mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 05:01:41 +00:00
- Fixed: Hexen's ammo display in the status bar cannot be refreshed
partially because the background patch has to be drawn always to overwrite the old display. - Fixed: Giving a health item to a non-player caused a crash. - Added a compatibility option to limit deh.MaxHealth to the health bonus. Originally this value wasn't used for health packs. Doing this was a bug in Boom but since there's quite a few maps out there which require Boom's altered behavior it has to be compatibility optioned. - Fixed: The health bonus's max health must be defined by deh.MaxHealth, not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to be altered because it has to default to 100. - Fixed: ZDBSP created incorrect side references with compressed sidedefs and both sidedefs of a linedef being the same. This only affects the external tool because the internal node builder is run after uncompressing the sidedefs. - Added Jim's latest makefile.linux. - Added a consistency check to the PNAMES loader because one crash log indicated that it crashed due to a corrupt PNAMES lump. - Brought back the sector based sound target handling as a compatibility option. This radical change just broke far too many maps that depend on the original behavior. Strife's special AI functions are excluded though because they work better with the new method. SVN r56 (trunk)
This commit is contained in:
parent
b2b729fd37
commit
66c663e9d8
18 changed files with 133 additions and 78 deletions
|
@ -19,10 +19,10 @@ DEBUGOBJ ?= debugobj
|
|||
CPPSRCS = $(wildcard $(addsuffix *.cpp,$(SRCDIRS)))
|
||||
CSRCS = $(wildcard $(addsuffix *.c,$(SRCDIRS)))
|
||||
ifndef NOASM
|
||||
ASRCS = $(wildcard src/*.nas)
|
||||
CFLAGS += -DUSEASM=1
|
||||
ASRCS = $(wildcard src/*.nas)
|
||||
CFLAGS += -DUSEASM=1
|
||||
else
|
||||
CFLAGS += -DNOASM
|
||||
CFLAGS += -DNOASM
|
||||
endif
|
||||
SRCS = $(CSRCS) $(CPPSRCS) $(ASRCS)
|
||||
CPPOBJFILES = $(notdir $(patsubst %.cpp,%.o,$(CPPSRCS)))
|
||||
|
@ -70,11 +70,14 @@ endef
|
|||
|
||||
all: $(ZDOOMBIN) zdoom.wad
|
||||
|
||||
$(ZDOOMBIN): $(OBJDIR) deps $(OBJS)
|
||||
$(ZDOOMBIN): $(OBJDIR) $(if $(RESTART),deps) $(OBJS)
|
||||
ifndef RESTART
|
||||
$(CXX) $(LDFLAGS) $(OBJDIR)/autostart.o \
|
||||
$(filter-out %/autostart.o %/autozend.o,$(OBJS)) $(OBJDIR)/autozend.o -o $(ZDOOMBIN)
|
||||
$(filter-out %/autostart.o %/autozend.o,$(OBJS)) \
|
||||
$(OBJDIR)/autozend.o -o $(ZDOOMBIN)
|
||||
endif
|
||||
|
||||
#include any of the dep files that already exist
|
||||
# include any of the dep files that already exist
|
||||
$(foreach dep,$(DEPS),$(if $(wildcard $(dep)),$(eval include $(dep))))
|
||||
|
||||
# textually substitute in the _dep_ and the _src_ it depends on to create rules
|
||||
|
@ -96,7 +99,9 @@ $(OBJDIR)/%.o:
|
|||
|
||||
# start a new instance of make after dependency files have been made
|
||||
deps: $(DEPS)
|
||||
$(if $(RESTART),@make -f $(firstword $(MAKEFILE_LIST)) RESTART=)
|
||||
ifdef RESTART
|
||||
@make -f $(firstword $(MAKEFILE_LIST)) RESTART=
|
||||
endif
|
||||
|
||||
$(OBJDIR):
|
||||
mkdir $(OBJDIR)
|
||||
|
|
|
@ -1,4 +1,26 @@
|
|||
April 19, 2006 (Changes by Graf Zahl)
|
||||
- Fixed: Hexen's ammo display in the status bar cannot be refreshed
|
||||
partially because the background patch has to be drawn always to
|
||||
overwrite the old display.
|
||||
- Fixed: Giving a health item to a non-player caused a crash.
|
||||
- Added a compatibility option to limit deh.MaxHealth to the health bonus.
