From cbe0c57911de70263d71be24bdcb760957472a2c Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Thu, 27 Nov 2008 18:46:09 +0000 Subject: [PATCH] - 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) --- docs/rh-log.txt | 3 +++ src/dobjgc.cpp | 1 - src/hu_scores.cpp | 2 +- src/s_sound.cpp | 24 +++--------------------- src/s_sound.h | 1 - src/wi_stuff.cpp | 48 +++++++++++++++++++++-------------------------- 6 files changed, 28 insertions(+), 51 deletions(-) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index f5e28e53c7..8a782a4ac0 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,7 @@ November 27, 2008 +- 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. - Fixed: disabling lowerHealthCap didn't affect interpolateHealth. - The co-op summary screen now has a totals row at the bottom (if it fits). - Changed WI_drawPercent() when wi_percents is false so that the total diff --git a/src/dobjgc.cpp b/src/dobjgc.cpp index 8ab5fc81b3..b17fcc2aad 100644 --- a/src/dobjgc.cpp +++ b/src/dobjgc.cpp @@ -300,7 +300,6 @@ static void MarkRoot() DThinker::MarkRoots(); FCanvasTextureInfo::Mark(); Mark(DACSThinker::ActiveThinker); - S_MarkSoundChannels(); // Mark dead bodies. for (i = 0; i < BODYQUESIZE; ++i) { diff --git a/src/hu_scores.cpp b/src/hu_scores.cpp index 4235c1247f..66d3f6344e 100644 --- a/src/hu_scores.cpp +++ b/src/hu_scores.cpp @@ -161,7 +161,7 @@ static void HU_DoDrawScores (player_t *player, player_t *sortedplayers[MAXPLAYER unsigned int i; int maxwidth = 0; int numTeams = 0; - int x ,y; + int x, y; if (deathmatch) { diff --git a/src/s_sound.cpp b/src/s_sound.cpp index c85ba0ff8f..e48c045a93 100644 --- a/src/s_sound.cpp +++ b/src/s_sound.cpp @@ -664,6 +664,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, break; case SOURCE_Actor: + assert(actor != NULL); if (actor != NULL) { x = actor->x; @@ -673,6 +674,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, break; case SOURCE_Sector: + assert(sector != NULL); if (chanflags & CHAN_AREA) { CalcSectorSoundOrg(sector, channum, &x, &z, &y); @@ -686,6 +688,7 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector, break; case SOURCE_Polyobj: + assert(poly != NULL); CalcPolyobjSoundOrg(poly, &x, &z, &y); break; @@ -1436,27 +1439,6 @@ void S_StopSound (const FPolyObj *poly, int channel) } } -//========================================================================== -// -// S_MarkSoundChannels -// -//========================================================================== - -void S_MarkSoundChannels() -{ - for (FSoundChan *chan = Channels; chan != NULL; chan = chan->NextChan) - { - if (chan->SourceType == SOURCE_Actor) - { - GC::Mark(chan->Actor); - } - else - { - chan->Actor = NULL; - } - } -} - //========================================================================== // // S_StopAllChannels diff --git a/src/s_sound.h b/src/s_sound.h index 70238b8891..104052bead 100644 --- a/src/s_sound.h +++ b/src/s_sound.h @@ -277,7 +277,6 @@ bool S_CheckSingular (int sound_id); void S_StopSound (AActor *ent, int channel); void S_StopSound (const sector_t *sec, int channel); void S_StopSound (const FPolyObj *poly, int channel); -void S_MarkSoundChannels(); // Stops an origin-less sound from playing from this channel. void S_StopSound (int channel); diff --git a/src/wi_stuff.cpp b/src/wi_stuff.cpp index 91849fc1a2..dc424e1c68 100644 --- a/src/wi_stuff.cpp +++ b/src/wi_stuff.cpp @@ -701,7 +701,7 @@ static int WI_DrawCharPatch (int charcode, int x, int y, EColorRange translation // //==================================================================== -int WI_DrawName(int y, const char *levelname, bool