not high enough,
// (dont climb max. 24units while already in air) // (dont climb max. 24units while already in air)
// since return false doesn't handle momentum properly, // since return false doesn't handle momentum properly,
// we lie to P_TryMove() so it's always too high // we lie to P_TryMove() so it's always too high
if (tmthing->player && tmthing->z < topz else if (tmthing->player && tmthing->z < topz
&& tmthing->z > tmthing->floorz) && tmthing->z > tmthing->floorz)
{ {
tmfloorz = tmceilingz = topz; // block while in air tmfloorz = tmceilingz = topz; // block while in air
@ -1043,8 +1047,6 @@ static boolean PIT_CheckThing(mobj_t *thing)
#endif #endif
tmfloorthing = thing; // needed for side collision tmfloorthing = thing; // needed for side collision
} }
else if (thing->flags & MF_SPRING)
;
else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z) else if (topz > tmfloorz && tmthing->z+tmthing->height >= thing->z)
{ {
tmfloorz = topz; tmfloorz = topz;

View file

@ -2138,10 +2138,18 @@ boolean P_CheckSolidLava(mobj_t *mo, ffloor_t *rover)
I_Assert(mo != NULL); I_Assert(mo != NULL);
I_Assert(!P_MobjWasRemoved(mo)); I_Assert(!P_MobjWasRemoved(mo));
{
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) :
#endif
*rover->topheight;
if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3 if (rover->flags & FF_SWIMMABLE && GETSECSPECIAL(rover->master->frontsector->special, 1) == 3
&& !(rover->master->flags & ML_BLOCKMONSTERS) && !(rover->master->flags & ML_BLOCKMONSTERS)
&& ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > *rover->topheight - FixedMul(16*FRACUNIT, mo->scale))) && ((rover->master->flags & ML_EFFECT3) || mo->z-mo->momz > topheight - FixedMul(16*FRACUNIT, mo->scale)))
return true; return true;
}
return false; return false;
} }
@ -3076,11 +3084,17 @@ static boolean P_SceneryZMovement(mobj_t *mo)
// //
boolean P_CanRunOnWater(player_t *player, ffloor_t *rover) boolean P_CanRunOnWater(player_t *player, ffloor_t *rover)
{ {
fixed_t topheight =
#ifdef ESLOPE
*rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) :
#endif
*rover->topheight;
if (!(player->pflags & PF_NIGHTSMODE) && !player->homing if (!(player->pflags & PF_NIGHTSMODE) && !player->homing
&& (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-*rover->topheight >= player->mo->height) && (((player->charability == CA_SWIM) || player->powers[pw_super] || player->charflags & SF_RUNONWATER) && player->mo->ceilingz-topheight >= player->mo->height)
&& (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale) && (rover->flags & FF_SWIMMABLE) && !(player->pflags & PF_SPINNING) && player->speed > FixedMul(player->runspeed, player->mo->scale)
&& !(player->pflags & PF_SLIDING) && !(player->pflags & PF_SLIDING)
&& abs(player->mo->z - *rover->topheight) < FixedMul(30*FRACUNIT, player->mo->scale)) && abs(player->mo->z - topheight) < FixedMul(30*FRACUNIT, player->mo->scale))
return true; return true;
return false; return false;

View file

@ -1742,7 +1742,7 @@ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller
case 305: // continuous case 305: // continuous
case 306: // each time case 306: // each time
case 307: // once case 307: // once
if (!(actor && actor->player && actor->player->charability != dist/10)) if (!(actor && actor->player && actor->player->charability == dist/10))
return false; return false;
break; break;
case 309: // continuous case 309: // continuous
@ -2437,12 +2437,22 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
case 414: // Play SFX case 414: // Play SFX
{ {
fixed_t sfxnum; INT32 sfxnum;
sfxnum = sides[line->sidenum[0]].toptexture; //P_AproxDistance(line->dx, line->dy)>>FRACBITS; sfxnum = sides[line->sidenum[0]].toptexture; //P_AproxDistance(line->dx, line->dy)>>FRACBITS;
if (line->tag != 0 && line->flags & ML_EFFECT5) if (sfxnum == sfx_None)
return; // Do nothing!
