qzdoom/wadsrc/static/zscript/level_compatibility.txt

465 lines
15 KiB
Text

class LevelCompatibility play
{
private static void Apply(Name checksum)
{
switch (checksum)
{
case 'AB24AE6E2CB13CBDD04600A4D37F9189': // doom2.wad map02
case '1EC0AF1E3985650F0C9000319C599D0C': // doom2bfg.wad map02
{
// Missing textures
TextureID stone4 = TexMan.CheckForTexture("STONE4", TexMan.Type_Wall);
SetWallTextureID(327, Line.front, Side.bottom, stone4);
SetWallTextureID(328, Line.front, Side.bottom, stone4);
SetWallTextureID(338, Line.front, Side.bottom, stone4);
SetWallTextureID(339, Line.front, Side.bottom, stone4);
break;
}
case '66C46385EB1A23D60839D1532522076B': // doom2.wad map08
{
// Missing texture
SetWallTexture(101, Line.back, Side.top, "BRICK7");
break;
}
case 'E2B5D1400279335811C1C1C0B437D9C8': // Deathknights of the Dark Citadel, map54
{
// This map has two gear boxes which are flagged for player cross
// activation instead of the proper player uses activation.
SetLineActivation(943, SPAC_Use);
SetLineActivation(963, SPAC_Use);
break;
}
case '3F249EDD62A3A08F53A6C53CB4C7ABE5': // Artica 3 map01
{
ClearLineSpecial(66);
break;
}
case 'F481922F4881F74760F3C0437FD5EDD0': // // Community Chest 3 map03
{
// I have no idea how this conveyor belt setup manages to work under Boom.
// Set the sector the voodoo doll ends up standing on when sectors tagged
// 1 are raised so that the voodoo doll will be carried.
SetLineSpecial(3559, Sector_CopyScroller, 17, 6);
break;
}
case '5B862477519B21B30059A466F2FF6460': // Khorus, map08
{
// This map uses a voodoo conveyor with slanted walls to shunt the
// voodoo doll into side areas. For some reason, this voodoo doll
// is unable to slide on them, because the slide calculation gets
// them slightly inside the walls and thinks they are stuck. I could
// not reproduce this with the real player, which is what has me
// stumped. So, help them out be attaching some ThrustThing specials
// to the walls.
SetLineSpecial(443, ThrustThing, 96, 4);
SetLineFlags(443, Line.ML_REPEAT_SPECIAL);
SetLineActivation(443, SPAC_Push);
SetLineSpecial(455, ThrustThing, 96, 4);
SetLineFlags(455, Line.ML_REPEAT_SPECIAL);
SetLineActivation(455, SPAC_Push);
break;
}
case '3D1E36E50F5A8D289E15433941605224': // Master Levels, catwalk.wad
{
// make it impossible to open door to 1-way bridge before getting red key
ClearSectorTags(35);
AddSectorTag(35, 15);
for(int i=605; i<609;i++)
{
SetLineActivation(i, SPAC_PCross);
SetLineSpecial(i, Door_Open, 15, 64);
}
break;
}
case '3B9CAA02952F405269353FAAD8F8EC33': // Master Levels, nessus.wad
{
// move secret sector from too-thin doorframe to BFG closet
SetSectorSpecial(211, 0);
SetSectorSpecial(212, 1024);
// lower floor a bit so secret sector can be entered fully
OffsetSectorPlane(212, Sector.floor, -16);
// make secret door stay open so you can't get locked in closet
SetLineSpecial(1008, Door_Open, 0, 64);
break;
}
case '7ED9800213C00D6E7FB98652AB48B3DE': // Ultimate Simplicity, map04
{
// Add missing map spots on easy and medium skills
// Demons will teleport into starting room making 100% kills possible
SetThingSkills(31, 31);
SetThingSkills(32, 31);
break;
}
case '1891E029994B023910CFE0B3209C3CDB': // Ultimate Simplicity, map07
{
// It is possible to get stuck on skill 0 or 1 when no shots have been fired
// after sector 17 became accessible and before entering famous mancubus room.
// Monsters from the mentioned sector won't be alerted and so
// they won't teleport into the battle. ACS will wait forever for their deaths.
