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Merge branch 'setup-fixes' into 'next'
Fixes and changes related to the act of setting up a level (in other words, setup fixes) Changes made in this branch so far: * a REJECT lump of zero length (NOT to be confused with a REJECT lump of non-zero length with all-zeros, just to clarify) should no longer cause problems with netgames and otherwise. The game now checks if the lump exists, has the right name, and length is not zero - if it fails any of these, the REJECT lump is not loaded and P_CheckSight won't be allowed to use it. This means ZDBSP (no reject) should be safe(r) to use now! * there's now a simple devmode-only message (requires "Setup" mode) if a sector is found to have no lines at all during setup. It's a far cry from the plot to I_Error the game I once had for that unsusal scenario, but such a level still works anyway so whatever. See merge request !87
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commit
ee180807d1
2 changed files with 54 additions and 11 deletions
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@ -1931,10 +1931,18 @@ static void P_GroupLines(void)
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// allocate linebuffers for each sector
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for (i = 0, sector = sectors; i < numsectors; i++, sector++)
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{
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sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
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if (sector->linecount == 0) // no lines found?
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{
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sector->lines = NULL;
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CONS_Debug(DBG_SETUP, "P_GroupLines: sector %d has no lines\n", i);
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}
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else
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{
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sector->lines = Z_Calloc(sector->linecount * sizeof(line_t*), PU_LEVEL, NULL);
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// zero the count, since we'll later use this to track how many we've recorded
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sector->linecount = 0;
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// zero the count, since we'll later use this to track how many we've recorded
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sector->linecount = 0;
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}
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}
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// iterate through lines, assigning them to sectors' linebuffers,
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@ -1952,11 +1960,14 @@ static void P_GroupLines(void)
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{
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M_ClearBox(bbox);
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for (j = 0; j < sector->linecount; j++)
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if (sector->linecount != 0)
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{
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li = sector->lines[j];
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M_AddToBox(bbox, li->v1->x, li->v1->y);
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M_AddToBox(bbox, li->v2->x, li->v2->y);
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for (j = 0; j < sector->linecount; j++)
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{
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li = sector->lines[j];
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M_AddToBox(bbox, li->v1->x, li->v1->y);
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M_AddToBox(bbox, li->v2->x, li->v2->y);
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}
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}
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// set the degenmobj_t to the middle of the bounding box
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@ -1966,6 +1977,35 @@ static void P_GroupLines(void)
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}
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}
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//
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// P_LoadReject
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//
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// Detect if the REJECT lump is valid,
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// if not, rejectmatrix will be NULL
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static void P_LoadReject(lumpnum_t lumpnum)
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{
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size_t count;
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const char *lumpname = W_CheckNameForNum(lumpnum);
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// Check if the lump exists, and if it's named "REJECT"
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if (!lumpname || memcmp(lumpname, "REJECT\0\0", 8) != 0)
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{
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rejectmatrix = NULL;
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CONS_Debug(DBG_SETUP, "P_LoadReject: No valid REJECT lump found\n");
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return;
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}
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count = W_LumpLength(lumpnum);
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if (!count) // zero length, someone probably used ZDBSP
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{
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rejectmatrix = NULL;
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CONS_Debug(DBG_SETUP, "P_LoadReject: REJECT lump has size 0, will not be loaded\n");
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}
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else
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rejectmatrix = W_CacheLumpNum(lumpnum, PU_LEVEL);
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}
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#if 0
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static char *levellumps[] =
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{
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@ -2574,7 +2614,7 @@ boolean P_SetupLevel(boolean skipprecip)
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P_LoadSubsectors(lastloadedmaplumpnum + ML_SSECTORS);
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P_LoadNodes(lastloadedmaplumpnum + ML_NODES);
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P_LoadSegs(lastloadedmaplumpnum + ML_SEGS);
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rejectmatrix = W_CacheLumpNum(lastloadedmaplumpnum + ML_REJECT, PU_LEVEL);
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P_LoadReject(lastloadedmaplumpnum + ML_REJECT);
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P_GroupLines();
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numdmstarts = numredctfstarts = numbluectfstarts = 0;
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@ -325,9 +325,12 @@ boolean P_CheckSight(mobj_t *t1, mobj_t *t2)
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s2 = t2->subsector->sector;
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pnum = (s1-sectors)*numsectors + (s2-sectors);
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// Check in REJECT table.
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if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
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return false;
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if (rejectmatrix != NULL)
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{
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// Check in REJECT table.
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if (rejectmatrix[pnum>>3] & (1 << (pnum&7))) // can't possibly be connected
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return false;
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}
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// killough 11/98: shortcut for melee situations
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// same subsector? obviously visible
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