Merge branch 'next' into bp_random2

This commit is contained in:
Monster Iestyn 2016-04-20 18:18:28 +01:00
commit c833f3845f
19 changed files with 213 additions and 135 deletions

View file

@ -517,9 +517,9 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->thokitem = (UINT32)LONG(players[i].thokitem); //mobjtype_t
rsp->spinitem = (UINT32)LONG(players[i].spinitem); //mobjtype_t
rsp->revitem = (UINT32)LONG(players[i].revitem); //mobjtype_t
rsp->actionspd = LONG(players[i].actionspd);
rsp->mindash = LONG(players[i].mindash);
rsp->maxdash = LONG(players[i].maxdash);
rsp->actionspd = (fixed_t)LONG(players[i].actionspd);
rsp->mindash = (fixed_t)LONG(players[i].mindash);
rsp->maxdash = (fixed_t)LONG(players[i].maxdash);
rsp->jumpfactor = (fixed_t)LONG(players[i].jumpfactor);
rsp->speed = (fixed_t)LONG(players[i].speed);
@ -531,6 +531,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->deadtimer = players[i].deadtimer;
rsp->exiting = (tic_t)LONG(players[i].exiting);
rsp->homing = players[i].homing;
rsp->skidtime = (tic_t)LONG(players[i].skidtime);
rsp->cmomx = (fixed_t)LONG(players[i].cmomx);
rsp->cmomy = (fixed_t)LONG(players[i].cmomy);
rsp->rmomx = (fixed_t)LONG(players[i].rmomx);
@ -590,7 +591,7 @@ static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
rsp->tics = LONG(players[i].mo->tics);
rsp->statenum = (statenum_t)LONG(players[i].mo->state-states); // :(
rsp->eflags = (UINT32)LONG(players[i].mo->eflags);
rsp->eflags = (UINT16)SHORT(players[i].mo->eflags);
rsp->flags = LONG(players[i].mo->flags);
rsp->flags2 = LONG(players[i].mo->flags2);
@ -642,9 +643,9 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].thokitem = (UINT32)LONG(rsp->thokitem); //mobjtype_t
players[i].spinitem = (UINT32)LONG(rsp->spinitem); //mobjtype_t
players[i].revitem = (UINT32)LONG(rsp->revitem); //mobjtype_t
players[i].actionspd = LONG(rsp->actionspd);
players[i].mindash = LONG(rsp->mindash);
players[i].maxdash = LONG(rsp->maxdash);
players[i].actionspd = (fixed_t)LONG(rsp->actionspd);
players[i].mindash = (fixed_t)LONG(rsp->mindash);
players[i].maxdash = (fixed_t)LONG(rsp->maxdash);
players[i].jumpfactor = (fixed_t)LONG(rsp->jumpfactor);
players[i].speed = (fixed_t)LONG(rsp->speed);
@ -656,6 +657,7 @@ static void resynch_read_player(resynch_pak *rsp)
players[i].deadtimer = rsp->deadtimer;
players[i].exiting = (tic_t)LONG(rsp->exiting);
players[i].homing = rsp->homing;
players[i].skidtime = (tic_t)LONG(rsp->skidtime);
players[i].cmomx = (fixed_t)LONG(rsp->cmomx);
players[i].cmomy = (fixed_t)LONG(rsp->cmomy);
players[i].rmomx = (fixed_t)LONG(rsp->rmomx);
@ -713,7 +715,7 @@ static void resynch_read_player(resynch_pak *rsp)
//At this point, the player should have a body, whether they were respawned or not.
P_UnsetThingPosition(players[i].mo);
players[i].mo->angle = (angle_t)LONG(rsp->angle);
players[i].mo->eflags = (UINT32)LONG(rsp->eflags);
players[i].mo->eflags = (UINT16)SHORT(rsp->eflags);
players[i].mo->flags = LONG(rsp->flags);
players[i].mo->flags2 = LONG(rsp->flags2);
players[i].mo->friction = LONG(rsp->friction);
@ -2935,9 +2937,9 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
if (botingame)
players[newplayernum].bot = 1;
// Same goes for player 2 when relevant
players[newplayernum].pflags &= ~(/*PF_FLIPCAM|*/PF_ANALOGMODE);
//if (cv_flipcam2.value)
//players[newplayernum].pflags |= PF_FLIPCAM;
players[newplayernum].pflags &= ~(PF_FLIPCAM|PF_ANALOGMODE);
if (cv_flipcam2.value)
players[newplayernum].pflags |= PF_FLIPCAM;
if (cv_analog2.value)
players[newplayernum].pflags |= PF_ANALOGMODE;
}