if (sfxnum < sfx_None || sfxnum >= NUMSFX)
{ {
CONS_Debug(DBG_GAMELOGIC, "Line type 414 Executor: sfx number %d is invalid!\n", sfxnum);
return;
}
if (line->tag != 0) // Do special stuff only if a non-zero linedef tag is set
{
if (line->flags & ML_EFFECT5) // Repeat Midtexture
{
// Additionally play the sound from tagged sectors' soundorgs
sector_t *sec; sector_t *sec;
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
@ -2451,7 +2461,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
S_StartSound(&sec->soundorg, sfxnum); S_StartSound(&sec->soundorg, sfxnum);
} }
} }
else if (line->tag != 0 && mo) else if (mo) // A mobj must have triggered the executor
{ {
// Only trigger if mobj is touching the tag // Only trigger if mobj is touching the tag
ffloor_t *rover; ffloor_t *rover;
@ -2477,9 +2487,8 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (!foundit) if (!foundit)
return; return;
} }
}
if (sfxnum < NUMSFX && sfxnum > sfx_None)
{
if (line->flags & ML_NOCLIMB) if (line->flags & ML_NOCLIMB)
{ {
// play the sound from nowhere, but only if display player triggered it // play the sound from nowhere, but only if display player triggered it
@ -2505,7 +2514,6 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
S_StartSound(mo, sfxnum); S_StartSound(mo, sfxnum);
} }
} }
}
break; break;
case 415: // Run a script case 415: // Run a script
@ -3476,7 +3484,7 @@ static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *tar
// //
// Is player standing on the sector's "ground"? // Is player standing on the sector's "ground"?
// //
static inline boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec) static boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
{ {
if (mo->eflags & MFE_VERTICALFLIP) if (mo->eflags & MFE_VERTICALFLIP)
return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING); return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING);
@ -3611,14 +3619,49 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
{ {
if (roversector) if (roversector)
{ {
if (players[i].mo->subsector->sector != roversector) if (players[i].mo->subsector->sector == roversector)
;
else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
msecnode_t *node;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == roversector)
{
insector = true;
break;
}
}
if (!insector)
goto DoneSection2; goto DoneSection2;
}
else
goto DoneSection2;
if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector)) if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector))
goto DoneSection2; goto DoneSection2;
} }
else else
{ {
if (players[i].mo->subsector->sector != sector) if (players[i].mo->subsector->sector == sector)
;
else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH)
{
boolean insector = false;
msecnode_t *node;
for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
if (node->m_sector == sector)
{
insector = true;
break;
}
}
if (!insector)
goto DoneSection2;
}
else
goto DoneSection2; goto DoneSection2;
if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector)) if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector))
@ -4369,6 +4412,7 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
{ {
sector_t *sector; sector_t *sector;
ffloor_t *rover; ffloor_t *rover;
fixed_t topheight, bottomheight;
sector = mo->subsector->sector; sector = mo->subsector->sector;
if (!sector->ffloors) if (!sector->ffloors)
@ -4376,8 +4420,6 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
for (rover = sector->ffloors; rover; rover = rover->next) for (rover = sector->ffloors; rover; rover = rover->next)
{ {
fixed_t topheight, bottomheight;
if (!rover->master->frontsector->special) if (!rover->master->frontsector->special)
continue; continue;
@ -4425,6 +4467,8 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
return NULL; return NULL;
} }
#define TELEPORTED (player->mo->subsector->sector != originalsector)
/** Checks if a player is standing on or is inside a 3D floor (e.g. water) and /** Checks if a player is standing on or is inside a 3D floor (e.g. water) and
* applies any specials. * applies any specials.
* *
@ -4433,12 +4477,12 @@ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
*/ */
static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector) static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
{ {
sector_t *originalsector = player->mo->subsector->sector;
ffloor_t *rover; ffloor_t *rover;
fixed_t topheight, bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next) for (rover = sector->ffloors; rover; rover = rover->next)
{ {
fixed_t topheight, bottomheight;
if (!rover->master->frontsector->special) if (!rover->master->frontsector->special)
continue; continue;
@ -4482,7 +4526,10 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
// This FOF has the special we're looking for, but are we allowed to touch it? // This FOF has the special we're looking for, but are we allowed to touch it?
if (sector == player->mo->subsector->sector if (sector == player->mo->subsector->sector
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH)) || (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
{
P_ProcessSpecialSector(player, rover->master->frontsector, sector); P_ProcessSpecialSector(player, rover->master->frontsector, sector);
if TELEPORTED return;
}
} }
// Allow sector specials to be applied to polyobjects! // Allow sector specials to be applied to polyobjects!