nomove=false) +int WI_DrawName(int y, const char *levelname) { int i; size_t l; @@ -709,28 +709,21 @@ int WI_DrawName(int y, const char *levelname, bool nomove=false) int h = 0; int lumph; - lumph = BigFont->GetHeight(); + lumph = BigFont->GetHeight() * CleanYfac; p = levelname; l = strlen(p); if (!l) return 0; - FBrokenLines *lines = V_BreakLines(BigFont, 320, p); + FBrokenLines *lines = V_BreakLines(BigFont, screen->GetWidth() / CleanXfac, p); if (lines) { for (i = 0; lines[i].Width >= 0; i++) { - if (!nomove) - { - screen->DrawText(BigFont, CR_UNTRANSLATED, 160 - lines[i].Width/2, y+h, lines[i].Text, DTA_Clean, true, TAG_DONE); - } - else - { - screen->DrawText(BigFont, CR_UNTRANSLATED, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, (y+h) * CleanYfac, - lines[i].Text, DTA_CleanNoMove, true, TAG_DONE); - } - h+=lumph; + screen->DrawText(BigFont, CR_UNTRANSLATED, (SCREENWIDTH - lines[i].Width * CleanXfac) / 2, y + h, + lines[i].Text, DTA_CleanNoMove, true, TAG_DONE); + h += lumph; } V_FreeBrokenLines(lines); } @@ -748,15 +741,16 @@ int WI_DrawName(int y, const char *levelname, bool nomove=false) //==================================================================== void WI_drawLF () { - int y = WI_TITLEY; + int y = WI_TITLEY * CleanYfac; + int midx = screen->GetWidth() / 2; FTexture *tex = wbs->LName0; // draw if (tex) { - screen->DrawTexture(tex, 160-tex->GetWidth()/2, y, DTA_Clean, true, TAG_DONE); - y += tex->GetHeight() + BigFont->GetHeight()/4; + screen->DrawTexture(tex, midx - tex->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE); + y += tex->GetHeight() + BigFont->GetHeight()*CleanYfac/4; } else { @@ -770,13 +764,13 @@ void WI_drawLF () // don't draw 'finished' if the level name is too high! if (gameinfo.gametype & GAME_DoomChex) { - screen->DrawTexture(finished, 160 - finished->GetWidth()/2, y, DTA_Clean, true, TAG_DONE); + screen->DrawTexture(finished, midx - finished->GetWidth()*CleanXfac/2, y, DTA_CleanNoMove, true, TAG_DONE); } else { screen->DrawText(font, CR_WHITE, - 160 - font->StringWidth("finished")/2, y-4, "finished", - DTA_Clean, true, TAG_DONE); + midx - font->StringWidth("finished")/2, y - 4*CleanYfac, "finished", + DTA_CleanNoMove, true, TAG_DONE); } } } @@ -792,33 +786,33 @@ void WI_drawLF () //==================================================================== void WI_drawEL () { - int y = WI_TITLEY; + int y = WI_TITLEY * CleanYfac; FFont *font = gameinfo.gametype & GAME_Raven ? SmallFont : BigFont; // draw "entering" // be careful with the added height so that it works for oversized 'entering' patches! if (gameinfo.gametype & GAME_DoomChex) { - screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE); - y += entering->GetHeight() + font->GetHeight()/4; + screen->DrawTexture(entering, (SCREENWIDTH - entering->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE); + y += (entering->GetHeight() + font->GetHeight()/4) * CleanYfac; } else { screen->DrawText(font, CR_WHITE, - (SCREENWIDTH - font->StringWidth("now entering:") * CleanXfac) / 2, y * CleanYfac, + (SCREENWIDTH - font->StringWidth("now entering:") * CleanXfac) / 2, y, "now entering:", DTA_CleanNoMove, true, TAG_DONE); - y += font->GetHeight()*5/4; + y += font->GetHeight()*5*CleanYfac/4; } // draw - FTexture * tex = wbs->LName1; + FTexture *tex = wbs->LName1; if (tex) { - screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y * CleanYfac, DTA_CleanNoMove, true, TAG_DONE); + screen->DrawTexture(tex, (SCREENWIDTH - tex->GetWidth() * CleanXfac) / 2, y, DTA_CleanNoMove, true, TAG_DONE); } else { - WI_DrawName(y, lnametexts[1], true); + WI_DrawName(y, lnametexts[1]); } }