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https://github.com/ZDoom/gzdoom.git
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- fixed: The compatibility parser applied the last map's settings to all
maps in the compatibility list. - Added compatibility settings for a few more levels in some classic WADs. - Added spechit overflow workaround for Strain MAP07. This is highly map specific because the original behavior cannot be restored. - Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them. MD5 cannot be used well here because there's many different IWADs with slightly different levels. This is only done for Doom format levels to ensure that custom IWADs for ZDoom are not affected. - fixed: level.flags2 was not reset at level start. - Fixed: Morph powerups can change the actor picking up the item so AInventory::CallTryPickup must be able to return the new actor. - Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still attached to the player data after an item has been given. - Added a missing NULL pointer check to DBaseStatusBar::Blendview. SVN r1405 (trunk)
This commit is contained in:
parent
70aa9cb92a
commit
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12 changed files with 116 additions and 17 deletions
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@ -1,9 +1,26 @@
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February 5, 2009 (Changes by Graf Zahl)
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- fixed: The compatibility parser applied the last map's settings to all
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maps in the compatibility list.
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- Added compatibility settings for a few more levels in some classic WADs.
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- Added spechit overflow workaround for Strain MAP07. This is highly map
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specific because the original behavior cannot be restored.
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- Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them.
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MD5 cannot be used well here because there's many different IWADs with
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slightly different levels. This is only done for Doom format levels to
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ensure that custom IWADs for ZDoom are not affected.
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- fixed: level.flags2 was not reset at level start.
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- Fixed: Morph powerups can change the actor picking up the item so
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AInventory::CallTryPickup must be able to return the new actor.
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- Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still
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attached to the player data after an item has been given.
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- Added a missing NULL pointer check to DBaseStatusBar::Blendview.
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February 4, 2009
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- Added a compatibility lump because I think it's a shame that Void doesn't
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work properly on new ZDooms after all the collaboration I had with Cyb on
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that map. (Works with other maps, too.)
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February 5, 2009 (Changes by Graf Zahl)
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February 4, 2009 (Changes by Graf Zahl)
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- Made improvements so that the FOptionalMapinfoData class is easier to use.
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February 3, 2009
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@ -45,6 +45,8 @@
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#include "doomdef.h"
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#include "doomstat.h"
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#include "c_dispatch.h"
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#include "gi.h"
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#include "g_level.h"
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// MACROS ------------------------------------------------------------------
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@ -75,6 +77,7 @@ static FCompatOption Options[] =
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{
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{ "setslopeoverflow", 0, BCOMPATF_SETSLOPEOVERFLOW },
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{ "resetplayerspeed", 0, BCOMPATF_RESETPLAYERSPEED },
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{ "spechitoverflow", 0, BCOMPATF_SPECHITOVERFLOW },
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// list copied from g_mapinfo.cpp
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{ "shorttex", COMPATF_SHORTTEX, 0 },
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@ -169,6 +172,7 @@ void ParseCompatibility()
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{
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BCompatMap[md5array[j]] = flags;
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}
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md5array.Clear();
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}
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}
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@ -183,20 +187,42 @@ void CheckCompatibility(MapData *map)
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FMD5Holder md5;
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FCompatValues *flags;
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map->GetChecksum(md5.Bytes);
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flags = BCompatMap.CheckKey(md5);
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if (flags != NULL)
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// When playing Doom IWAD levels force COMPAT_SHORTTEX.
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if (Wads.GetLumpFile(map->lumpnum) == 1 && gameinfo.gametype == GAME_Doom && !(level.flags & LEVEL_HEXENFORMAT))
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{
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ii_compatflags = flags->CompatFlags;
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ib_compatflags = flags->BCompatFlags;
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ii_compatflags = COMPATF_SHORTTEX;
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ib_compatflags = 0;
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}
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else
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{
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ii_compatflags = 0;
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ib_compatflags = 0;
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map->GetChecksum(md5.Bytes);
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flags = BCompatMap.CheckKey(md5);
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if (developer)
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{
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Printf("MD5 = ");
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for (size_t j = 0; j < sizeof(md5.Bytes); ++j)
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{
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Printf("%02X", md5.Bytes[j]);
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}
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if (flags != NULL) Printf(", cflags = %08x, bflags = %08x\n", flags->CompatFlags, flags->BCompatFlags);
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else Printf("\n");
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}
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if (flags != NULL)
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{
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ii_compatflags = flags->CompatFlags;
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ib_compatflags = flags->BCompatFlags;
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}
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else
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{
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ii_compatflags = 0;
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ib_compatflags = 0;
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}
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}
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// Reset i_compatflags
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compatflags = compatflags;
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compatflags.Callback();
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}
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//==========================================================================
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@ -288,6 +288,7 @@ enum
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{
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BCOMPATF_SETSLOPEOVERFLOW = 1 << 0, // SetSlope things can overflow
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BCOMPATF_RESETPLAYERSPEED = 1 << 1, // Set player speed to 1.0 when changing maps
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BCOMPATF_SPECHITOVERFLOW = 1 << 2, // Emulate spechit overflow (e.g. Strain MAP07)
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};
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// phares 3/20/98:
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@ -1216,6 +1216,7 @@ void G_InitLevelLocals ()
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level.aircontrol = (fixed_t)(sv_aircontrol * 65536.f);
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level.teamdamage = teamdamage;
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level.flags = 0;
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level.flags2 = 0;
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info = FindLevelInfo (level.mapname);
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@ -876,9 +876,9 @@ void AInventory::Touch (AActor *toucher)
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toucher = toucher->player->mo;
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}
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// This is the only situation when a pickup flash should ever play.