SetLineSpecial(397, NoiseAlert);
SetLineSpecial(411, NoiseAlert);
break;
}
case 'F0E6F30F57B0425F17E43600AA813E80': // Ultimate Simplicity, map11
{
// If door (sector #309) is closed it cannot be open again
// from one side potentially blocking level progression
ClearLineSpecial(2445);
break;
}
case '952CC8D03572E17BA550B01B366EFBB9': // Cheogsh map01
{
// make the blue key spawn above the 3D floor
SetThingZ(918, 296);
break;
}
case 'D62DCA9EC226DE49108D5DD9271F7631': // Cheogsh 2 map04
{
// Stuff in megasphere cage is positioned too low
for(int i=1640; i<=1649; i++)
{
SetThingZ(i, 528);
}
break;
}
case 'DFC18B92BF3E8142B8684ECD8BD2EF06': // TNT: Evilution map15
{
// raise up sector with its counterpart so 100% kills becomes possible
AddSectorTag(330, 11);
break;
}
case '2C4A3356C5EB3526D2C72A4AA4B18A36': // TNT: Evilution map29
{
// remove mancubus who always gets stuck in teleport tunnel, preventing
// 100% kills on HMP
SetThingFlags(405, 0);
break;
}
case 'A53AE580A4AF2B5D0B0893F86914781E': // TNT: Evilution map31
{
// The famous missing yellow key...
SetThingFlags(470, 2016);
break;
}
case 'D99AD22FF21A41B4EECDB3A7C803D75E': // TNT: Evilution map32
{
// door can close permanently; make switch that opens it repeatable
SetLineFlags(872, Line.ML_REPEAT_SPECIAL);
// switch should only open way to red key, don't lower bars yet,
// instead make line just before red key open bars
ClearSectorTags(197);
AddSectorTag(197, 8);
SetLineSpecial(1279, Floor_LowerToLowest, 8, 32);
SetLineActivation(1240, SPAC_PCross);
SetLineSpecial(1240, Floor_LowerToLowest, 38, 32);
break;
}
case '279BB50468FE9F5B36C6D821E4902369': // Plutonia Experiment map30
{
// flag items in deathmatch-only area correctly so that 100% items
// are possible in solo
SetThingFlags(250, 17);
SetThingFlags(251, 17);
SetThingFlags(252, 17);
SetThingFlags(253, 17);
SetThingFlags(254, 17);
SetThingFlags(206, 17);
break;
}
case '4CB7AAC5C43CF32BDF05FD36481C1D9F': // Plutonia: Revisited map27
{
SetLineSpecial(1214, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1215, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1216, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1217, Plat_DownWaitUpStayLip, 20, 64, 150);
SetLineSpecial(1227, Plat_DownWaitUpStayLip, 20, 64, 150);
break;
}
case '5B26545FF21B051CA06D389CE535684C': // doom.wad e1m4
{
// missing textures
SetWallTexture(693, Line.back, Side.top, "BROWN1");
// fix HOM errors with sectors too low
OffsetSectorPlane(9, Sector.floor, 8);
OffsetSectorPlane(105, Sector.floor, 8);
OffsetSectorPlane(132, Sector.floor, 8);
OffsetSectorPlane(137, Sector.floor, 8);
break;
}
case 'A24FE135D5B6FD427FE27BEF89717A65': // doom.wad e2m2
{
// missing textures
SetWallTexture(947, Line.back, Side.top, "BROWN1");
SetWallTexture(1596, Line.back, Side.top, "WOOD1");
break;
}
case '1BC04D646B32D3A3E411DAF3C1A38FF8': // doom.wad e2m4
{
// missing textures
SetWallTexture(551, Line.back, Side.top, "PIPE4");
SetWallTexture(865, Line.back, Side.bottom, "STEP5");
SetWallTexture(1062, Line.front, Side.top, "GSTVINE1");
SetWallTexture(1071, Line.front, Side.top, "MARBLE1");
break;
}
case '99C580AD8FABE923CAB485CB7F3C5E5D': // doom.wad e2m5
{
// missing textures
SetWallTexture(590, Line.back, Side.top, "GRAYBIG");
SetWallTexture(590, Line.front, Side.bottom, "BROWN1");
break;
}
case '3838AB29292587A7EE3CA71E7040868D': // doom.wad e2m6
{
// missing texture
SetWallTexture(1091, Line.back, Side.top, "compspan");
break;
}
case '8590F489879870C098CD7029C3187159': // doom.wad e2m7
{
// missing texture
SetWallTexture(1286, Line.front, Side.bottom, "SHAWN2");
break;
}
case '8A6399FAAA2E68649D4E4B16642074BE': // doom.wad e2m9
{
// missing textures
SetWallTexture(121, Line.back, Side.top, "SW1LION");
SetWallTexture(123, Line.back, Side.top, "GSTONE1");
SetWallTexture(140, Line.back, Side.top, "GSTONE1");
break;
}
case '2B65CB046EA40D2E44576949381769CA': // Commercial Doom e3m4
{
// This line is erroneously specified as Door_Raise that monsters
// can operate. If they do, they block you off from half the map. Change
// this into a one-shot Door_Open so that it won't close.
