STOP THE CLOCK linedef exectutor!

* When activated, stops the timer in SP/MP.
* Applies to the mapheader countdowntimer as well.
* If you're playing Record Attack, also exits the level immediately.
* It has no special modes, no linedef flags, no parameters, nothing.
* Only not an innate property of A_BossDeath because people may want it to NOT happen sometimes, or make it happen with non-boss events too.

Also, skip over calling P_DoPlayerExit if the player isn't in game.
This commit is contained in:
toaster 2019-11-08 15:47:12 +00:00
parent b157c21a35
commit d8ad0b4eaa
9 changed files with 75 additions and 18 deletions

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@ -2182,6 +2182,12 @@ linedeftypes
prefix = "(461)";
flags64text = "[6] Spawn inside a range";
}
462
{
title = "Stop timer/exit stage in Record Attack";
prefix = "(462)";
}
}
linedefexecmisc

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@ -3910,10 +3910,16 @@ void A_BossDeath(mobj_t *mo)
// victory!
P_LinedefExecute(LE_ALLBOSSESDEAD, mo, NULL);
if (stoppedclock && modeattacking) // if you're just time attacking, skip making the capsule appear since you don't need to step on it anyways.
goto bossjustdie;
if (mo->flags2 & MF2_BOSSNOTRAP)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_DoPlayerExit(&players[i]);
}
}
else
{
@ -10414,7 +10420,11 @@ void A_ForceWin(mobj_t *actor)
return;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_DoPlayerExit(&players[i]);
}
}
// Function: A_SpikeRetract

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@ -475,4 +475,5 @@ extern boolean runemeraldmanager;
extern UINT16 emeraldspawndelay;
extern INT32 numstarposts;
extern UINT16 bossdisabled;
extern boolean stoppedclock;
#endif

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@ -3981,7 +3981,6 @@ static inline void P_UnArchiveSPGame(INT16 mapoverride)
static void P_NetArchiveMisc(void)
{
UINT32 pig = 0;
INT32 i;
WRITEUINT32(save_p, ARCHIVEBLOCK_MISC);
@ -3989,9 +3988,12 @@ static void P_NetArchiveMisc(void)
WRITEINT16(save_p, gamemap);
WRITEINT16(save_p, gamestate);
for (i = 0; i < MAXPLAYERS; i++)
pig |= (playeringame[i] != 0)<<i;
WRITEUINT32(save_p, pig);
{
UINT32 pig = 0;
for (i = 0; i < MAXPLAYERS; i++)
pig |= (playeringame[i] != 0)<<i;
WRITEUINT32(save_p, pig);
}
WRITEUINT32(save_p, P_GetRandSeed());
@ -4003,7 +4005,14 @@ static void P_NetArchiveMisc(void)
WRITEUINT16(save_p, bossdisabled);
WRITEUINT16(save_p, emeralds);
WRITEUINT8(save_p, stagefailed);
{
UINT8 globools = 0;
if (stagefailed)
globools |= 1;
if (stoppedclock)
globools |= (1<<1);
WRITEUINT8(save_p, globools);
}
WRITEUINT32(save_p, token);
WRITEINT32(save_p, sstimer);
@ -4042,7 +4051,6 @@ static void P_NetArchiveMisc(void)
static inline boolean P_NetUnArchiveMisc(void)
{
UINT32 pig;
INT32 i;
if (READUINT32(save_p) != ARCHIVEBLOCK_MISC)
@ -4061,11 +4069,13 @@ static inline boolean P_NetUnArchiveMisc(void)
G_SetGamestate(READINT16(save_p));
pig = READUINT32(save_p);
for (i = 0; i < MAXPLAYERS; i++)
{
playeringame[i] = (pig & (1<<i)) != 0;
// playerstate is set in unarchiveplayers
UINT32 pig = READUINT32(save_p);
for (i = 0; i < MAXPLAYERS; i++)
{
playeringame[i] = (pig & (1<<i)) != 0;
// playerstate is set in unarchiveplayers
}
}
P_SetRandSeed(READUINT32(save_p));
@ -4082,7 +4092,11 @@ static inline boolean P_NetUnArchiveMisc(void)
bossdisabled = READUINT16(save_p);
emeralds = READUINT16(save_p);
stagefailed = READUINT8(save_p);
{
UINT8 globools = READUINT8(save_p);
stagefailed = !!(globools & 1);
stoppedclock = !!(globools & (1<<1));
}
token = READUINT32(save_p);
sstimer = READINT32(save_p);

