From 80bf4d6c2d1cc413c41b0df69e2cf9334675377b Mon Sep 17 00:00:00 2001 From: Sally Coolatta <tehrealsalt@gmail.com> Date: Mon, 12 Jun 2023 22:34:42 -0400 Subject: [PATCH] Port SRB2Kart join on intermission fix All gamestates besides GS_LEVEL are unsupported by the save game functions. This commit forces players joining during these gamestates into GS_WAITINGPLAYERS, which is a basic gamestate that just maintains the connection until we can enter the start of a new one. Also provides an extremely simple drawer for GS_WAITINGPLAYERS so the joining player knows what's going on. --- src/console.c | 2 +- src/d_clisrv.c | 2 ++ src/d_main.c | 7 +++++++ src/d_netcmd.c | 2 +- src/f_finale.c | 33 +++++++++++++++++++++++++++++++++ src/f_finale.h | 4 ++++ src/g_game.c | 9 ++++++--- src/p_saveg.c | 6 +++++- 8 files changed, 59 insertions(+), 6 deletions(-) diff --git a/src/console.c b/src/console.c index 6d273f6207..119079464c 100644 --- a/src/console.c +++ b/src/console.c @@ -1889,7 +1889,7 @@ void CON_Drawer(void) CON_DrawConsole(); else if (gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_ENDING || gamestate == GS_CUTSCENE - || gamestate == GS_CREDITS || gamestate == GS_EVALUATION) + || gamestate == GS_CREDITS || gamestate == GS_EVALUATION || gamestate == GS_WAITINGPLAYERS) CON_DrawHudlines(); Unlock_state(); diff --git a/src/d_clisrv.c b/src/d_clisrv.c index 2106191640..9b3187cbb7 100755 --- a/src/d_clisrv.c +++ b/src/d_clisrv.c @@ -2600,6 +2600,8 @@ static void CL_ConnectToServer(void) } while (!(cl_mode == CL_CONNECTED && (client || (server && nodewaited <= pnumnodes)))); + if (netgame) + F_StartWaitingPlayers(); DEBFILE(va("Synchronisation Finished\n")); displayplayer = consoleplayer; diff --git a/src/d_main.c b/src/d_main.c index 5861f98865..2db4002580 100644 --- a/src/d_main.c +++ b/src/d_main.c @@ -458,6 +458,13 @@ static void D_Display(void) case GS_WAITINGPLAYERS: // The clientconnect drawer is independent... + if (netgame) + { + // I don't think HOM from nothing drawing is independent... + F_WaitingPlayersDrawer(); + HU_Erase(); + HU_Drawer(); + } case GS_DEDICATEDSERVER: case GS_NULL: break; diff --git a/src/d_netcmd.c b/src/d_netcmd.c index b23aaa5a0a..2cdf70843b 100644 --- a/src/d_netcmd.c +++ b/src/d_netcmd.c @@ -2174,7 +2174,7 @@ static void Command_Pause(void) if (cv_pause.value || server || (IsPlayerAdmin(consoleplayer))) { - if (modeattacking || !(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION) || (marathonmode && gamestate == GS_INTERMISSION)) + if (modeattacking || !(gamestate == GS_LEVEL || gamestate == GS_INTERMISSION || gamestate == GS_WAITINGPLAYERS) || (marathonmode && gamestate == GS_INTERMISSION)) { CONS_Printf(M_GetText("You can't pause here.\n")); return; diff --git a/src/f_finale.c b/src/f_finale.c index 299a6a054c..529244b5a6 100644 --- a/src/f_finale.c +++ b/src/f_finale.c @@ -4660,3 +4660,36 @@ void F_TextPromptTicker(void) animtimer--; } } + +// ================ +// WAITINGPLAYERS +// ================ + +void F_StartWaitingPlayers(void) +{ + wipegamestate = GS_TITLESCREEN; // technically wiping from title screen + finalecount = 0; +} + +void F_WaitingPlayersTicker(void) +{ + if (paused) + return; + + finalecount++; + + // dumb hack, only start the music on the 1st tick so if you instantly go into the map you aren't hearing a tic of music + if (finalecount == 2) + S_ChangeMusicInternal("_CHSEL", true); +} + +void F_WaitingPlayersDrawer(void) +{ + const char *waittext1 = "You will join"; + const char *waittext2 = "next level..."; + + V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, 31); + + V_DrawCreditString((160 - (V_CreditStringWidth(waittext1)>>1))<<FRACBITS, 48<<FRACBITS, 0, waittext1); + V_DrawCreditString((160 - (V_CreditStringWidth(waittext2)>>1))<<FRACBITS, 64<<FRACBITS, 0, waittext2); +} diff --git a/src/f_finale.h b/src/f_finale.h index 7f53bfbad5..cb71775d05 100644 --- a/src/f_finale.h +++ b/src/f_finale.h @@ -74,6 +74,10 @@ void F_StartContinue(void); void F_ContinueTicker(void); void F_ContinueDrawer(void); +void F_StartWaitingPlayers(void); +void F_WaitingPlayersTicker(void); +void F_WaitingPlayersDrawer(void); + extern INT32 finalecount; extern INT32 titlescrollxspeed; extern INT32 titlescrollyspeed; diff --git a/src/g_game.c b/src/g_game.c index 47e670bfec..bcfe691051 100644 --- a/src/g_game.c +++ b/src/g_game.c @@ -2437,14 +2437,17 @@ void G_Ticker(boolean run) case GS_TITLESCREEN: if (titlemapinaction) P_Ticker(run); - // then intentionally fall through - /* FALLTHRU */ - case GS_WAITINGPLAYERS: if (run) F_MenuPresTicker(); F_TitleScreenTicker(run); break; + case GS_WAITINGPLAYERS: + if (netgame) + F_WaitingPlayersTicker(); + HU_Ticker(); + break; + case GS_DEDICATEDSERVER: case GS_NULL: break; // do nothing diff --git a/src/p_saveg.c b/src/p_saveg.c index 40fd656386..62aa624fc1 100644 --- a/src/p_saveg.c +++ b/src/p_saveg.c @@ -4279,7 +4279,11 @@ static void P_NetArchiveMisc(boolean resending) if (resending) WRITEUINT32(save_p, gametic); WRITEINT16(save_p, gamemap); - WRITEINT16(save_p, gamestate); + + if (gamestate != GS_LEVEL) + WRITEINT16(save_p, GS_WAITINGPLAYERS); // nice hack to put people back into waitingplayers + else + WRITEINT16(save_p, gamestate); WRITEINT16(save_p, gametype); { -- GitLab