View file

@ -177,9 +177,9 @@ typedef struct
UINT32 thokitem; //mobjtype_t
UINT32 spinitem; //mobjtype_t
UINT32 revitem; //mobjtype_t
INT32 actionspd;
INT32 mindash;
INT32 maxdash;
fixed_t actionspd;
fixed_t mindash;
fixed_t maxdash;
fixed_t jumpfactor;
fixed_t speed;
@ -191,6 +191,7 @@ typedef struct
INT32 deadtimer;
tic_t exiting;
UINT8 homing;
tic_t skidtime;
fixed_t cmomx;
fixed_t cmomy;
fixed_t rmomx;
@ -241,11 +242,11 @@ typedef struct
fixed_t friction;
fixed_t movefactor;
INT16 tics;
INT32 tics;
statenum_t statenum;
UINT32 flags;
UINT32 flags2;
UINT8 eflags;
UINT16 eflags;
fixed_t radius;
fixed_t height;

View file

@ -221,10 +221,7 @@ gamestate_t wipegamestate = GS_LEVEL;
static void D_Display(void)
{
static boolean menuactivestate = false;
static gamestate_t oldgamestate = -1;
boolean redrawsbar = false;
boolean forcerefresh = false;
static boolean wipe = false;
INT32 wipedefindex = 0;
@ -245,23 +242,15 @@ static void D_Display(void)
if (setsizeneeded)
{
R_ExecuteSetViewSize();
oldgamestate = -1; // force background redraw
redrawsbar = true;
forcerefresh = true; // force background redraw
}
// save the current screen if about to wipe
if (gamestate != wipegamestate)
{
wipe = true;
F_WipeStartScreen();
}
else
wipe = false;
// draw buffered stuff to screen
// Used only by linux GGI version
I_UpdateNoBlit();
// save the current screen if about to wipe
wipe = (gamestate != wipegamestate);
if (wipe)
{
// set for all later
@ -280,6 +269,7 @@ static void D_Display(void)
if (gamestate != GS_LEVEL // fades to black on its own timing, always
&& wipedefs[wipedefindex] != UINT8_MAX)
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31);
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
@ -298,8 +288,6 @@ static void D_Display(void)
HU_Erase();
if (automapactive)
AM_Drawer();
if (wipe || menuactivestate || (rendermode != render_soft && rendermode != render_none) || vid.recalc)
redrawsbar = true;
break;
case GS_INTERMISSION:
@ -357,11 +345,6 @@ static void D_Display(void)
// see if the border needs to be initially drawn
if (gamestate == GS_LEVEL)
{
#if 0
if (oldgamestate != GS_LEVEL)
R_FillBackScreen(); // draw the pattern into the back screen
#endif
// draw the view directly
if (!automapactive && !dedicated && cv_renderview.value)
{
@ -417,17 +400,17 @@ static void D_Display(void)
lastdraw = false;
}
ST_Drawer(redrawsbar);
ST_Drawer();
HU_Drawer();
}
// change gamma if needed
if (gamestate != oldgamestate && gamestate != GS_LEVEL)
// (GS_LEVEL handles this already due to level-specific palettes)
if (forcerefresh && gamestate != GS_LEVEL)
V_SetPalette(0);
menuactivestate = menuactive;
oldgamestate = wipegamestate = gamestate;
wipegamestate = gamestate;
// draw pause pic
if (paused && cv_showhud.value && (!menuactive || netgame))
@ -450,15 +433,22 @@ static void D_Display(void)
CON_Drawer();
M_Drawer(); // menu is drawn even on top of everything
// focus lost moved to M_Drawer
// focus lost notification goes on top of everything, even the former everything
if (window_notinfocus)
//
// wipe update
//
if (wipe)
{
M_DrawTextBox((BASEVIDWIDTH/2) - (60), (BASEVIDHEIGHT/2) - (16), 13, 2);
if (gamestate == GS_LEVEL && (P_AutoPause() || paused))
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2) - (4), V_YELLOWMAP, "Game Paused");
else
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2) - (4), V_YELLOWMAP, "Focus Lost");
// note: moved up here because NetUpdate does input changes
// and input during wipe tends to mess things up
wipedefindex += WIPEFINALSHIFT;
if (rendermode != render_none)
{
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
}
}
NetUpdate(); // send out any new accumulation
@ -493,18 +483,6 @@ static void D_Display(void)
}
I_FinishUpdate(); // page flip or blit buffer
return;
}
//
// wipe update
//
wipedefindex += WIPEFINALSHIFT;
if (rendermode != render_none)
{
F_WipeEndScreen();
F_RunWipe(wipedefs[wipedefindex], gamestate != GS_TIMEATTACK);
}
}