|
||||
Originally this value wasn't used for health packs. Doing this was a bug
|
||||
in Boom but since there's quite a few maps out there which require
|
||||
Boom's altered behavior it has to be compatibility optioned.
|
||||
- Fixed: The health bonus's max health must be defined by deh.MaxHealth,
|
||||
not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to
|
||||
be altered because it has to default to 100.
|
||||
- Fixed: ZDBSP created incorrect side references with compressed sidedefs
|
||||
and both sidedefs of a linedef being the same. This only affects the
|
||||
external tool because the internal node builder is run after uncompressing
|
||||
the sidedefs.
|
||||
- Added Jim's latest makefile.linux.
|
||||
- Added a consistency check to the PNAMES loader because one crash log
|
||||
indicated that it crashed due to a corrupt PNAMES lump.
|
||||
- Brought back the sector based sound target handling as a compatibility
|
||||
option. This radical change just broke far too many maps that depend
|
||||
on the original behavior. Strife's special AI functions are excluded
|
||||
though because they work better with the new method.
|
||||
- Fixed: Hexen had no default sound sequence for doors and passed a NULL
|
||||
pointer to SN_StartSequence in DoorSound.
|
||||
|
||||
|
|
|
@ -363,7 +363,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
|
|||
}
|
||||
else if ((typeis (Megasphere) || typeis (Soulsphere) || typeis (HealthBonus)) && actor->health >= deh.MaxSoulsphere)
|
||||
return;
|
||||
else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= MAXHEALTH)
|
||||
else if (item->IsKindOf (RUNTIME_CLASS(AHealth)) && actor->health >= deh.MaxHealth /*MAXHEALTH*/)
|
||||
return;
|
||||
|
||||
if ((b->dest == NULL ||
|
||||
|
|
|
@ -129,7 +129,7 @@ DehInfo deh =
|
|||
{
|
||||
100, // .StartHealth
|
||||
50, // .StartBullets
|
||||
100, // .MaxHealth
|
||||
-1, // .MaxHealth
|
||||
200, // .MaxArmor
|
||||
1, // .GreenAC
|
||||
2, // .BlueAC
|
||||
|
@ -1640,7 +1640,7 @@ static int PatchMisc (int dummy)
|
|||
|
||||
AHealth *health;
|
||||
health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
|
||||
health->MaxAmount = deh.MaxSoulsphere;
|
||||
if (deh.MaxHealth != -1) health->MaxAmount = deh.MaxHealth;
|
||||
|
||||
// 0xDD means "enable infighting"
|
||||
if (infighting == 0xDD)
|
||||
|
@ -2531,6 +2531,10 @@ void FinishDehPatch ()
|
|||
|
||||
DPrintf ("%s replaces %s\n", subclass->Name, type->Name);
|
||||
}
|
||||
|
||||
// Since deh.MaxHealth was used incorrectly this can only be set
|
||||
// after finishing with the DEH stuff.
|
||||
if (deh.MaxHealth == -1) deh.MaxHealth = 100;
|
||||
}
|
||||
|
||||
void HandleNoSector()
|
||||
|
|
|
@ -390,6 +390,8 @@ CVAR (Flag, compat_notossdrops, compatflags, COMPATF_NOTOSSDROPS);
|
|||
CVAR (Flag, compat_useblocking, compatflags, COMPATF_USEBLOCKING);
|
||||
CVAR (Flag, compat_nodoorlight, compatflags, COMPATF_NODOORLIGHT);
|
||||
CVAR (Flag, compat_ravenscroll, compatflags, COMPATF_RAVENSCROLL);
|
||||
CVAR (Flag, compat_soundtarget, compatflags, COMPATF_SOUNDTARGET);
|
||||
CVAR (Flag, compat_dehhealth, compatflags, COMPATF_DEHHEALTH);
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
|
|
|
@ -262,6 +262,8 @@ enum
|
|||
COMPATF_USEBLOCKING = 1 << 8, // Any special line can block a use line
|
||||
COMPATF_NODOORLIGHT = 1 << 9, // Don't do the BOOM local door light effect
|
||||
COMPATF_RAVENSCROLL = 1 << 10, // Raven's scrollers use their original carrying speed
|
||||
COMPATF_SOUNDTARGET = 1 << 11, // Use sector based sound target code.