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if (!CallTryPickup (toucher)) return;
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if (!CallTryPickup (toucher, &toucher)) return;
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// This is the only situation when a pickup flash should ever play.
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if (PickupFlash != NULL && !ShouldStay())
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{
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Spawn(PickupFlash, x, y, z, ALLOW_REPLACE);
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@ -1258,10 +1258,13 @@ bool AInventory::TryPickup (AActor *&toucher)
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//
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//===========================================================================
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bool AInventory::CallTryPickup (AActor *toucher)
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bool AInventory::CallTryPickup (AActor *toucher, AActor **toucher_return)
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{
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bool res = TryPickup(toucher);
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// Morph items can change the toucher so we need an option to return this info.
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if (toucher_return != NULL) *toucher_return = toucher;
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if (!res && (ItemFlags & IF_ALWAYSPICKUP) && !ShouldStay())
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{
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res = true;
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virtual bool ShouldRespawn ();
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virtual bool ShouldStay ();
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virtual void Hide ();
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bool CallTryPickup (AActor *toucher);
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bool CallTryPickup (AActor *toucher, AActor **toucher_return = NULL);
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virtual void DoPickupSpecial (AActor *toucher);
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virtual bool SpecialDropAction (AActor *dropper);
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virtual bool DrawPowerup (int x, int y);
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@ -1502,7 +1502,7 @@ void DBaseStatusBar::BlendView (float blend[4])
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if (screen->Accel2D || (CPlayer->camera != NULL && menuactive == MENU_Off && ConsoleState == c_up))
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{
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player_t *player = (CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
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player_t *player = (CPlayer->camera != NULL && CPlayer->camera->player != NULL) ? CPlayer->camera->player : CPlayer;
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AddBlend (player->BlendR, player->BlendG, player->BlendB, player->BlendA, blend);
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}
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@ -65,6 +65,8 @@ public:
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int BoxOnLineSide (const line_t *ld) const;
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void Set(int index, fixed_t value) {m_Box[index] = value;}
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protected:
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fixed_t m_Box[4];
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};
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@ -451,7 +451,7 @@ static void DoGiveInv (AActor *actor, const PClass *info, int amount)
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}
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// If the item was a weapon, don't bring it up automatically
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// unless the player was not already using a weapon.
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if (savedPendingWeap != NULL && hadweap)
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if (savedPendingWeap != NULL && hadweap && actor->player != NULL)
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{
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actor->player->PendingWeapon = savedPendingWeap;
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}
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P_LoadThings (map);
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else
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P_LoadThings2 (map); // [RH] Load Hexen-style things
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if (ib_compatflags & BCOMPATF_SPECHITOVERFLOW)
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{
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// restoring the original behavior doesn't work so we have to patch the levels in other ways.
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// Fortunately the only known level depending on this bug is Strain's MAP07 and that's easy to fix.
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if (numlines == 1022)
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{
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lines[1021].flags &= ~ML_BLOCKING;
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}
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}
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}
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else
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{
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@ -978,6 +978,8 @@ void APlayerPawn::ThrowPoisonBag ()
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void APlayerPawn::GiveDefaultInventory ()
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{
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if (player == NULL) return;
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// [GRB] Give inventory specified in DECORATE
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player->health = GetDefault ()->health;
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static_cast<AWeapon*>(item)->AmmoGive1 =
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static_cast<AWeapon*>(item)->AmmoGive2 = 0;
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}
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if (!item->CallTryPickup(this))
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AActor *check;
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if (!item->CallTryPickup(this, &check))
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{
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if (check != this)
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{
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// Player was morphed. This is illegal at game start.
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// This problem is only detectable when it's too late to do something about it...
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I_Error("Cannot give morph items when starting a game");
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}
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item->Destroy ();
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item = NULL;
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}
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}
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if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
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if (item != NULL && item->IsKindOf (RUNTIME_CLASS (AWeapon)) &&
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static_cast<AWeapon*>(item)->CheckAmmo(AWeapon::EitherFire, false))
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{
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player->ReadyWeapon = player->PendingWeapon = static_cast<AWeapon *> (item);
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@ -29,4 +29,34 @@ A80E7EE40E0D0C76A6FBD242BE29FE27 // map15
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// What's really sad is that I got a separate bug report for this map
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// years ago, but nobody made mention of this problem back then.
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trace
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useblocking
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}
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// mostly cosmetic (except AV MAP07 and MM2 MAP25)
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0EECBF37B328C9CAAF20DED4949A4157 // Sudtic e2m6
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4ACE0644883BDA0CBA254FA02C9ACF83 // Teutic e3m4
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9F2BE080A33F775294BD78822456924E // Nukemine e1m4
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CD31793D3A4B00231B124C0C23649644 // Strain map02
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19094AEB53D12EFC8E0568424F659F11 // Strain map31
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60733BDD1AA3F4B2262ADC79B2E1B5AB // Memento Mori map29
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F84AB4557464A383E93F37CD3A82AC48 // MM2 map03
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1497894956B3C8EBE8A240B7FDD99C6A // MM2 map25
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941E4CB56EE4184E0B1ED43486AB0BBF // AV map07
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{
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shorttex
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}
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2FE901F659A16E58D7BCD7C30021C238 // AV map15
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{
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trace
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}
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9D50EBE17CEC78938C7A668DB0768611 // Strain map07: Make the exit accessible
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{
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spechitoverflow
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}
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96368EB950E33AF62EA6423434E3CEF7 // Hacx map17: There's some switches behind shootable covers in this level
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{
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useblocking
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}
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