@ -4569,6 +4616,7 @@ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector)
} }
P_ProcessSpecialSector(player, polysec, sector); P_ProcessSpecialSector(player, polysec, sector);
if TELEPORTED return;
po = (polyobj_t *)(po->link.next); po = (polyobj_t *)(po->link.next);
} }
@ -4673,40 +4721,43 @@ static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
*/ */
void P_PlayerInSpecialSector(player_t *player) void P_PlayerInSpecialSector(player_t *player)
{ {
sector_t *sector; sector_t *originalsector;
sector_t *loopsector;
msecnode_t *node; msecnode_t *node;
if (!player->mo) if (!player->mo)
return; return;
// Do your ->subsector->sector first originalsector = player->mo->subsector->sector;
sector = player->mo->subsector->sector;
P_PlayerOnSpecial3DFloor(player, sector);
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
// Iterate through touching_sectorlist P_PlayerOnSpecial3DFloor(player, originalsector); // Handle FOFs first.
if TELEPORTED return;
P_RunSpecialSectorCheck(player, originalsector);
if TELEPORTED return;
// Iterate through touching_sectorlist for SF_TRIGGERSPECIAL_TOUCH
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{ {
sector = node->m_sector; loopsector = node->m_sector;
if (sector == player->mo->subsector->sector) // Don't duplicate if (loopsector == originalsector) // Don't duplicate
continue; continue;
// Check 3D floors... // Check 3D floors...
P_PlayerOnSpecial3DFloor(player, sector); P_PlayerOnSpecial3DFloor(player, loopsector);
if TELEPORTED return;
if (!(sector->flags & SF_TRIGGERSPECIAL_TOUCH)) if (!(loopsector->flags & SF_TRIGGERSPECIAL_TOUCH))
return; continue;
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times. P_RunSpecialSectorCheck(player, loopsector);
if (sector == player->mo->subsector->sector) if TELEPORTED return;
P_RunSpecialSectorCheck(player, sector);
} }
} }
#undef TELEPORTED
/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up. /** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
* *
* \sa P_CheckTimeLimit, P_CheckPointLimit * \sa P_CheckTimeLimit, P_CheckPointLimit

View file

@ -1221,11 +1221,12 @@ boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec)
if (!(rover->flags & FF_EXISTS)) if (!(rover->flags & FF_EXISTS))
continue; continue;
// If the FOF is configured to let players through, continue. // If the FOF is configured to let the object through, continue.
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS)) if (!((rover->flags & FF_BLOCKPLAYER && mo->player)
|| (rover->flags & FF_BLOCKOTHERS && !mo->player)))
continue; continue;
// If the the platform is intangile from below, continue. // If the the platform is intangible from below, continue.
if (rover->flags & FF_PLATFORM) if (rover->flags & FF_PLATFORM)
continue; continue;
@ -1254,11 +1255,12 @@ boolean P_IsObjectOnGroundIn(mobj_t *mo, sector_t *sec)
if (!(rover->flags & FF_EXISTS)) if (!(rover->flags & FF_EXISTS))
continue; continue;
// If the FOF is configured to let players through, continue. // If the FOF is configured to let the object through, continue.
if (!(rover->flags & FF_BLOCKPLAYER) && (rover->flags & FF_BLOCKOTHERS)) if (!((rover->flags & FF_BLOCKPLAYER && mo->player)
|| (rover->flags & FF_BLOCKOTHERS && !mo->player)))
continue; continue;
// If the the platform is intangile from above, continue. // If the the platform is intangible from above, continue.
