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- Removed S_MarkSoundChannels(), as it caused all non-actor sounds to
have their origins zeroed during collections. - WI_drawLF() now draws the level name at the top of the screen, always. SVN r1296 (trunk)
This commit is contained in:
parent
ed6168ea92
commit
cbe0c57911
6 changed files with 28 additions and 51 deletions
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@ -1,4 +1,7 @@
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November 27, 2008
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- Removed S_MarkSoundChannels(), as it caused all non-actor sounds to
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have their origins zeroed during collections.
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- WI_drawLF() now draws the level name at the top of the screen, always.
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- Fixed: disabling lowerHealthCap didn't affect interpolateHealth.
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- The co-op summary screen now has a totals row at the bottom (if it fits).
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- Changed WI_drawPercent() when wi_percents is false so that the total
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@ -300,7 +300,6 @@ static void MarkRoot()
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DThinker::MarkRoots();
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FCanvasTextureInfo::Mark();
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Mark(DACSThinker::ActiveThinker);
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S_MarkSoundChannels();
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// Mark dead bodies.
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for (i = 0; i < BODYQUESIZE; ++i)
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{
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@ -161,7 +161,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER
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unsigned int i;
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int maxwidth = 0;
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int numTeams = 0;
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int x ,y;
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int x, y;
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if (deathmatch)
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{
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@ -664,6 +664,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Actor:
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assert(actor != NULL);
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if (actor != NULL)
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{
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x = actor->x;
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@ -673,6 +674,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Sector:
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assert(sector != NULL);
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if (chanflags & CHAN_AREA)
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{
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CalcSectorSoundOrg(sector, channum, &x, &z, &y);
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@ -686,6 +688,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
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break;
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case SOURCE_Polyobj:
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assert(poly != NULL);
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CalcPolyobjSoundOrg(poly, &x, &z, &y);
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break;
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@ -1436,27 +1439,6 @@ void S_StopSound (const FPolyObj *poly, int channel)
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}
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}
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//==========================================================================
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//
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// S_MarkSoundChannels
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//
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//==========================================================================
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void S_MarkSoundChannels()
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{
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for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan)
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{
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if (chan->SourceType == SOURCE_Actor)
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{
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GC::Mark(chan->Actor);
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}
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else
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{
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chan->Actor = NULL;
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}
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}
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}
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//==========================================================================
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//
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// S_StopAllChannels
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@ -277,7 +277,6 @@ bool S_CheckSingular (int sound_id);
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void S_StopSound (AActor *ent, int channel);
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void S_StopSound (const sector_t *sec, int channel);
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void S_StopSound (const FPolyObj *poly, int channel);
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void S_MarkSoundChannels();
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// Stops an origin-less sound from playing from this channel.
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void S_StopSound (int channel);
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@ -701,7 +701,7 @@ static int WI_DrawCharPatch (int charcode, int x, int y, EColorRange translation
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//
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//====================================================================
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int WI_DrawName(int y, const char *levelname, bool nomove=false)
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int WI_DrawName(int y, const char *levelname)
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{
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int i;
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size_t l;
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@ -709,28 +709,21 @@ int WI_DrawName(int y, const char *levelname, bool nomove=false)
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int h = 0;
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int lumph;
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lumph = BigFont->GetHeight();
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lumph = BigFont->GetHeight() * CleanYfac;
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p = levelname;
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l = strlen(p);
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if (!l) return 0;
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FBrokenLines *lines = V_BreakLines(BigFont, 320, p);
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FBrokenLines *lines = V_BreakLines(BigFont, screen->GetWidth() / CleanXfac, p);
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if (lines)
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{
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for (i = 0; lines[i].Width >= 0; i++)
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{
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if (!nomove)
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{
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screen->DrawText(BigFont, CR_UNTRANSLATED, 160 - lines[i].Width/2, y+h, lines[i].Text, DTA_Clean, true, TAG_DONE);
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}
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else
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{
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screen->DrawText(BigFont, CR_UNTRANSLATED, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, (y+h) * CleanYfac,
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lines[i].Text, DTA_CleanNoMove, true, TAG_DONE);
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}
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h+=lumph;
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screen->DrawText(BigFont, CR_UNTRANSLATED, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, y + h,
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lines[i].Text, DTA_CleanNoMove, true, TAG_DONE);
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h += lumph;
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}
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V_FreeBrokenLines(lines);
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}
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@ -748,15 +741,16 @@ int WI_DrawName(int y, const char *levelname, bool nomove=false)
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//====================================================================
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void WI_drawLF ()
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{
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int y = WI_TITLEY;
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int y = WI_TITLEY * CleanYfac;
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int midx = screen->GetWidth() / 2;
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FTexture *tex = wbs->LName0;
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// draw <LevelName>
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if (tex)
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{
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screen->DrawTexture(tex, 160-tex->GetWidth()/2, y, DTA_Clean, true, TAG_DONE);
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y += tex->GetHeight() + BigFont->GetHeight()/4;
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screen->DrawTexture(tex, midx - tex->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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y += tex->GetHeight() + BigFont->GetHeight()*CleanYfac/4;
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}
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else
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{
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@ -770,13 +764,13 @@ void WI_drawLF ()
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// don't draw 'finished' if the level name is too high!
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(finished, 160 - finished->GetWidth()/2, y, DTA_Clean, true, TAG_DONE);
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screen->DrawTexture(finished, midx - finished->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE);
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}
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else
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{
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screen->DrawText(font, CR_WHITE,
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160 - font->StringWidth("finished")/2, y-4, "finished",
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DTA_Clean, true, TAG_DONE);
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midx - font->StringWidth("finished")/2, y - 4*CleanYfac, "finished",
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DTA_CleanNoMove, true, TAG_DONE);
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}
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}
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}
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@ -792,33 +786,33 @@ void WI_drawLF ()
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//====================================================================
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void WI_drawEL ()
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{
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int y = WI_TITLEY;
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int y = WI_TITLEY * CleanYfac;
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FFont *font = gameinfo.gametype & GAME_Raven ? SmallFont : BigFont;
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// draw "entering"
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// be careful with the added height so that it works for oversized 'entering' patches!
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if (gameinfo.gametype & GAME_DoomChex)
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{
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screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE);
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y += entering->GetHeight() + font->GetHeight()/4;
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screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
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y += (entering->GetHeight() + font->GetHeight()/4) * CleanYfac;
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}
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else
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{
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screen->DrawText(font, CR_WHITE,
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(SCREENWIDTH - font->StringWidth("now entering:") * CleanXfac) / 2, y * CleanYfac,
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(SCREENWIDTH - font->StringWidth("now entering:") * CleanXfac) / 2, y,
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"now entering:", DTA_CleanNoMove, true, TAG_DONE);
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y += font->GetHeight()*5/4;
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y += font->GetHeight()*5*CleanYfac/4;
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}
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// draw <LevelName>
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FTexture * tex = wbs->LName1;
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FTexture *tex = wbs->LName1;
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if (tex)
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{
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screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE);
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screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE);
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}
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else
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{
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WI_DrawName(y, lnametexts[1], true);
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WI_DrawName(y, lnametexts[1]);
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}
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}
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