mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 06:41:41 +00:00
- 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:
parent
b37d0ba2ea
commit
4d5692bf80
10 changed files with 140 additions and 48 deletions
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@ -1,4 +1,14 @@
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April 30, 2009 (Changes by Graf Zahl)
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May 2, 2009 (Changes by Graf Zahl)
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- Fixed: Doom's fullscreen HUD was limited to 6 keys.
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- Made 'next endgame' work again for cases where it is supposed to be
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the same as 'next endgame4'.
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- GCC nitpick fix: Classes being used as template parameters may not be
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defined locally in a function. Fixed FWadFile::SetNamespace for that.
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- Improved error reporting for incorrect textures in maps.
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- Fixed: When music was stopped this was not set in the global music state.
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- Fixed: Friendly monsters did not target enemy players in deathmatch.
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April 30, 2009 (Changes by Graf Zahl)
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- Fixed: Completely empty patches (8 0-bytes) could not be handled by the
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texture manager. They now get assigned a new FEmptyTexture object
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that is just a 1x1 pixel transparent texture.
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@ -760,15 +760,20 @@ void FMapInfoParser::ParseNextMap(char *mapname)
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}
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else
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{
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sc.MustGetString();
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sc.MustGetString();
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if (sc.Compare("endgame"))
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{
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if (!sc.CheckString("{"))
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{
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// Make Demon Eclipse work again
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sc.UnGet();
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goto standard_endgame;
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}
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newSeq.Advanced = true;
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newSeq.EndType = END_Pic1;
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newSeq.PlayTheEnd = false;
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newSeq.MusicLooping = true;
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sc.MustGetStringName("{");
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while (!sc.CheckString("}"))
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{
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sc.MustGetString();
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@ -843,6 +848,7 @@ void FMapInfoParser::ParseNextMap(char *mapname)
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case 'C': type = END_Cast; break;
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case 'W': type = END_Underwater; break;
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case 'S': type = END_Strife; break;
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standard_endgame:
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default: type = END_Pic3; break;
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}
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newSeq.EndType = type;
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@ -1407,8 +1407,11 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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}
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else if (actor->flags & MF_FRIENDLY)
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{
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return P_LookForEnemies (actor, allaround);
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}
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if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players.
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return P_LookForEnemies (actor, allaround);
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else if ( P_LookForEnemies (actor, allaround) )
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return true;
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} // [SP] if false, and in deathmatch, intentional fall-through
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if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
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!multiplayer &&
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@ -1482,6 +1485,16 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround)
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if (!P_CheckSight (actor, player->mo, 2))
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continue; // out of sight
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// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
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// We're going to ignore our master, but go after his enemies.
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if ( actor->flags & MF_FRIENDLY )
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{
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if ( actor->FriendPlayer == 0 )
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continue; // I have no friends, I will ignore players.
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if ( actor->FriendPlayer == player->mo->FriendPlayer )
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continue; // This is my master.
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}
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if (!allaround)
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{
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an = R_PointToAngle2 (actor->x,
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@ -543,8 +543,11 @@ bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxd
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}
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else if (actor->flags & MF_FRIENDLY)
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{
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return P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal);
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}
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if (!deathmatch) // [SP] If you don't see any enemies in deathmatch, look for players.
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return P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal);
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else if ( P_NewLookEnemies (actor, fov, mindist, maxdist, chasegoal) )
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return true;
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} // [SP] if false, and in deathmatch, intentional fall-through
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if (!(gameinfo.gametype & (GAME_DoomStrifeChex)) &&
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!multiplayer &&
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@ -628,6 +631,16 @@ bool P_NewLookPlayers (AActor *actor, angle_t fov, fixed_t mindist, fixed_t maxd
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if (mindist && dist < mindist)
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continue; // [KS] too close
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// [SP] Deathmatch fixes - if we have MF_FRIENDLY we're definitely in deathmatch
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// We're going to ignore our master, but go after his enemies.
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if ( actor->flags & MF_FRIENDLY )
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{
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if ( actor->FriendPlayer == 0 )
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continue; // I have no friends, I will ignore players.