View file

@ -657,6 +657,9 @@ void HWR_DrawFill(INT32 x, INT32 y, INT32 w, INT32 h, INT32 color)
FOutVector v[4];
FSurfaceInfo Surf;
if (w < 0 || h < 0)
return; // consistency w/ software
// 3--2
// | /|
// |/ |

View file

@ -76,6 +76,6 @@ boolean LUAh_BotAI(mobj_t *sonic, mobj_t *tails, ticcmd_t *cmd); // Hook for B_B
boolean LUAh_LinedefExecute(line_t *line, mobj_t *mo, sector_t *sector); // Hook for linedef executors
boolean LUAh_PlayerMsg(int source, int target, int flags, char *msg); // Hook for chat messages
boolean LUAh_HurtMsg(player_t *player, mobj_t *inflictor, mobj_t *source); // Hook for hurt messages
#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
#define LUAh_PlayerSpawn(player) LUAh_PlayerHook(player, hook_PlayerSpawn) // Hook for G_SpawnPlayer
#endif

View file

@ -100,7 +100,11 @@ static int lib_fixedint(lua_State *L)
static int lib_fixeddiv(lua_State *L)
{
lua_pushfixed(L, FixedDiv(luaL_checkfixed(L, 1), luaL_checkfixed(L, 2)));
fixed_t i = luaL_checkfixed(L, 1);
fixed_t j = luaL_checkfixed(L, 2);
if (j == 0)
return luaL_error(L, "divide by zero");
lua_pushfixed(L, FixedDiv(i, j));
return 1;
}
@ -112,7 +116,10 @@ static int lib_fixedrem(lua_State *L)
static int lib_fixedsqrt(lua_State *L)
{
lua_pushfixed(L, FixedSqrt(luaL_checkfixed(L, 1)));
fixed_t i = luaL_checkfixed(L, 1);
if (i < 0)
return luaL_error(L, "square root domain error");
lua_pushfixed(L, FixedSqrt(i));
return 1;
}