if (rover->flags & FF_REVERSEPLATFORM) if (rover->flags & FF_REVERSEPLATFORM)
continue; continue;
@ -1607,9 +1609,8 @@ void P_DoPlayerExit(player_t *player)
#define SPACESPECIAL 12 #define SPACESPECIAL 12
boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
{ {
sector_t *sector; sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
sector = mo->subsector->sector;
if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL) if (GETSECSPECIAL(sector->special, 1) == SPACESPECIAL)
return true; return true;
@ -1622,11 +1623,18 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
{ {
if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL) if (GETSECSPECIAL(rover->master->frontsector->special, 1) != SPACESPECIAL)
continue; continue;
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (mo->z > *rover->topheight) if (mo->z + (mo->height/2) > topheight)
continue; continue;
if (mo->z + (mo->height/2) < *rover->bottomheight) if (mo->z + (mo->height/2) < bottomheight)
continue; continue;
return true; return true;
@ -1638,9 +1646,10 @@ boolean P_InSpaceSector(mobj_t *mo) // Returns true if you are in space
boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
{ {
sector_t *sector; sector_t *sector = mo->subsector->sector;
fixed_t topheight, bottomheight;
sector = mo->subsector->sector; fixed_t flipoffset = ((mo->eflags & MFE_VERTICALFLIP) ? (mo->height/2) : 0);
if (sector->ffloors) if (sector->ffloors)
{ {
@ -1654,10 +1663,18 @@ boolean P_InQuicksand(mobj_t *mo) // Returns true if you are in quicksand
if (!(rover->flags & FF_QUICKSAND)) if (!(rover->flags & FF_QUICKSAND))
continue; continue;
if (mo->z > *rover->topheight) #ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, mo->x, mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, mo->x, mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (mo->z + flipoffset > topheight)
continue; continue;
if (mo->z + (mo->height/2) < *rover->bottomheight) if (mo->z + (mo->height/2) + flipoffset < bottomheight)
continue; continue;
return true; return true;
@ -1940,6 +1957,7 @@ static void P_CheckQuicksand(player_t *player)
{ {
ffloor_t *rover; ffloor_t *rover;
fixed_t sinkspeed, friction; fixed_t sinkspeed, friction;
fixed_t topheight, bottomheight;
if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0)) if (!(player->mo->subsector->sector->ffloors && player->mo->momz <= 0))
return; return;
@ -1951,16 +1969,38 @@ static void P_CheckQuicksand(player_t *player)
if (!(rover->flags & FF_QUICKSAND)) if (!(rover->flags & FF_QUICKSAND))
continue; continue;
if (*rover->topheight >= player->mo->z && *rover->bottomheight < player->mo->z + player->mo->height) #ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (topheight >= player->mo->z && bottomheight < player->mo->z + player->mo->height)
{ {
sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1; sinkspeed = abs(rover->master->v1->x - rover->master->v2->x)>>1;
sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT); sinkspeed = FixedDiv(sinkspeed,TICRATE*FRACUNIT);
if (player->mo->eflags & MFE_VERTICALFLIP)
{
fixed_t ceilingheight = P_GetCeilingZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
player->mo->z += sinkspeed;
if (player->mo->z + player->mo->height >= ceilingheight)
player->mo->z = ceilingheight - player->mo->height;
}
else
{
fixed_t floorheight = P_GetFloorZ(player->mo, player->mo->subsector->sector, player->mo->x, player->mo->y, NULL);
player->mo->z -= sinkspeed; player->mo->z -= sinkspeed;
if (player->mo->z <= player->mo->subsector->sector->floorheight) if (player->mo->z <= floorheight)
player->mo->z = player->mo->subsector->sector->floorheight; player->mo->z = floorheight;
}
friction = abs(rover->master->v1->y - rover->master->v2->y)>>6; friction = abs(rover->master->v1->y - rover->master->v2->y)>>6;
@ -2321,11 +2361,11 @@ static void P_DoClimbing(player_t *player)
floorclimb = true; floorclimb = true;
#ifdef ESLOPE #ifdef ESLOPE
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight; topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else #else
bottomheight = *rover->bottomheight;
topheight = *rover->topheight; topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif #endif
// Only supports rovers that are moving like an 'elevator', not just the top or bottom. // Only supports rovers that are moving like an 'elevator', not just the top or bottom.
@ -2514,13 +2554,20 @@ static void P_DoClimbing(player_t *player)
// Is there a FOF directly below that we can move onto? // Is there a FOF directly below that we can move onto?