SetLineSpecial(1069, Door_Open, 0, 16);
SetLineFlags(1069, 0, Line.ML_REPEAT_SPECIAL);
break;
}
case '5AC51CA9F1B57D4538049422A5E37291': // doom.wad e3m7
{
// missing texture
SetWallTexture(971, Line.back, Side.top, "SP_HOT1");
break;
}
case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
{
// missing texture
SetWallTexture(470, Line.front, Side.top, "GSTONE1");
break;
}
case 'F6EE16F770AD309D608EA0B1F1E249FC': // Ultimate Doom, e4m3
{
// Remove unreachable secrets
SetSectorSpecial(124, 0);
SetSectorSpecial(125, 0);
// clear staircase to secret area
SetSectorSpecial(127, 0);
SetSectorSpecial(128, 0);
SetSectorSpecial(129, 0);
SetSectorSpecial(130, 0);
SetSectorSpecial(131, 0);
SetSectorSpecial(132, 0);
SetSectorSpecial(133, 0);
SetSectorSpecial(134, 0);
SetSectorSpecial(136, 0);
SetSectorSpecial(137, 0);
SetSectorSpecial(138, 0);
SetSectorSpecial(147, 0);
SetSectorSpecial(148, 0);
SetSectorSpecial(149, 0);
SetSectorSpecial(150, 0);
SetSectorSpecial(151, 0);
SetSectorSpecial(152, 0);
SetSectorSpecial(155, 0);
break;
}
case 'AAECADD4D97970AFF702D86FAFAC7D17': // doom.wad e4m4
{
// missing textures
TextureID brownhug = TexMan.CheckForTexture("BROWNHUG", TexMan.Type_Wall);
SetWallTextureID(427, Line.back, Side.top, BROWNHUG);
SetWallTextureID(558, Line.back, Side.top, BROWNHUG);
SetWallTextureID(567, Line.front, Side.top, BROWNHUG);
SetWallTextureID(572, Line.front, Side.top, BROWNHUG);
break;
}
case '94D4C869A0C02EF4F7375022B36AAE45': // Ultimate Doom, e4m7
{
// Remove unreachable secrets
SetSectorSpecial(263, 0);
SetSectorSpecial(264, 0);
break;
}
case 'CEC791136A83EEC4B91D39718BDF9D82': // doom2.wad map04
{
// missing textures
SetWallTexture(456, Line.back, Side.top, "SUPPORT3");
TextureID stone = TexMan.CheckForTexture("STONE", TexMan.Type_Wall);
SetWallTextureID(108, Line.front, Side.top, STONE);
SetWallTextureID(109, Line.front, Side.top, STONE);
SetWallTextureID(110, Line.front, Side.top, STONE);
SetWallTextureID(111, Line.front, Side.top, STONE);
SetWallTextureID(127, Line.front, Side.top, STONE);
SetWallTextureID(128, Line.front, Side.top, STONE);
// remove erroneous blue keycard pickup ambush sector tags (nearby viewing windows, and the lights)
ClearSectorTags(19);
ClearSectorTags(20);
ClearSectorTags(23);
ClearSectorTags(28);
ClearSectorTags(33);
ClearSectorTags(34);
ClearSectorTags(83);
ClearSectorTags(85);
break;
}
case '9E061AD7FBCD7FAD968C976CB4AA3B9D': // doom2.wad map05
{
// fix bug with opening westmost door in door hallway - incorrect sector tagging - see doomwiki.org for more info
ClearSectorTags(4);
ClearSectorTags(153);
break;
}
case '5BDA34DA60C0530794CC1EA2DA017976': // doom2.wad map14
{
// missing textures
SetWallTexture(1259, Line.back, Side.top, "BSTONE2");
SetWallTexture(1305, Line.back, Side.top, "BSTONE2");
}
case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
{
SetSectorSpecial(147, 0);
break;
}
case '0D491365C1B88B7D1B603890100DD03E': // doom2.wad map18
{
// missing textures