View file

@ -2059,6 +2059,10 @@ static void M_PrevOpt(void)
} while (oldItemOn != itemOn && (currentMenu->menuitems[itemOn].status & IT_TYPE) == IT_SPACE);
}
// lock out further input in a tic when important buttons are pressed
// (in other words -- stop bullshit happening by mashing buttons in fades)
static boolean noFurtherInput = false;
//
// M_Responder
//
@ -2081,6 +2085,12 @@ boolean M_Responder(event_t *ev)
shiftdown = false;
return false;
}
if (noFurtherInput)
{
// Ignore input after enter/escape/other buttons
// (but still allow shift keyup so caps doesn't get stuck)
return false;
}
else if (ev->type == ev_keydown)
{
ch = ev->data1;
@ -2182,6 +2192,7 @@ boolean M_Responder(event_t *ev)
// F-Keys
if (!menuactive)
{
noFurtherInput = true;
switch (ch)
{
case KEY_F1: // Help key
@ -2252,6 +2263,7 @@ boolean M_Responder(event_t *ev)
M_StartControlPanel();
return true;
}
noFurtherInput = false; // turns out we didn't care
return false;
}
@ -2275,6 +2287,7 @@ boolean M_Responder(event_t *ev)
if (routine)
routine(ch);
M_StopMessage(0);
noFurtherInput = true;
return true;
}
return true;
@ -2354,6 +2367,7 @@ boolean M_Responder(event_t *ev)
return true;
case KEY_ENTER:
noFurtherInput = true;
currentMenu->lastOn = itemOn;
if (routine)
{
@ -2387,6 +2401,7 @@ boolean M_Responder(event_t *ev)
return true;
case KEY_ESCAPE:
noFurtherInput = true;
currentMenu->lastOn = itemOn;
if (currentMenu->prevMenu)
{
@ -2443,35 +2458,45 @@ void M_Drawer(void)
if (currentMenu == &MessageDef)
menuactive = true;
if (!menuactive)
return;
// now that's more readable with a faded background (yeah like Quake...)
if (!WipeInAction)
V_DrawFadeScreen();
if (currentMenu->drawroutine)
currentMenu->drawroutine(); // call current menu Draw routine
// Draw version down in corner
// ... but only in the MAIN MENU. I'm a picky bastard.
if (currentMenu == &MainDef)
if (menuactive)
{
if (customversionstring[0] != '\0')
{
V_DrawThinString(vid.dupx, vid.height - 17*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT, "Mod version:");
V_DrawThinString(vid.dupx, vid.height - 9*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, customversionstring);
}
else
// now that's more readable with a faded background (yeah like Quake...)
if (!WipeInAction)
V_DrawFadeScreen();
if (currentMenu->drawroutine)
currentMenu->drawroutine(); // call current menu Draw routine
// Draw version down in corner
// ... but only in the MAIN MENU. I'm a picky bastard.
if (currentMenu == &MainDef)
{
if (customversionstring[0] != '\0')
{
V_DrawThinString(vid.dupx, vid.height - 17*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT, "Mod version:");
V_DrawThinString(vid.dupx, vid.height - 9*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, customversionstring);
}
else
{
#ifdef DEVELOP // Development -- show revision / branch info
V_DrawThinString(vid.dupx, vid.height - 17*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, compbranch);
V_DrawThinString(vid.dupx, vid.height - 9*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, comprevision);
V_DrawThinString(vid.dupx, vid.height - 17*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, compbranch);
V_DrawThinString(vid.dupx, vid.height - 9*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, comprevision);
#else // Regular build
V_DrawThinString(vid.dupx, vid.height - 9*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, va("%s", VERSIONSTRING));
V_DrawThinString(vid.dupx, vid.height - 9*vid.dupy, V_NOSCALESTART|V_TRANSLUCENT|V_ALLOWLOWERCASE, va("%s", VERSIONSTRING));
#endif
}
}
}
// focus lost notification goes on top of everything, even the former everything
if (window_notinfocus)
{
M_DrawTextBox((BASEVIDWIDTH/2) - (60), (BASEVIDHEIGHT/2) - (16), 13, 2);
if (gamestate == GS_LEVEL && (P_AutoPause() || paused))
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2) - (4), V_YELLOWMAP, "Game Paused");
else
V_DrawCenteredString(BASEVIDWIDTH/2, (BASEVIDHEIGHT/2) - (4), V_YELLOWMAP, "Focus Lost");
}
}
//
@ -2656,6 +2681,9 @@ void M_SetupNextMenu(menu_t *menudef)
//
void M_Ticker(void)
{
// reset input trigger
noFurtherInput = false;
if (dedicated)
return;