|
||||
COMPATF_DEHHEALTH = 1 << 12, // Limit deh.MaxHealth to the health bonus (as in Doom2.exe)
|
||||
};
|
||||
|
||||
// phares 3/20/98:
|
||||
|
|
|
@ -197,8 +197,6 @@ public:
|
|||
Mana1Refresh = 0;
|
||||
Mana2Refresh = 0;
|
||||
AmmoRefresh = 0;
|
||||
Ammo1Refresh = 0;
|
||||
Ammo2Refresh = 0;
|
||||
}
|
||||
|
||||
~FHexenStatusBar ()
|
||||
|
@ -509,51 +507,40 @@ private:
|
|||
|
||||
void DrawMainAltAmmo (AAmmo *ammo1, AAmmo *ammo2, int ammocount1, int ammocount2)
|
||||
{
|
||||
if (AmmoRefresh)
|
||||
{
|
||||
Ammo1Refresh = MAX(AmmoRefresh, Ammo1Refresh);
|
||||
Ammo2Refresh = MAX(AmmoRefresh, Ammo2Refresh);
|
||||
AmmoRefresh--;
|
||||
DrawImage (Images[imgAMMOBACK], 77, 2);
|
||||
}
|
||||
if (ammo1 != oldammo1 || ammocount1 != oldammocount1)
|
||||
{
|
||||
Ammo1Refresh = screen->GetPageCount ();
|
||||
AmmoRefresh = screen->GetPageCount ();
|
||||
oldammo1 = ammo1;
|
||||
oldammocount1 = ammocount1;
|
||||
}
|
||||
if (ammo2 != oldammo2 || ammocount2 != oldammocount2)
|
||||
{
|
||||
Ammo2Refresh = screen->GetPageCount ();
|
||||
AmmoRefresh = screen->GetPageCount ();
|
||||
oldammo2 = ammo2;
|
||||
oldammocount2 = ammocount2;
|
||||
}
|
||||
|
||||
if (AmmoRefresh)
|
||||
{
|
||||
AmmoRefresh--;
|
||||
DrawImage (Images[imgAMMOBACK], 77, 2);
|
||||
if (ammo2 != NULL)
|
||||
{ // Draw both ammos
|
||||
if (Ammo1Refresh)
|
||||
{
|
||||
Ammo1Refresh--;
|
||||
AmmoRefresh--;
|
||||
screen->DrawTexture (TexMan[ammo1->Icon], 89+ST_X, 10+ST_Y,
|
||||
DTA_CenterOffset, true,
|
||||
DTA_320x200, true,
|
||||
TAG_DONE);
|
||||
DrSmallNumber (ammo1->Amount, 86, 20);
|
||||
}
|
||||
if (Ammo2Refresh)
|
||||
{
|
||||
Ammo2Refresh--;
|
||||
|
||||
screen->DrawTexture (TexMan[ammo2->Icon], 113+ST_X, 10+ST_Y,
|
||||
DTA_CenterOffset, true,
|
||||
DTA_320x200, true,
|
||||
TAG_DONE);
|
||||
DrSmallNumber (ammo2->Amount, 110, 20);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // Draw one ammo
|
||||
if (Ammo1Refresh)
|
||||
{
|
||||
Ammo1Refresh--;
|
||||
screen->DrawTexture (TexMan[ammo1->Icon], 100+ST_X, 10+ST_Y,
|
||||
DTA_CenterOffset, true,
|
||||
DTA_320x200, true,
|
||||
|
@ -1150,8 +1137,6 @@ private:
|
|||
char Mana1Refresh;
|
||||
char Mana2Refresh;
|
||||
char AmmoRefresh;
|
||||
char Ammo1Refresh;
|
||||
char Ammo2Refresh;
|
||||
|
||||
FManaBar ManaVial1Pic;
|
||||
FManaBar ManaVial2Pic;
|
||||
|
|
|
@ -183,7 +183,7 @@ bool P_GiveBody (AActor *actor, int num)
|
|||
|
||||
if (player != NULL)
|
||||
{
|
||||
max = MAXHEALTH + player->stamina;
|
||||
max = ((compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
|
||||
if (player->morphTics)
|
||||
{
|
||||
max = MAXMORPHHEALTH;
|
||||
|
@ -1728,9 +1728,11 @@ bool AHealth::TryPickup (AActor *other)
|
|||
player_t *player = other->player;
|
||||
int max = MaxAmount;
|
||||
|
||||
if (player != NULL)
|
||||
{
|
||||
if (max == 0)
|
||||
{
|
||||
max = MAXHEALTH + (player != NULL ? player->stamina : 0);
|
||||
max = ((compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
|
||||
if (player->morphTics)
|
||||
{
|
||||
max = MAXMORPHHEALTH;
|
||||
|
@ -1753,6 +1755,16 @@ bool AHealth::TryPickup (AActor *other)
|
|||
player->health = max;
|
||||
}
|
||||
