- Fixed: Crash when opening the player setup menu when you're so dead that

your head has popped off your body.
- Fixed: When item respawning is on and you play on skill 1 or 5, picking
  up ammo would permanently double the amount of ammo received from that
  item the next time it gets picked up.
- Added a check to PlayerIsGone() for players who have already had their
  actors destroyed before calling it.
- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
  settings after playing back a demo.
- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
  and demos.
- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
  This is useful mainly for giving yourself more than 255 health at a time.
- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().


SVN r58 (trunk)
This commit is contained in:
Randy Heit 2006-04-21 05:44:21 +00:00
parent 7e7ab6b4ec
commit 8ea6569de8
12 changed files with 118 additions and 79 deletions

View file

@ -1,4 +1,18 @@
April 20, 2006
- Fixed: Crash when opening the player setup menu when you're so dead that
your head has popped off your body.
- Fixed: When item respawning is on and you play on skill 1 or 5, picking
up ammo would permanently double the amount of ammo received from that
item the next time it gets picked up.
- Added a check to PlayerIsGone() for players who have already had their
actors destroyed before calling it.
- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
settings after playing back a demo.
- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
and demos.
- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
This is useful mainly for giving yourself more than 255 health at a time.
- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().
- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
@ -7,7 +21,7 @@ April 20, 2006
- Moved the TArray serializer into farchive.h so that tarray.h doesn't need
farchive.h at all because GCC was much pickier than VC. Because of this,
I don't need the FArchive change I made yesterday that hid FArchive's
TArray usses behind pointers.
TArray uses behind pointers.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>

View file

@ -339,14 +339,14 @@ CCMD (give)
Net_WriteByte (DEM_GIVECHEAT);
Net_WriteString (argv[1]);
if (argv.argc() > 2)
Net_WriteByte (clamp (atoi (argv[2]), 1, 255));
Net_WriteWord (clamp (atoi (argv[2]), 1, 32767));
else
Net_WriteByte (0);
Net_WriteWord (0);
}
CCMD (gameversion)
{
Printf ("%d.%d : " __DATE__ "\n", GAMEVERSION / 100, GAMEVERSION % 100);
Printf ("%s : " __DATE__ "\n", DOTVERSIONSTR);
}
CCMD (print)

View file

@ -49,6 +49,8 @@
#include "d_gui.h"
#include "templates.h"
#include "p_acs.h"
#include "p_trace.h"
#include "a_sharedglobal.h"
int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net);
@ -619,9 +621,12 @@ void PlayerIsGone (int netnode, int netconsole)
}
// [RH] Make the player disappear
P_DisconnectEffect (players[netconsole].mo);
players[netconsole].mo->Destroy ();
players[netconsole].mo = NULL;
if (players[netconsole].mo != NULL)
{
P_DisconnectEffect (players[netconsole].mo);
players[netconsole].mo->Destroy ();
players[netconsole].mo = NULL;
}
// [RH] Let the scripts know the player left
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
if (netconsole == Net_Arbitrator)
@ -1419,7 +1424,7 @@ void D_ArbitrateNetStart (void)
if (!nodeingame[node])
{
if (netbuffer[2] != GAMEVERSION)
if (netbuffer[2] != NETGAMEVERSION)
I_Error ("Different DOOM versions cannot play a net game!");
playeringame[netbuffer[1]] = true;
@ -1465,7 +1470,7 @@ void D_ArbitrateNetStart (void)
break;
}
netbuffer[2] = GAMEVERSION;
netbuffer[2] = NETGAMEVERSION;
netbuffer[3] = playersdetected[0] >> 24;
netbuffer[4] = playersdetected[0] >> 16;
netbuffer[5] = playersdetected[0] >> 8;
@ -1483,7 +1488,7 @@ void D_ArbitrateNetStart (void)
else
{ // Send user info for all nodes
netbuffer[0] = NCMD_SETUP+1;
netbuffer[2] = GAMEVERSION;
netbuffer[2] = NETGAMEVERSION;
for (i = 1; i < doomcom->numnodes; ++i)
{
for (j = 0; j < doomcom->numnodes; ++j)
@ -2000,7 +2005,7 @@ void Net_DoCommand (int type, byte **stream, int player)
case DEM_GIVECHEAT:
s = ReadString (stream);
cht_Give (&players[player], s, ReadByte (stream));
cht_Give (&players[player], s, ReadWord (stream));
break;
case DEM_WARPCHEAT:
@ -2131,6 +2136,34 @@ void Net_DoCommand (int type, byte **stream, int player)
}
break;
case DEM_SPRAY:
{
FTraceResults trace;
angle_t ang = players[player].mo->angle >> ANGLETOFINESHIFT;
angle_t pitch = (angle_t)(players[player].mo->pitch) >> ANGLETOFINESHIFT;
fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
fixed_t vz = -finesine[pitch];
s = ReadString (stream);
if (Trace (players[player].mo->x, players[player].mo->y,
players[player].mo->z + players[player].mo->height - (players[player].mo->height>>2),
players[player].mo->Sector,
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo,
trace, TRACE_NoSky))
{
if (trace.HitType == TRACE_HitWall)
{
DImpactDecal::StaticCreate (s,
trace.X, trace.Y, trace.Z,
sides + trace.Line->sidenum[trace.Side]);
}
}
}
break;
case DEM_PAUSE:
if (gamestate == GS_LEVEL)
{
@ -2241,7 +2274,7 @@ void Net_SkipCommand (int type, byte **stream)
break;
case DEM_GIVECHEAT:
skip = strlen ((char *)(*stream)) + 2;
skip = strlen ((char *)(*stream)) + 3;
break;
case DEM_MUSICCHANGE:
@ -2250,6 +2283,8 @@ void Net_SkipCommand (int type, byte **stream)
case DEM_UINFCHANGED:
case DEM_CHANGEMAP:
case DEM_SUMMON:
case DEM_SUMMONFRIEND:
case DEM_SPRAY:
skip = strlen ((char *)(*stream)) + 1;
break;