View file

@ -27,6 +27,10 @@
#include "m_misc.h"
#include "v_video.h" // video flags for CEchos
// CTF player names
#define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : ""
#define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : ""
void P_ForceFeed(const player_t *player, INT32 attack, INT32 fade, tic_t duration, INT32 period)
{
BasicFF_t Basicfeed;
@ -574,11 +578,23 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
{
UINT8 flagteam = (special->type == MT_REDFLAG) ? 1 : 2;
const char *flagtext;
char flagcolor;
char plname[MAXPLAYERNAME+4];
if (special->type == MT_REDFLAG)
flagtext = M_GetText("red");
{
flagtext = M_GetText("Red flag");
flagcolor = '\x85';
}
else
flagtext = M_GetText("blue");
{
flagtext = M_GetText("Blue flag");
flagcolor = '\x84';
}
snprintf(plname, sizeof(plname), "%s%s%s",
CTFTEAMCODE(player),
player_names[player - players],
CTFTEAMENDCODE(player));
if (player->ctfteam == flagteam) // Player is on the same team as the flag
{
@ -592,10 +608,11 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
if (!P_PlayerTouchingSectorSpecial(player, 4, 2 + flagteam))
{
CONS_Printf(M_GetText("%s returned the %s flag to base.\n"), player_names[player-players], flagtext);
CONS_Printf(M_GetText("%s returned the %c%s%c to base.\n"), plname, flagcolor, flagtext, 0x80);
if (players[consoleplayer].ctfteam == player->ctfteam)
S_StartSound(NULL, sfx_hoop1);
// The fuse code plays this sound effect
//if (players[consoleplayer].ctfteam == player->ctfteam)
// S_StartSound(NULL, sfx_hoop1);
}
}
}
@ -608,7 +625,7 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
return;
player->gotflag |= flagflag;
CONS_Printf(M_GetText("%s picked up the %s flag!\n"), player_names[player-players], flagtext);
CONS_Printf(M_GetText("%s picked up the %c%s%c!\n"), plname, flagcolor, flagtext, 0x80);
(*flagmobj) = NULL;
// code for dealing with abilities is handled elsewhere now
break;
@ -1447,9 +1464,6 @@ void P_TouchSpecialThing(mobj_t *special, mobj_t *toucher, boolean heightcheck)
P_KillMobj(special, NULL, toucher);
}
#define CTFTEAMCODE(pl) pl->ctfteam ? (pl->ctfteam == 1 ? "\x85" : "\x84") : ""
#define CTFTEAMENDCODE(pl) pl->ctfteam ? "\x80" : ""
/** Prints death messages relating to a dying or hit player.
*
* \param player Affected player.
@ -1472,6 +1486,9 @@ static void P_HitDeathMessages(player_t *player, mobj_t *inflictor, mobj_t *sour
if (!player)
return; // Impossible!
if (player->spectator)
return; // No messages for dying (crushed) spectators.
if (!netgame)
return; // Presumably it's obvious what's happening in splitscreen.
@ -2068,7 +2085,7 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source)
if (target->player->lives <= 0) // Tails 03-14-2000
{
if (P_IsLocalPlayer(target->player) && target->player == &players[consoleplayer])
if (P_IsLocalPlayer(target->player)/* && target->player == &players[consoleplayer] */)
{
S_StopMusic(); // Stop the Music! Tails 03-14-2000
S_ChangeMusicInternal("gmover", false); // Yousa dead now, Okieday? Tails 03-14-2000
@ -3606,10 +3623,33 @@ void P_PlayerFlagBurst(player_t *player, boolean toss)
flag->fuse = cv_flagtime.value * TICRATE;
P_SetTarget(&flag->target, player->mo);
if (toss)
CONS_Printf(M_GetText("%s tossed the %s flag.\n"), player_names[player-players], (type == MT_REDFLAG ? "red" : "blue"));
else
CONS_Printf(M_GetText("%s dropped the %s flag.\n"), player_names[player-players], (type == MT_REDFLAG ? "red" : "blue"));
// Flag text
{
char plname[MAXPLAYERNAME+4];
char *flagtext;
char flagcolor;
snprintf(plname, sizeof(plname), "%s%s%s",
CTFTEAMCODE(player),
player_names[player - players],
CTFTEAMENDCODE(player));
if (type == MT_REDFLAG)
{
flagtext = M_GetText("Red flag");
flagcolor = '\x85';
}
else
{
flagtext = M_GetText("Blue flag");
flagcolor = '\x84';
}
if (toss)
CONS_Printf(M_GetText("%s tossed the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
else
CONS_Printf(M_GetText("%s dropped the %c%s%c.\n"), plname, flagcolor, flagtext, 0x80);
}
player->gotflag = 0;

View file

@ -7149,9 +7149,10 @@ void P_MobjThinker(mobj_t *mobj)
if (mobj->type == MT_REDFLAG)
{
if (!(mobj->flags2 & MF2_JUSTATTACKED))
CONS_Printf(M_GetText("The red flag has returned to base.\n"));
CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x85, M_GetText("Red flag"), 0x80);
if (players[consoleplayer].ctfteam == 1)
// Assumedly in splitscreen players will be on opposing teams
if (players[consoleplayer].ctfteam == 1 || splitscreen)
S_StartSound(NULL, sfx_hoop1);
redflag = flagmo;
@ -7159,9 +7160,10 @@ void P_MobjThinker(mobj_t *mobj)
else // MT_BLUEFLAG
{
if (!(mobj->flags2 & MF2_JUSTATTACKED))
CONS_Printf(M_GetText("The blue flag has returned to base.\n"));
CONS_Printf(M_GetText("The %c%s%c has returned to base.\n"), 0x84, M_GetText("Blue flag"), 0x80);
if (players[consoleplayer].ctfteam == 2)
// Assumedly in splitscreen players will be on opposing teams
if (players[consoleplayer].ctfteam == 2 || splitscreen)
S_StartSound(NULL, sfx_hoop1);
blueflag = flagmo;