player->mo->health = player->health;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (P_GiveBody(other, Amount) || ItemFlags & IF_ALWAYSPICKUP)
|
||||
{
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
GoAwayAndDie ();
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -209,6 +209,7 @@ void A_ClearSoundTarget (AActor *self)
|
|||
{
|
||||
AActor *actor;
|
||||
|
||||
self->Sector->SoundTarget = NULL;
|
||||
for (actor = self->Sector->thinglist; actor != NULL; actor = actor->snext)
|
||||
{
|
||||
actor->LastHeard = NULL;
|
||||
|
|
|
@ -64,7 +64,7 @@ void A_WakeOracleSpectre (AActor *self)
|
|||
|
||||
if (spectre != NULL)
|
||||
{
|
||||
spectre->LastHeard = self->LastHeard;
|
||||
spectre->Sector->SoundTarget = spectre->LastHeard = self->LastHeard;
|
||||
spectre->target = self->target;
|
||||
spectre->SetState (spectre->SeeState);
|
||||
}
|
||||
|
|
|
@ -686,12 +686,6 @@ void A_KlaxonBlare (AActor *self)
|
|||
}
|
||||
if (self->reactiontime == 2)
|
||||
{
|
||||
/*
|
||||
for (AActor *actor = self->Sector->thinglist; actor != NULL; actor = actor->snext)
|
||||
{
|
||||
actor->LastHeard = NULL;
|
||||
}
|
||||
*/
|
||||
// [RH] Unalert monsters near the alarm and not just those in the same sector as it.
|
||||
P_NoiseAlert (NULL, self, false);
|
||||
}
|
||||
|
|
|
@ -181,6 +181,7 @@ static char underscore[2];
|
|||
static int MenuPClass;
|
||||
|
||||
static FSaveGameNode *quickSaveSlot; // NULL = no quicksave slot picked!
|
||||
static FSaveGameNode *lastSaveSlot; // Used for highlighting the most recently used slot in the menu
|
||||
static int messageToPrint; // 1 = message to be printed
|
||||
static const char *messageString; // ...and here is the message string!
|
||||
static EMenuState messageLastMenuActive;
|
||||
|
@ -796,9 +797,10 @@ void M_NotifyNewSave (const char *file, const char *title, bool okForQuicksave)
|
|||
SelSaveGame = node;
|
||||
}
|
||||
|
||||
if (quickSaveSlot == NULL && okForQuicksave)
|
||||
if (okForQuicksave)
|
||||
{
|
||||
quickSaveSlot = node;
|
||||
if (quickSaveSlot == NULL) quickSaveSlot = node;
|
||||
lastSaveSlot = node;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1244,13 +1246,13 @@ void M_SaveGame (int choice)
|
|||
M_ReadSaveStrings();
|
||||
SaveGames.AddHead (&NewSaveNode);
|
||||
TopSaveGame = static_cast<FSaveGameNode *>(SaveGames.Head);
|
||||
if (quickSaveSlot == NULL)
|
||||
if (lastSaveSlot == NULL)
|
||||
{
|
||||
SelSaveGame = &NewSaveNode;
|
||||
}
|
||||
else
|
||||
{
|
||||
SelSaveGame = quickSaveSlot;
|
||||
SelSaveGame = lastSaveSlot;
|
||||
}
|
||||
M_ExtractSaveData (SelSaveGame);
|
||||
}
|
||||
|
@ -2808,6 +2810,10 @@ static void M_DeleteSaveResponse (int choice)
|
|||
{
|
||||
quickSaveSlot = NULL;
|
||||
}
|
||||
if (lastSaveSlot == SelSaveGame)
|
||||
{
|
||||
lastSaveSlot = NULL;
|
||||
}
|
||||
SelSaveGame->Remove ();
|
||||
delete SelSaveGame;
|
||||
SelSaveGame = next;
|
||||
|
@ -3120,6 +3126,7 @@ void M_Init (void)
|
|||
messageString = NULL;
|
||||
messageLastMenuActive = menuactive;
|
||||
quickSaveSlot = NULL;
|
||||
lastSaveSlot = NULL;
|
||||
strcpy (NewSaveNode.Title, "<New Save Game>");
|
||||
|
||||
underscore[0] = (gameinfo.gametype & (GAME_Doom|GAME_Strife)) ? '_' : '[';
|
||||
|
|
|
@ -954,6 +954,8 @@ static menuitem_t CompatibilityItems[] = {
|
|||
