- 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:
Randy Heit 2008-11-27 18:46:09 +00:00
parent ed6168ea92
commit cbe0c57911
6 changed files with 28 additions and 51 deletions

View file

@ -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

View file

@ -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)
{

View file

@ -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)
{

View file

@ -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

View file

@ -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);

View file

@ -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 <LevelName>
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 <LevelName>
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]);
}
}