View file

@ -613,7 +613,7 @@ static void P_NetArchiveWorld(void)
WRITEUINT16(put, j); // save ffloor "number"
WRITEUINT8(put, fflr_diff);
if (fflr_diff & 1)
WRITEUINT16(put, rover->flags);
WRITEUINT32(put, rover->flags);
if (fflr_diff & 2)
WRITEINT16(put, rover->alpha);
}
@ -815,7 +815,7 @@ static void P_NetUnArchiveWorld(void)
fflr_diff = READUINT8(get);
if (fflr_diff & 1)
rover->flags = READUINT16(get);
rover->flags = READUINT32(get);
if (fflr_diff & 2)
rover->alpha = READINT16(get);

View file

@ -3781,7 +3781,7 @@ DoneSection2:
HU_SetCEchoDuration(5);
HU_DoCEcho(va(M_GetText("%s\\captured the blue flag.\\\\\\\\"), player_names[player-players]));
if (players[consoleplayer].ctfteam == 1)
if (splitscreen || players[consoleplayer].ctfteam == 1)
S_StartSound(NULL, sfx_flgcap);
else if (players[consoleplayer].ctfteam == 2)
S_StartSound(NULL, sfx_lose);
@ -3814,7 +3814,7 @@ DoneSection2:
HU_SetCEchoDuration(5);
HU_DoCEcho(va(M_GetText("%s\\captured the red flag.\\\\\\\\"), player_names[player-players]));
if (players[consoleplayer].ctfteam == 2)
if (splitscreen || players[consoleplayer].ctfteam == 2)
S_StartSound(NULL, sfx_flgcap);
else if (players[consoleplayer].ctfteam == 1)
S_StartSound(NULL, sfx_lose);

View file

@ -7716,8 +7716,25 @@ static void P_DeathThink(player_t *player)
}
// Return to level music
if (netgame && player->deadtimer == gameovertics && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
if (player->lives <= 0)
{
if (netgame)
{
if (player->deadtimer == gameovertics && P_IsLocalPlayer(player))
S_ChangeMusic(mapmusname, mapmusflags, true);
}
else if (multiplayer) // local multiplayer only
{
if (player->deadtimer != gameovertics)
;
// Restore the other player's music once we're dead for long enough
// -- that is, as long as they aren't dead too
else if (player == &players[displayplayer] && players[secondarydisplayplayer].lives > 0)
P_RestoreMusic(&players[secondarydisplayplayer]);
else if (player == &players[secondarydisplayplayer] && players[displayplayer].lives > 0)
P_RestoreMusic(&players[displayplayer]);
}
}
}
if (!player->mo)
@ -8439,9 +8456,9 @@ static boolean P_SpectatorJoinGame(player_t *player)
displayplayer = consoleplayer;
if (changeto == 1)
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x85', M_GetText("Red Team"), '\x80');
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x85', M_GetText("Red team"), '\x80');
else if (changeto == 2)
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x84', M_GetText("Blue Team"), '\x80');
CONS_Printf(M_GetText("%s switched to the %c%s%c.\n"), player_names[player-players], '\x84', M_GetText("Blue team"), '\x80');
return true; // no more player->mo, cannot continue.
}

View file

@ -1382,6 +1382,7 @@ void R_RegisterEngineStuff(void)
CV_RegisterVar(&cv_allowmlook);
CV_RegisterVar(&cv_homremoval);
CV_RegisterVar(&cv_flipcam);
CV_RegisterVar(&cv_flipcam2);
// Enough for dedicated server
if (dedicated)