if (glidesector->sector->ffloors) if (glidesector->sector->ffloors)
{ {
fixed_t topheight;
ffloor_t *rover; ffloor_t *rover;
for (rover = glidesector->sector->ffloors; rover; rover = rover->next) for (rover = glidesector->sector->ffloors; rover; rover = rover->next)
{ {
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP)) if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_BLOCKPLAYER) || (rover->flags & FF_BUSTUP))
continue; continue;
if (*rover->topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale)) #ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
#else
topheight = *rover->topheight;
#endif
if (topheight > ceilingheight - FixedMul(16*FRACUNIT, player->mo->scale))
{ {
foundfof = true; foundfof = true;
break; break;
@ -2898,14 +2945,12 @@ static void P_DoTeeter(player_t *player)
{ {
if (!(rover->flags & FF_EXISTS)) continue; if (!(rover->flags & FF_EXISTS)) continue;
#ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight; topheight = *rover->topheight;
bottomheight = *rover->bottomheight; bottomheight = *rover->bottomheight;
#ifdef ESLOPE
if (*rover->t_slope)
topheight = P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y);
if (*rover->b_slope)
bottomheight = P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y);
#endif #endif
if (P_CheckSolidLava(player->mo, rover)) if (P_CheckSolidLava(player->mo, rover))
@ -8511,13 +8556,23 @@ static void P_CalcPostImg(player_t *player)
else if (sector->ffloors) else if (sector->ffloors)
{ {
ffloor_t *rover; ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next) for (rover = sector->ffloors; rover; rover = rover->next)
{ {
if (!(rover->flags & FF_EXISTS)) if (!(rover->flags & FF_EXISTS))
continue; continue;
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight) #ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue; continue;
if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1) if (P_FindSpecialLineFromTag(13, rover->master->frontsector->tag, -1) != -1)
@ -8529,13 +8584,23 @@ static void P_CalcPostImg(player_t *player)
if (sector->ffloors) if (sector->ffloors)
{ {
ffloor_t *rover; ffloor_t *rover;
fixed_t topheight;
fixed_t bottomheight;
for (rover = sector->ffloors; rover; rover = rover->next) for (rover = sector->ffloors; rover; rover = rover->next)
{ {
if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER) if (!(rover->flags & FF_EXISTS) || !(rover->flags & FF_SWIMMABLE) || rover->flags & FF_BLOCKPLAYER)
continue; continue;
if (pviewheight >= *rover->topheight || pviewheight <= *rover->bottomheight) #ifdef ESLOPE
topheight = *rover->t_slope ? P_GetZAt(*rover->t_slope, player->mo->x, player->mo->y) : *rover->topheight;
bottomheight = *rover->b_slope ? P_GetZAt(*rover->b_slope, player->mo->x, player->mo->y) : *rover->bottomheight;
#else
topheight = *rover->topheight;
bottomheight = *rover->bottomheight;
#endif
if (pviewheight >= topheight || pviewheight <= bottomheight)
continue; continue;
*type = postimg_water; *type = postimg_water;
@ -8759,6 +8824,7 @@ void P_PlayerThink(player_t *player)
// check water content, set stuff in mobj // check water content, set stuff in mobj
P_MobjCheckWater(player->mo); P_MobjCheckWater(player->mo);
#ifndef SECTORSPECIALSAFTERTHINK
#ifdef POLYOBJECTS #ifdef POLYOBJECTS
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo)) if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
#endif #endif
@ -8767,6 +8833,7 @@ void P_PlayerThink(player_t *player)
if (!player->spectator) if (!player->spectator)
P_PlayerInSpecialSector(player); P_PlayerInSpecialSector(player);
#endif
if (player->playerstate == PST_DEAD) if (player->playerstate == PST_DEAD)
{ {
@ -9128,6 +9195,17 @@ void P_PlayerAfterThink(player_t *player)
cmd = &player->cmd; cmd = &player->cmd;
#ifdef SECTORSPECIALSAFTERTHINK
#ifdef POLYOBJECTS
if (player->onconveyor != 1 || !P_IsObjectOnGround(player->mo))
#endif
player->onconveyor = 0;