View file

@ -109,7 +109,7 @@ enum EDemoCommand
DEM_UINFCHANGED, // 8 User info changed
DEM_SINFCHANGED, // 9 Server/Host info changed
DEM_GENERICCHEAT, // 10 Next byte is cheat to apply (see next enum)
DEM_GIVECHEAT, // 11 String: item to give, Byte: quantity
DEM_GIVECHEAT, // 11 String: item to give, Word: quantity
DEM_SAY, // 12 Byte: who to talk to, String: message to display
DEM_DROPPLAYER, // 13 Not implemented, takes a byte
DEM_CHANGEMAP, // 14 Name of map to change to
@ -136,6 +136,7 @@ enum EDemoCommand
DEM_WARPCHEAT, // 35 4 bytes: 2 for x, 2 for y
DEM_CENTERVIEW, // 36
DEM_SUMMONFRIEND, // 37 String: Thing to fabricate
DEM_SPRAY, // 38 String: The decal to spray
};
// The following are implemented by cht_DoCheat in m_cheat.cpp

View file

@ -2185,7 +2185,7 @@ void G_BeginRecording (const char *startmap)
// Write header chunk
StartChunk (ZDHD_ID, &demo_p);
WriteWord (GAMEVER, &demo_p); // Write ZDoom version
WriteWord (DEMOGAMEVERSION, &demo_p); // Write ZDoom version
*demo_p++ = 2; // Write minimum version needed to use this demo.
*demo_p++ = 3; // (Useful?)
for (i = 0; i < 8; i++) // Write name of map demo was recorded on.
@ -2303,12 +2303,12 @@ BOOL G_ProcessIFFDemo (char *mapname)
headerHit = true;
demover = ReadWord (&demo_p); // ZDoom version demo was created with
if (demover < 0x203)
if (demover < MINDEMOVERSION)
{
Printf ("Demo requires an older version of ZDoom!\n");
//return true;
}
if (ReadWord (&demo_p) > GAMEVER) // Minimum ZDoom version
if (ReadWord (&demo_p) > DEMOGAMEVERSION) // Minimum ZDoom version
{
Printf ("Demo requires a newer version of ZDoom!\n");
return true;
@ -2469,17 +2469,11 @@ void G_TimeDemo (char* name)
===================
*/
EXTERN_CVAR (String, name)
EXTERN_CVAR (Float, autoaim)
EXTERN_CVAR (Color, color)
BOOL G_CheckDemoStatus (void)
{
if (!demorecording)
{ // [RH] Restore the player's userinfo settings.
D_UserInfoChanged (&name);
D_UserInfoChanged (&autoaim);
D_UserInfoChanged (&color);
D_SetupUserInfo();
}
if (demoplayback)

View file

@ -690,27 +690,8 @@ CCMD (spray)
return;
}
FTraceResults trace;
angle_t ang = m_Instigator->angle >> ANGLETOFINESHIFT;
angle_t pitch = (angle_t)(m_Instigator->pitch) >> ANGLETOFINESHIFT;
fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
fixed_t vz = -finesine[pitch];
if (Trace (m_Instigator->x, m_Instigator->y,
m_Instigator->z + m_Instigator->height - (m_Instigator->height>>2),
m_Instigator->Sector,
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, m_Instigator,
trace, TRACE_NoSky))
{
if (trace.HitType == TRACE_HitWall)
{
DImpactDecal::StaticCreate (argv[1],
trace.X, trace.Y, trace.Z,
sides + trace.Line->sidenum[trace.Side]);
}
}
Net_WriteByte (DEM_SPRAY);
Net_WriteString (argv[1]);
}
class ADecal : public AActor