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@ -103,6 +103,7 @@ side_t *sides;
mapthing_t *mapthings;
INT32 numstarposts;
UINT16 bossdisabled;
boolean stoppedclock;
boolean levelloading;
UINT8 levelfadecol;

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@ -3998,6 +3998,24 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
}
break;
case 462: // Stop clock (and end level in record attack)
if (G_PlatformGametype())
{
stoppedclock = true;
CONS_Debug(DBG_GAMELOGIC, "Clock stopped!\n");
if (modeattacking)
{
UINT8 i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_DoPlayerExit(&players[i]);
}
}
}
break;
#ifdef POLYOBJECTS
case 480: // Polyobj_DoorSlide
case 481: // Polyobj_DoorSwing
@ -4513,7 +4531,11 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
// Mark all players with the time to exit thingy!
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
P_DoPlayerExit(&players[i]);
}
break;
}
case 10: // Special Stage Time/Rings
@ -6387,6 +6409,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
// yep, we do this here - "bossdisabled" is considered an apparatus of specials.
bossdisabled = 0;
stoppedclock = false;
// Init special SECTORs.
sector = sectors;

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@ -678,7 +678,7 @@ void P_Ticker(boolean run)
if (run)
{
if (countdowntimer && G_PlatformGametype() && (gametype == GT_COOP || leveltime >= 4*TICRATE) && --countdowntimer <= 0)
if (countdowntimer && G_PlatformGametype() && (gametype == GT_COOP || leveltime >= 4*TICRATE) && !stoppedclock && --countdowntimer <= 0)
{
countdowntimer = 0;
countdowntimeup = true;

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@ -9377,7 +9377,7 @@ static void P_DeathThink(player_t *player)
if (gametype == GT_RACE || gametype == GT_COMPETITION || (gametype == GT_COOP && (multiplayer || netgame)))
{
// Keep time rolling in race mode
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER))
if (!(countdown2 && !countdown) && !player->exiting && !(player->pflags & PF_GAMETYPEOVER) && !stoppedclock)
{
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{
@ -11333,7 +11333,7 @@ void P_PlayerThink(player_t *player)
}
// Synchronizes the "real" amount of time spent in the level.
if (!player->exiting)
if (!player->exiting && !stoppedclock)
{
if (gametype == GT_RACE || gametype == GT_COMPETITION)
{

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@ -707,7 +707,7 @@ static void ST_drawTime(void)
{
if (timelimitintics >= stplyr->realtime)
{
tics = (timelimitintics - stplyr->realtime);
tics = (timelimitintics + (TICRATE-1) - stplyr->realtime);
if (tics < 3*TICRATE)
ST_drawRaceNum(tics);
}
@ -740,10 +740,12 @@ static void ST_drawTime(void)
if (F_GetPromptHideHud(hudinfo[HUD_TIME].y))
return;
// TIME:
ST_DrawPatchFromHud(HUD_TIME, ((downwards && (tics < 30*TICRATE) && (leveltime/5 & 1)) ? sboredtime : sbotime), V_HUDTRANS);
downwards = (downwards && (tics < 30*TICRATE) && (leveltime/5 & 1) && !stoppedclock); // overtime?
if (!tics && downwards && (leveltime/5 & 1)) // overtime!
// TIME:
ST_DrawPatchFromHud(HUD_TIME, (downwards ? sboredtime : sbotime), V_HUDTRANS);
if (downwards) // overtime!
return;
if (cv_timetic.value == 3) // Tics only -- how simple is this?