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if ( actor->FriendPlayer == player->mo->FriendPlayer )
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continue; // This is my master.
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}
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if (fov)
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{
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an = R_PointToAngle2 (actor->x,
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105
src/p_setup.cpp
105
src/p_setup.cpp
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@ -557,6 +557,68 @@ void MapData::GetChecksum(BYTE cksum[16])
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md5.Final(cksum);
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}
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//===========================================================================
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//
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// Sets a sidedef's texture and prints a message if it's not present.
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//
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//===========================================================================
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static void SetTexture (side_t *side, int position, const char *name8)
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{
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static const char *positionnames[] = { "top", "middle", "bottom" };
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static const char *sidenames[] = { "first", "second" };
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char name[9];
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strncpy (name, name8, 8);
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name[8] = 0;
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FTextureID texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
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FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
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if (!texture.Exists())
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{
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// Print an error that lists all references to this sidedef.
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// We must scan the linedefs manually for all references to this sidedef.
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for(int i = 0; i < numlines; i++)
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{
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for(int j = 0; j < 2; j++)
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{
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if (lines[i].sidenum[j] == side - sides)
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{
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Printf("Unknown %s texture '%s' on %s side of linedef %d\n",
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positionnames[position], name, sidenames[j], i);
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}
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}
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}
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texture = TexMan.GetDefaultTexture();
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}
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side->SetTexture(position, texture);
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}
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//===========================================================================
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//
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// Sets a sidedef's texture and prints a message if it's not present.
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// (Passing index separately is for UDMF which does not have sectors allocated yet)
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//
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//===========================================================================
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void SetTexture (sector_t *sector, int index, int position, const char *name8)
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{
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static const char *positionnames[] = { "floor", "ceiling" };
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char name[9];
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strncpy (name, name8, 8);
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name[8] = 0;
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FTextureID texture = TexMan.CheckForTexture (name, FTexture::TEX_Flat,
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FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
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if (!texture.Exists())
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{
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Printf("Unknown %s texture '%s' in sector %d\n",
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positionnames[position], name, index);
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texture = TexMan.GetDefaultTexture();
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}
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sector->SetTexture(position, texture);
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}
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//===========================================================================
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//
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// [RH] Figure out blends for deep water sectors
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ss->ceilingplane.d = ss->GetPlaneTexZ(sector_t::ceiling);
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ss->ceilingplane.c = -FRACUNIT;
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ss->ceilingplane.ic = -FRACUNIT;
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strncpy (fname, ms->floorpic, 8);
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ss->SetTexture(sector_t::floor, TexMan.GetTexture (fname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
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strncpy (fname, ms->ceilingpic, 8);
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ss->SetTexture(sector_t::ceiling, TexMan.GetTexture (fname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
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SetTexture(ss, i, sector_t::floor, ms->floorpic);
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SetTexture(ss, i, sector_t::ceiling, ms->ceilingpic);
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ss->lightlevel = clamp (LittleShort(ms->lightlevel), (short)0, (short)255);
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if (map->HasBehavior)
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ss->special = LittleShort(ms->special);
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SetTextureNoErr (sd, side_t::bottom, &fog, msd->bottomtexture, &foggood);
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SetTextureNoErr (sd, side_t::top, &color, msd->toptexture, &colorgood);
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strncpy (name, msd->midtexture, 8);
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sd->SetTexture(side_t::mid,
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TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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SetTexture(sd, side_t::mid, msd->midtexture);
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if (colorgood | foggood)
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{
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}
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else
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{
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strncpy (name, msd->toptexture, 8);
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sd->SetTexture(side_t::top, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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SetTexture(sd, side_t::top, msd->toptexture);
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}
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strncpy (name, msd->midtexture, 8);
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sd->SetTexture(side_t::mid, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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strncpy (name, msd->bottomtexture, 8);
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sd->SetTexture(side_t::bottom, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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SetTexture(sd, side_t::mid, msd->midtexture);
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SetTexture(sd, side_t::bottom, msd->bottomtexture);
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break;
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#endif
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}
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else
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{