View file

@ -59,31 +59,6 @@ const TypeInfo *AAmmo::GetParentAmmo () const
return type;
}
//===========================================================================
//
// AAmmo :: TryPickup
//
//===========================================================================
bool AAmmo::TryPickup (AActor *toucher)
{
int count = Amount;
if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
{ // extra ammo in baby mode and nightmare mode
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
Amount <<= 1;
else
Amount += Amount >> 1;
}
if (!Super::TryPickup (toucher))
{
Amount = count;
return false;
}
return true;
}
//===========================================================================
//
// AAmmo :: HandlePickup
@ -97,8 +72,18 @@ bool AAmmo::HandlePickup (AInventory *item)
{
if (Amount < MaxAmount)
{
int receiving = item->Amount;
// extra ammo in baby mode and nightmare mode
if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
receiving <<= 1;
else
receiving += receiving >> 1;
}
int oldamount = Amount;
Amount += item->Amount;
Amount += receiving;
if (Amount > MaxAmount)
{
Amount = MaxAmount;
@ -143,6 +128,16 @@ bool AAmmo::HandlePickup (AInventory *item)
AInventory *AAmmo::CreateCopy (AActor *other)
{
AInventory *copy;
int amount = Amount;
// extra ammo in baby mode and nightmare mode
if (gameskill == sk_baby || (gameskill == sk_nightmare && gameinfo.gametype != GAME_Strife))
{
if (gameinfo.gametype & (GAME_Doom|GAME_Strife))
amount <<= 1;
else
amount += amount >> 1;
}
if (GetClass()->ParentType != RUNTIME_CLASS(AAmmo))
{
@ -152,12 +147,13 @@ AInventory *AAmmo::CreateCopy (AActor *other)
Destroy ();
}
copy = static_cast<AInventory *>(Spawn (type, 0, 0, 0));
copy->Amount = Amount;
copy->Amount = amount;
copy->BecomeItem ();
}
else
{
copy = Super::CreateCopy (other);
copy->Amount = amount;
}
if (copy->Amount > copy->MaxAmount)
{ // Don't pick up more ammo than you're supposed to be able to carry.

View file

@ -171,7 +171,6 @@ class AAmmo : public AInventory
DECLARE_STATELESS_ACTOR (AAmmo, AInventory)
public:
void Serialize (FArchive &arc);
bool TryPickup (AActor *toucher);
AInventory *CreateCopy (AActor *other);
bool HandlePickup (AInventory *item);
const TypeInfo *GetParentAmmo () const;

View file

@ -1243,7 +1243,7 @@ void FBaseStatusBar::Draw (EHudState state)
void FBaseStatusBar::DrawTopStuff (EHudState state)
{
if (demoplayback && demover != GAMEVER)
if (demoplayback && demover != DEMOGAMEVERSION)
{
screen->DrawText (CR_TAN, 0, ST_Y - 40 * CleanYfac,
"Demo was recorded with a different version\n"

View file

@ -493,7 +493,7 @@ void FGameConfigFile::ArchiveGlobalData ()
{
SetSection ("LastRun", true);
ClearCurrentSection ();
SetValueForKey ("Version", STRVERSION);
SetValueForKey ("Version", LASTRUNVERSION);
SetSection ("GlobalSettings", true);
ClearCurrentSection ();

View file

@ -1792,7 +1792,7 @@ void M_PlayerSetup (void)
{
PlayerClass = RUNTIME_TYPE(players[consoleplayer].mo);
}
PlayerState = GetDefaultByType (PlayerClass)->SeeState;
PlayerState = GetDefaultByType (PlayerClass)->SpawnState;
PlayerTics = PlayerState->GetTics();
if (FireScreen == NULL)
FireScreen = new DSimpleCanvas (144, 160);

View file

@ -34,17 +34,36 @@
#ifndef __VERSION_H__
#define __VERSION_H__
// Lots of different representations for the version number
enum { GAMEVERSION = 205 };
#define STRVERSION "205"
/** Lots of different version numbers **/
// The version string the user actually sees.
#define DOTVERSIONSTR "2.0.99"
#define GAMEVER (2*256+3)
// Version identifier for network games.
// Bump it every time you do a release unless you're certain you
// didn't change anything that will affect sync.
#define NETGAMEVERSION 206
// Version stored in the ini's [LastRun] section.
// Bump it if you made some configuration change that you want to
// be able to migrate in FGameConfigFile::DoGlobalSetup().
#define LASTRUNVERSION "205"
// Protocol version used in demos.
// Bump it if you change existing DEM_ commands or add new ones.
// Otherwise, it should be safe to leave it alone.
#define DEMOGAMEVERSION 0x204
// Minimum demo version we can play.
// Bump it whenever you change or remove existing DEM_ commands.
#define MINDEMOVERSION 0x204
// SAVEVER is the version of the information stored in level snapshots.
// Note that SAVEVER is not directly comparable to VERSION.
// SAVESIG should match SAVEVER.
#define SAVEVER 232
#define SAVESIG "ZDOOMSAVE232"
// This is so that derivates can use the same savegame versions without worrying about engine compatibility
#define GAMESIG "ZDOOM"