SetWallTexture(451, Line.front, Side.mid, "metal");
SetWallTexture(459, Line.front, Side.mid, "metal");
break;
}
case 'B5506B1E8F2FC272AD0C77B9E0DF5491': // doom2.wad map19
{
// missing textures
SetWallTexture(355, Line.back, Side.top, "STONE2");
SetWallTexture(736, Line.front, Side.top, "SLADWALL");
break;
}
case 'EBDAC00E9D25D884B2C8F4B1F0390539': // doom2.wad map21
{
// push ceiling down in glitchy sectors above the stair switches
OffsetSectorPlane(50, Sector.ceiling, -56);
OffsetSectorPlane(54, Sector.ceiling, -56);
break;
}
case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
{
SetSectorSpecial(93, 0);
SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
break;
}
case '20251EDA21B2F2ECF6FF5B8BBC00B26C': // Doom II, MAP29
{
// Missing textures on teleporters
TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
for(int i=0;i<4;i++)
{
SetWallTextureID(405+i, Line.back, Side.bottom, SUPPORT3);
SetWallTextureID(516+i, Line.back, Side.bottom, SUPPORT3);
SetWallTextureID(524+1, Line.back, Side.bottom, SUPPORT3);
SetWallTextureID(1146+i, Line.back, Side.bottom, SUPPORT3);
SetWallTextureID(1138+i, Line.back, Side.bottom, SUPPORT3);
}
break;
}
case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
{
SetSectorSpecial(156, 0);
break;
}
case 'FF635FB9A2F076566299910F8C78F707': // nerve.wad, level04
{
SetSectorSpecial(868, 0);
break;
}
case 'DB31D71B11E3E4393B9C0CCB44A8639F': // rop_2015.wad e1m5
{
// Lower floor a bit so secret switch becomes accessible
OffsetSectorPlane(527, Sector.floor, -32);
break;
}
}
}
private static native void ClearSectorTags(int sector);
private static native void AddSectorTag(int sector, int tag);
private static native void OffsetSectorPlane(int sector, int plane, double offset);
private static native void SetThingSkills(int thing, int skills);
private static native void SetThingZ(int thing, double z);
private static native void SetThingFlags(int thing, int flags);
private static void SetWallTexture(int line, int side, int texpart, String texture)
{
SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall));
}
private static void SetWallTextureID(int line, int side, int texpart, TextureID texture)
{
level.Lines[line].sidedef[side].SetTexture(texpart, texture);
}
private static void SetLineFlags(int line, int setflags, int clearflags = 0)
{
level.Lines[line].flags = (level.Lines[line].flags & ~clearflags) | setflags;
}
private static void SetLineActivation(int line, int acttype)
{
level.Lines[line].activation = acttype;
}
private static void ClearLineSpecial(int line)
{
level.Lines[line].special = 0;
}
private static void SetLineSpecial(int line, int special, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0)
{
level.Lines[line].special = special;
level.Lines[line].args[0] = arg1;
level.Lines[line].args[1] = arg2;
level.Lines[line].args[2] = arg3;
level.Lines[line].args[3] = arg4;
level.Lines[line].args[4] = arg5;
}
private static void SetSectorSpecial(int sectornum, int special)
{
level.sectors[sectornum].special = special;
}
}