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strncpy (name, msd->midtexture, 8);
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sd->SetTexture(side_t::mid,
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TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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SetTexture(sd, side_t::mid, msd->midtexture);
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}
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strncpy (name, msd->toptexture, 8);
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sd->SetTexture(side_t::top, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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strncpy (name, msd->bottomtexture, 8);
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sd->SetTexture(side_t::bottom, TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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SetTexture(sd, side_t::top, msd->toptexture);
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SetTexture(sd, side_t::bottom, msd->bottomtexture);
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break;
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}
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// Fallthrough for Hexen maps is intentional
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default: // normal cases
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strncpy (name, msd->midtexture, 8);
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sd->SetTexture(side_t::mid,
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TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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strncpy (name, msd->toptexture, 8);
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sd->SetTexture(side_t::top,
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TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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strncpy (name, msd->bottomtexture, 8);
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sd->SetTexture(side_t::bottom,
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TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable));
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SetTexture(sd, side_t::mid, msd->midtexture);
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SetTexture(sd, side_t::top, msd->toptexture);
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SetTexture(sd, side_t::bottom, msd->bottomtexture);
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break;
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}
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}
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@ -111,6 +111,7 @@ enum
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};
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void SetTexture (sector_t *sector, int index, int position, const char *name8);
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void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, mapsidedef_t *msd, int special, int tag, short *alpha);
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void P_AdjustLine (line_t *ld);
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void P_FinishLoadingLineDef(line_t *ld, int alpha);
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@ -780,7 +781,7 @@ struct UDMFParser
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//
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//===========================================================================
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void ParseSector(sector_t *sec)
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void ParseSector(sector_t *sec, int index)
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{
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int lightcolor = -1;
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int fadecolor = -1;
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@ -824,11 +825,11 @@ struct UDMFParser
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break;
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case NAME_Texturefloor:
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sec->SetTexture(sector_t::floor, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
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SetTexture(sec, index, sector_t::floor, CheckString(key));
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break;
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case NAME_Textureceiling:
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sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (CheckString(key), FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable));
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SetTexture(sec, index, sector_t::ceiling, CheckString(key));
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break;
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case NAME_Lightlevel:
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@ -1209,7 +1210,7 @@ struct UDMFParser
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else if (sc.Compare("sector"))
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{
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sector_t sec;
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ParseSector(&sec);
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ParseSector(&sec, ParsedSectors.Size());
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ParsedSectors.Push(sec);
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}
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else if (sc.Compare("vertex"))
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@ -145,16 +145,19 @@ inline bool FWadFile::IsMarker(int lump, const char *marker)
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//
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//==========================================================================
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// This class was supposed to be local in the function but GCC
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// does not like that.
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struct Marker
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{
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int markertype;
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int index;
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};
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void FWadFile::SetNamespace(const char *startmarker, const char *endmarker, namespace_t space, bool flathack)
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{
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bool warned = false;
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int numstartmarkers = 0, numendmarkers = 0;
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int i;
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struct Marker
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{
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int markertype;
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int index;
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};
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TArray<Marker> markers;
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for(i = 0; i < (int)NumLumps; i++)
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@ -2202,6 +2202,7 @@ bool S_ChangeMusic (const char *musicname, int order, bool looping, bool force)
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{
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// Don't choke if the map doesn't have a song attached
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S_StopMusic (true);
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mus_playing.name = "";
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return false;
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}
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@ -310,6 +310,7 @@ public:
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FTextureID CreateTexture (int lumpnum, int usetype=FTexture::TEX_Any); // Also calls AddTexture
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FTextureID AddTexture (FTexture *texture);
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FTextureID GetDefaultTexture() const { return DefaultTexture; }
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void LoadTextureX(int wadnum);
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void AddTexturesForWad(int wadnum);
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@ -63,7 +63,8 @@ statusbar fullscreen, fullscreenoffsets // ZDoom HUD
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}
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gamemode singleplayer, cooperative, teamgame
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{
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drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;
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// let's hope no mod ever uses 100 keys...
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drawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;
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}
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}
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Loading…
Reference in a new issue