View file

@ -1421,7 +1421,7 @@ static void R_RenderSegLoop (void)
for (i = 0; i < dc_numlights; i++)
{
dc_lightlist[i].height += dc_lightlist[i].heightstep;
if (dc_lightlist[i].flags & FF_SOLID)
if (dc_lightlist[i].flags & FF_CUTSOLIDS)
dc_lightlist[i].botheight += dc_lightlist[i].botheightstep;
}
}
@ -2508,7 +2508,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
#endif
rlight->flags = light->flags;
if (light->caster && light->caster->flags & FF_SOLID)
if (light->caster && light->caster->flags & FF_CUTSOLIDS)
{
#ifdef ESLOPE
if (*light->caster->b_slope) {

View file

@ -964,7 +964,7 @@ static void R_SplitSprite(vissprite_t *sprite, mobj_t *thing)
cutfrac = (INT16)((centeryfrac - FixedMul(testheight - viewz, sprite->scale))>>FRACBITS);
if (cutfrac < 0)
continue;
if (cutfrac > vid.height)
if (cutfrac > viewheight)
return;
// Found a split! Make a new sprite, copy the old sprite to it, and

View file

@ -1310,8 +1310,7 @@ void S_SetDigMusicVolume(INT32 volume)
#ifdef DJGPPDOS
I_SetDigMusicVolume(31); // Trick for buggy dos drivers. Win32 doesn't need this.
#endif
if (!nodigimusic)
I_SetDigMusicVolume(volume&31);
I_SetDigMusicVolume(volume&31);
}
void S_SetMIDIMusicVolume(INT32 volume)

View file

@ -529,14 +529,8 @@ boolean I_StartDigSong(const char *musicname, boolean looping)
#endif
if (lumpnum == LUMPERROR)
{
lumpnum = W_CheckNumForName(va("D_%s",musicname));
if (lumpnum == LUMPERROR)
return false;
midimode = true;
}
else
midimode = false;
return false;
midimode = false;
data = (char *)W_CacheLumpNum(lumpnum, PU_MUSIC);
len = W_LumpLength(lumpnum);
@ -686,10 +680,7 @@ boolean I_StartDigSong(const char *musicname, boolean looping)
CONS_Alert(CONS_ERROR, "Mix_PlayMusic: %s\n", Mix_GetError());
return true;
}
if (midimode)
Mix_VolumeMusic((UINT32)midi_volume*128/31);
else
Mix_VolumeMusic((UINT32)music_volume*128/31);
Mix_VolumeMusic((UINT32)music_volume*128/31);
if (loop_point != 0.0f)
Mix_HookMusicFinished(music_loop);
@ -792,10 +783,15 @@ void I_ShutdownMIDIMusic(void)
void I_SetMIDIMusicVolume(UINT8 volume)
{
midi_volume = volume;
// HACK: Until we stop using native MIDI,
// disable volume changes
(void)volume;
midi_volume = 31;
//midi_volume = volume;
if (!midimode || !music)
return;
Mix_VolumeMusic((UINT32)volume*128/31);
Mix_VolumeMusic((UINT32)midi_volume*128/31);
}
INT32 I_RegisterSong(void *data, size_t len)
@ -820,7 +816,8 @@ boolean I_PlaySong(INT32 handle, boolean looping)
CONS_Alert(CONS_ERROR, "Mix_PlayMusic: %s\n", Mix_GetError());
return false;
}
Mix_VolumeMusic((UINT32)music_volume*128/31);
Mix_VolumeMusic((UINT32)midi_volume*128/31);
return true;
}

View file

@ -1893,7 +1893,7 @@ static void ST_overlayDrawer(void)
ST_drawDebugInfo();
}
void ST_Drawer(boolean refresh)
void ST_Drawer(void)
{
#ifdef SEENAMES
if (cv_seenames.value && cv_allowseenames.value && displayplayer == consoleplayer && seenplayer && seenplayer->mo)
@ -1910,8 +1910,11 @@ void ST_Drawer(boolean refresh)
}
#endif
// Doom's status bar only updated if necessary.
// However, ours updates every frame regardless, so the "refresh" param was removed
//(void)refresh;
// force a set of the palette by using doPaletteStuff()
(void)refresh; //?
if (vid.recalc)
st_palette = -1;

View file

@ -27,7 +27,7 @@
void ST_Ticker(void);
// Called by main loop.
void ST_Drawer(boolean refresh);
void ST_Drawer(void);
// Called when the console player is spawned on each level.
void ST_Start(void);