{ bitflag, "All special lines can block <use>", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_USEBLOCKING} },
|
||||
{ bitflag, "Disable BOOM door light effect", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_NODOORLIGHT} },
|
||||
{ bitflag, "Raven scrollers use original speed", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_RAVENSCROLL} },
|
||||
{ bitflag, "Use original sound target handling", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_SOUNDTARGET} },
|
||||
{ bitflag, "DEH health settings like Doom2.exe", {&compatflags}, {0}, {0}, {0}, {(value_t *)COMPATF_DEHHEALTH} },
|
||||
{ discrete, "Interpolate monster movement", {&nomonsterinterpolation}, {2.0}, {0.0}, {0.0}, {NoYes} },
|
||||
};
|
||||
|
||||
|
|
|
@ -125,6 +125,7 @@ void P_RecursiveSound (sector_t *sec, AActor *soundtarget, bool splash, int soun
|
|||
|
||||
sec->validcount = validcount;
|
||||
sec->soundtraversed = soundblocks+1;
|
||||
sec->SoundTarget = soundtarget;
|
||||
|
||||
// [RH] Set this in the actors in the sector instead of the sector itself.
|
||||
for (actor = sec->thinglist; actor != NULL; actor = actor->snext)
|
||||
|
@ -1385,7 +1386,7 @@ void A_Look (AActor *actor)
|
|||
}
|
||||
else
|
||||
{
|
||||
targ = actor->LastHeard;
|
||||
targ = (compatflags & COMPATF_SOUNDTARGET)? actor->Sector->SoundTarget : actor->LastHeard;
|
||||
|
||||
// [RH] If the soundtarget is dead, don't chase it
|
||||
if (targ != NULL && targ->health <= 0)
|
||||
|
|
|
@ -33,7 +33,6 @@
|
|||
|
||||
#define STEEPSLOPE 46341 // [RH] Minimum floorplane.c value for walking
|
||||
|
||||
#define MAXHEALTH (deh.MaxHealth) //100
|
||||
#define MAXMORPHHEALTH 30
|
||||
|
||||
#define BONUSADD 6
|
||||
|
|
|
@ -118,6 +118,7 @@ void P_SerializeWorld (FArchive &arc)
|
|||
<< sec->gravity
|
||||
<< sec->damage
|
||||
<< sec->mod
|
||||
<< sec->SoundTarget
|
||||
<< sec->SecActTarget
|
||||
<< sec->FloorLight
|
||||
<< sec->CeilingLight
|
||||
|
|
|
@ -636,6 +636,23 @@ void FTextureManager::AddTexturesLump (const void *lumpdata, int lumpsize, int p
|
|||
|
||||
pnames >> numpatches;
|
||||
|
||||
// Check whether the amount of names reported is correct.
|
||||
if (numpatches < 0)
|
||||
{
|
||||
I_Error("Corrupt PNAMES lump found (negative amount of entries reported)");
|
||||
return;
|
||||
}
|
||||
|
||||
// Check whether the amount of names reported is correct.
|
||||
int lumplength = Wads.LumpLength(patcheslump);
|
||||
if (numpatches > (lumplength-4)/8)
|
||||
{
|
||||
Printf("PNAMES lump is shorter than required (%ld entries reported but only %d bytes (%ld entries) long\n",
|
||||
numpatches, lumplength, (lumplength-4)/8);
|
||||
// Truncate but continue reading. Who knows how many such lumps exist?
|
||||
numpatches = (lumplength-4)/8;
|
||||
}
|
||||
|
||||
// Catalog the patches these textures use so we know which
|
||||
// textures they represent.
|
||||
patchlookup = (FPatchLookup *)alloca (numpatches * sizeof(*patchlookup));
|
||||
|
|
|
@ -302,6 +302,7 @@ struct sector_t
|
|||
short floorpic, ceilingpic;
|
||||
BYTE lightlevel;
|
||||
|
||||
AActor * SoundTarget;
|
||||
byte soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
|
||||
|
||||
short special;
|
||||
|
|
Loading…
Reference in a new issue