// check special sectors : damage & secrets
if (!player->spectator)
P_PlayerInSpecialSector(player);
#endif
if (splitscreen && player == &players[secondarydisplayplayer]) if (splitscreen && player == &players[secondarydisplayplayer])
thiscam = &camera2; thiscam = &camera2;
else if (player == &players[displayplayer]) else if (player == &players[displayplayer])

View file

@ -1222,6 +1222,9 @@ static void R_Subsector(size_t num)
while (count--) while (count--)
{ {
// CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime); // CONS_Debug(DBG_GAMELOGIC, "Adding normal line %d...(%d)\n", line->linedef-lines, leveltime);
#ifdef POLYOBJECTS
if (!line->polyseg) // ignore segs that belong to polyobjects
#endif
R_AddLine(line); R_AddLine(line);
line++; line++;
curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */ curline = NULL; /* cph 2001/11/18 - must clear curline now we're done with it, so stuff doesn't try using it for other things */

View file

@ -159,6 +159,20 @@ static void Y_CalculateMatchWinners(void);
static void Y_FollowIntermission(void); static void Y_FollowIntermission(void);
static void Y_UnloadData(void); static void Y_UnloadData(void);
// Stuff copy+pasted from st_stuff.c
static INT32 SCX(INT32 x)
{
return FixedInt(FixedMul(x<<FRACBITS, vid.fdupx));
}
static INT32 SCY(INT32 z)
{
return FixedInt(FixedMul(z<<FRACBITS, vid.fdupy));
}
#define ST_DrawNumFromHud(h,n) V_DrawTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART, n)
#define ST_DrawPadNumFromHud(h,n,q) V_DrawPaddedTallNum(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART, n, q)
#define ST_DrawPatchFromHud(h,p) V_DrawScaledPatch(SCX(hudinfo[h].x), SCY(hudinfo[h].y), V_NOSCALESTART, p)
// //
// Y_IntermissionDrawer // Y_IntermissionDrawer
// //
@ -204,28 +218,31 @@ void Y_IntermissionDrawer(void)
INT32 bonusy; INT32 bonusy;
// draw score // draw score
V_DrawScaledPatch(hudinfo[HUD_SCORE].x, hudinfo[HUD_SCORE].y, V_SNAPTOLEFT, sboscore); ST_DrawPatchFromHud(HUD_SCORE, sboscore);
V_DrawTallNum(hudinfo[HUD_SCORENUM].x, hudinfo[HUD_SCORENUM].y, V_SNAPTOLEFT, data.coop.score); ST_DrawNumFromHud(HUD_SCORENUM, data.coop.score);
// draw time // draw time
V_DrawScaledPatch(hudinfo[HUD_TIME].x, hudinfo[HUD_TIME].y, V_SNAPTOLEFT, sbotime); ST_DrawPatchFromHud(HUD_TIME, sbotime);
if (cv_timetic.value == 1) if (cv_timetic.value == 1)
V_DrawTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT, data.coop.tics); ST_DrawNumFromHud(HUD_SECONDS, data.coop.tics);
else else
{ {
INT32 seconds, minutes, tictrn;
seconds = G_TicsToSeconds(data.coop.tics);
minutes = G_TicsToMinutes(data.coop.tics, true);
tictrn = G_TicsToCentiseconds(data.coop.tics);
ST_DrawNumFromHud(HUD_MINUTES, minutes); // Minutes
ST_DrawPatchFromHud(HUD_TIMECOLON, sbocolon); // Colon
ST_DrawPadNumFromHud(HUD_SECONDS, seconds, 2); // Seconds
// we should show centiseconds on the intermission screen too, if the conditions are right. // we should show centiseconds on the intermission screen too, if the conditions are right.
if (modeattacking || cv_timetic.value == 2) if (modeattacking || cv_timetic.value == 2)
{ {
V_DrawPaddedTallNum(hudinfo[HUD_TICS].x, hudinfo[HUD_TICS].y, V_SNAPTOLEFT, ST_DrawPatchFromHud(HUD_TIMETICCOLON, sboperiod); // Period
G_TicsToCentiseconds(data.coop.tics), 2); ST_DrawPadNumFromHud(HUD_TICS, tictrn, 2); // Tics
V_DrawScaledPatch(hudinfo[HUD_TIMETICCOLON].x, hudinfo[HUD_TIMETICCOLON].y, V_SNAPTOLEFT, sboperiod);
} }
V_DrawPaddedTallNum(hudinfo[HUD_SECONDS].x, hudinfo[HUD_SECONDS].y, V_SNAPTOLEFT,
G_TicsToSeconds(data.coop.tics), 2);
V_DrawScaledPatch(hudinfo[HUD_TIMECOLON].x, hudinfo[HUD_TIMECOLON].y, V_SNAPTOLEFT, sbocolon);
V_DrawTallNum(hudinfo[HUD_MINUTES].x, hudinfo[HUD_MINUTES].y, V_SNAPTOLEFT,
G_TicsToMinutes(data.coop.tics, false));
} }
// draw the "got through act" lines and act number // draw the "got through act" lines and act number