- Fixed: Doom's fullscreen HUD was limited to 6 keys.

- Made 'next endgame' work again for cases where it is supposed to be
  the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
  defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.

SVN r1567 (trunk)
This commit is contained in:
Christoph Oelckers 2009-05-02 09:14:01 +00:00
parent b37d0ba2ea
commit 4d5692bf80
10 changed files with 140 additions and 48 deletions

View file

@ -1,4 +1,14 @@
April 30, 2009 (Changes by Graf Zahl)
May 2, 2009 (Changes by Graf Zahl)
- Fixed: Doom's fullscreen HUD was limited to 6 keys.
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
April 30, 2009 (Changes by Graf Zahl)
- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.

View file

@ -760,15 +760,20 @@ void FMapInfoParser::ParseNextMap(char *mapname)
}
else
{
sc.MustGetString();
sc.MustGetString();
if (sc.Compare("endgame"))
{
if (!sc.CheckString("{"))
{
// Make Demon Eclipse work again
sc.UnGet();
goto standard_endgame;
}
newSeq.Advanced = true;
newSeq.EndType = END_Pic1;
newSeq.PlayTheEnd = false;
newSeq.MusicLooping = true;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
@ -843,6 +848,7 @@ void FMapInfoParser::ParseNextMap(char *mapname)
case 'C': type = END_Cast; break;
case 'W': type = END_Underwater; break;
case 'S': type = END_Strife; break;
standard_endgame:
default: type = END_Pic3; break;
}
newSeq.EndType = type;

View file

@ -1407,8 +1407,11 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
}
else if (actor->flags & MF_FRIENDLY)
{
return P_LookForEnemies (actor, allaround);
}
if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players.
return P_LookForEnemies (actor, allaround);
else if ( P_LookForEnemies (actor, allaround) )
return true;
} // [SP] if false, and in deathmatch, intentional fall-through
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
!multiplayer &&
@ -1482,6 +1485,16 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
if (!P_CheckSight (actor, player->mo, 2))
continue; // out of sight
// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
// We're going to ignore our master, but go after his enemies.
if ( actor->flags & MF_FRIENDLY )
{
if ( actor->FriendPlayer == 0 )
continue; // I have no friends, I will ignore players.
if ( actor->FriendPlayer == player->mo->FriendPlayer )
continue; // This is my master.
}
if (!allaround)
{
an = R_PointToAngle2 (actor->x,

View file

@ -543,8 +543,11 @@ bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxd
}
else if (actor->flags & MF_FRIENDLY)
{
return P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal);
}
if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players.
return P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal);
else if ( P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal) )
return true;
} // [SP] if false, and in deathmatch, intentional fall-through
if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
!multiplayer &&
@ -628,6 +631,16 @@ bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxd
if (mindist && dist < mindist)
continue; // [KS] too close
// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
// We're going to ignore our master, but go after his enemies.
if ( actor->flags & MF_FRIENDLY )
{
if ( actor->FriendPlayer == 0 )
continue; // I have no friends, I will ignore players.
if ( actor->FriendPlayer == player->mo->FriendPlayer )
continue; // This is my master.
}
if (fov)
{
an = R_PointToAngle2 (actor->x,

View file

@ -557,6 +557,68 @@ void MapData::GetChecksum(BYTE cksum[16])
md5.Final(cksum);
}
//===========================================================================
//
// Sets a sidedef's texture and prints a message if it's not present.
//
//===========================================================================
static void SetTexture (side_t *side, int position, const char *name8)
{
static const char *positionnames[] = { "top", "middle", "bottom" };
static const char *sidenames[] = { "first", "second" };
char name[9];
strncpy (name, name8, 8);
name[8] = 0;
FTextureID texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
if (!texture.Exists())
{
// Print an error that lists all references to this sidedef.
// We must scan the linedefs manually for all references to this sidedef.
for(int i = 0; i < numlines; i++)
{
for(int j = 0; j < 2; j++)
{
if (lines[i].sidenum[j] == side - sides)
{
Printf("Unknown %s texture '%s' on %s side of linedef %d\n",
positionnames[position], name, sidenames[j], i);
}
}
}
texture = TexMan.GetDefaultTexture();
}
side->SetTexture(position, texture);
}
//===========================================================================
//
// Sets a sidedef's texture and prints a message if it's not present.
// (Passing index separately is for UDMF which does not have sectors allocated yet)
//
//===========================================================================
void SetTexture (sector_t *sector, int index, int position, const char *name8)
{
static const char *positionnames[] = { "floor", "ceiling" };
char name[9];
strncpy (name, name8, 8);
name[8] = 0;
FTextureID texture = TexMan.CheckForTexture (name, FTexture::TEX_Flat,
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
if (!texture.Exists())
{
Printf("Unknown %s texture '%s' in sector %d\n",
positionnames[position], name, index);
texture = TexMan.GetDefaultTexture();
}
sector->SetTexture(position, texture);
}
//===========================================================================
//
// [RH] Figure out blends for deep water sectors
@ -1253,10 +1315,8 @@ void P_LoadSectors (MapData * map)
ss->ceilingplane.d = ss->GetPlaneTexZ(sector_t::ceiling);
ss->ceilingplane.c = -FRACUNIT;
ss->ceilingplane.ic = -FRACUNIT;
strncpy (fname, ms->floorpic, 8);
ss->SetTexture(sector_t::floor, TexMan.GetTexture (fname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
strncpy (fname, ms->ceilingpic, 8);
ss->SetTexture(sector_t::ceiling, TexMan.GetTexture (fname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
SetTexture(ss, i, sector_t::floor, ms->floorpic);
SetTexture(ss, i, sector_t::ceiling, ms->ceilingpic);
ss->lightlevel = clamp (LittleShort(ms->lightlevel), (short)0, (short)255);
if (map->HasBehavior)
ss->special = LittleShort(ms->special);
@ -2163,8 +2223,7 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapside
SetTextureNoErr (sd, side_t::bottom, &fog, msd->bottomtexture, &foggood);
SetTextureNoErr (sd, side_t::top, &color, msd->toptexture, &colorgood);
strncpy (name, msd->midtexture, 8);
sd->SetTexture(side_t::mid,
TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
SetTexture(sd, side_t::mid, msd->midtexture);
if (colorgood | foggood)
{
@ -2200,15 +2259,11 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapside
}
else
{
strncpy (name, msd->toptexture, 8);
sd->SetTexture(side_t::top, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
SetTexture(sd, side_t::top, msd->toptexture);
}
strncpy (name, msd->midtexture, 8);
sd->SetTexture(side_t::mid, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
strncpy (name, msd->bottomtexture, 8);
sd->SetTexture(side_t::bottom, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
SetTexture(sd, side_t::mid, msd->midtexture);
SetTexture(sd, side_t::bottom, msd->bottomtexture);
break;
#endif
@ -2230,32 +2285,20 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapside
}
else
{
strncpy (name, msd->midtexture, 8);
sd->SetTexture(side_t::mid,
TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
SetTexture(sd, side_t::mid, msd->midtexture);
}
strncpy (name, msd->toptexture, 8);
sd->SetTexture(side_t::top, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
strncpy (name, msd->bottomtexture, 8);
sd->SetTexture(side_t::bottom, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
SetTexture(sd, side_t::top, msd->toptexture);
SetTexture(sd, side_t::bottom, msd->bottomtexture);
break;
}
// Fallthrough for Hexen maps is intentional
default: // normal cases
strncpy (name, msd->midtexture, 8);
sd->SetTexture(side_t::mid,
TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
strncpy (name, msd->toptexture, 8);
sd->SetTexture(side_t::top,
TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
strncpy (name, msd->bottomtexture, 8);
sd->SetTexture(side_t::bottom,
TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
SetTexture(sd, side_t::mid, msd->midtexture);
SetTexture(sd, side_t::top, msd->toptexture);
SetTexture(sd, side_t::bottom, msd->bottomtexture);
break;
}
}

View file

@ -111,6 +111,7 @@ enum
};
void SetTexture (sector_t *sector, int index, int position, const char *name8);
void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapsidedef_t *msd, int special, int tag, short *alpha);
void P_AdjustLine (line_t *ld);
void P_FinishLoadingLineDef(line_t *ld, int alpha);
@ -780,7 +781,7 @@ struct UDMFParser
//
//===========================================================================
void ParseSector(sector_t *sec)
void ParseSector(sector_t *sec, int index)
{
int lightcolor = -1;
int fadecolor = -1;
@ -824,11 +825,11 @@ struct UDMFParser
break;
case NAME_Texturefloor:
sec->SetTexture(sector_t::floor, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
SetTexture(sec, index, sector_t::floor, CheckString(key));
break;
case NAME_Textureceiling:
sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
SetTexture(sec, index, sector_t::ceiling, CheckString(key));
break;
case NAME_Lightlevel:
@ -1209,7 +1210,7 @@ struct UDMFParser
else if (sc.Compare("sector"))
{
sector_t sec;
ParseSector(&sec);
ParseSector(&sec, ParsedSectors.Size());
ParsedSectors.Push(sec);
}
else if (sc.Compare("vertex"))

View file

@ -145,16 +145,19 @@ inline bool FWadFile::IsMarker(int lump, const char *marker)
//
//==========================================================================
// This class was supposed to be local in the function but GCC
// does not like that.
struct Marker
{
int markertype;
int index;
};
void FWadFile::SetNamespace(const char *startmarker, const char *endmarker, namespace_t space, bool flathack)
{
bool warned = false;
int numstartmarkers = 0, numendmarkers = 0;
int i;
struct Marker
{
int markertype;
int index;
};
TArray<Marker> markers;
for(i = 0; i < (int)NumLumps; i++)

View file

@ -2202,6 +2202,7 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
{
// Don't choke if the map doesn't have a song attached
S_StopMusic (true);
mus_playing.name = "";
return false;
}

View file

@ -310,6 +310,7 @@ public:
FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
FTextureID AddTexture (FTexture *texture);
FTextureID GetDefaultTexture() const { return DefaultTexture; }
void LoadTextureX(int wadnum);
void AddTexturesForWad(int wadnum);

View file

@ -63,7 +63,8 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;
// let's hope no mod ever uses 100 keys...
drawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;
}
}