mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
465 lines
15 KiB
Text
465 lines
15 KiB
Text
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class LevelCompatibility play
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{
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private static void Apply(Name checksum)
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{
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switch (checksum)
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{
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case 'AB24AE6E2CB13CBDD04600A4D37F9189': // doom2.wad map02
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case '1EC0AF1E3985650F0C9000319C599D0C': // doom2bfg.wad map02
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{
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// Missing textures
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TextureID stone4 = TexMan.CheckForTexture("STONE4", TexMan.Type_Wall);
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SetWallTextureID(327, Line.front, Side.bottom, stone4);
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SetWallTextureID(328, Line.front, Side.bottom, stone4);
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SetWallTextureID(338, Line.front, Side.bottom, stone4);
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SetWallTextureID(339, Line.front, Side.bottom, stone4);
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break;
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}
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case '66C46385EB1A23D60839D1532522076B': // doom2.wad map08
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{
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// Missing texture
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SetWallTexture(101, Line.back, Side.top, "BRICK7");
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break;
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}
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case 'E2B5D1400279335811C1C1C0B437D9C8': // Deathknights of the Dark Citadel, map54
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{
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// This map has two gear boxes which are flagged for player cross
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// activation instead of the proper player uses activation.
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SetLineActivation(943, SPAC_Use);
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SetLineActivation(963, SPAC_Use);
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break;
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}
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case '3F249EDD62A3A08F53A6C53CB4C7ABE5': // Artica 3 map01
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{
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ClearLineSpecial(66);
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break;
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}
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case 'F481922F4881F74760F3C0437FD5EDD0': // // Community Chest 3 map03
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{
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// I have no idea how this conveyor belt setup manages to work under Boom.
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// Set the sector the voodoo doll ends up standing on when sectors tagged
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// 1 are raised so that the voodoo doll will be carried.
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SetLineSpecial(3559, Sector_CopyScroller, 17, 6);
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break;
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}
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case '5B862477519B21B30059A466F2FF6460': // Khorus, map08
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{
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// This map uses a voodoo conveyor with slanted walls to shunt the
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// voodoo doll into side areas. For some reason, this voodoo doll
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// is unable to slide on them, because the slide calculation gets
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// them slightly inside the walls and thinks they are stuck. I could
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// not reproduce this with the real player, which is what has me
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// stumped. So, help them out be attaching some ThrustThing specials
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// to the walls.
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SetLineSpecial(443, ThrustThing, 96, 4);
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SetLineFlags(443, Line.ML_REPEAT_SPECIAL);
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SetLineActivation(443, SPAC_Push);
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SetLineSpecial(455, ThrustThing, 96, 4);
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SetLineFlags(455, Line.ML_REPEAT_SPECIAL);
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SetLineActivation(455, SPAC_Push);
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break;
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}
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case '3D1E36E50F5A8D289E15433941605224': // Master Levels, catwalk.wad
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{
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// make it impossible to open door to 1-way bridge before getting red key
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ClearSectorTags(35);
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AddSectorTag(35, 15);
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for(int i=605; i<609;i++)
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{
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SetLineActivation(i, SPAC_PCross);
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SetLineSpecial(i, Door_Open, 15, 64);
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}
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break;
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}
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case '3B9CAA02952F405269353FAAD8F8EC33': // Master Levels, nessus.wad
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{
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// move secret sector from too-thin doorframe to BFG closet
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SetSectorSpecial(211, 0);
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SetSectorSpecial(212, 1024);
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// lower floor a bit so secret sector can be entered fully
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OffsetSectorPlane(212, Sector.floor, -16);
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// make secret door stay open so you can't get locked in closet
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SetLineSpecial(1008, Door_Open, 0, 64);
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break;
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}
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case '7ED9800213C00D6E7FB98652AB48B3DE': // Ultimate Simplicity, map04
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{
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// Add missing map spots on easy and medium skills
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// Demons will teleport into starting room making 100% kills possible
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SetThingSkills(31, 31);
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SetThingSkills(32, 31);
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break;
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}
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case '1891E029994B023910CFE0B3209C3CDB': // Ultimate Simplicity, map07
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{
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// It is possible to get stuck on skill 0 or 1 when no shots have been fired
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// after sector 17 became accessible and before entering famous mancubus room.
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// Monsters from the mentioned sector won't be alerted and so
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// they won't teleport into the battle. ACS will wait forever for their deaths.
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SetLineSpecial(397, NoiseAlert);
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SetLineSpecial(411, NoiseAlert);
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break;
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}
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case 'F0E6F30F57B0425F17E43600AA813E80': // Ultimate Simplicity, map11
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{
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// If door (sector #309) is closed it cannot be open again
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// from one side potentially blocking level progression
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ClearLineSpecial(2445);
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break;
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}
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case '952CC8D03572E17BA550B01B366EFBB9': // Cheogsh map01
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{
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// make the blue key spawn above the 3D floor
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SetThingZ(918, 296);
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break;
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}
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case 'D62DCA9EC226DE49108D5DD9271F7631': // Cheogsh 2 map04
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{
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// Stuff in megasphere cage is positioned too low
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for(int i=1640; i<=1649; i++)
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{
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SetThingZ(i, 528);
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}
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break;
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}
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case 'DFC18B92BF3E8142B8684ECD8BD2EF06': // TNT: Evilution map15
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{
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// raise up sector with its counterpart so 100% kills becomes possible
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AddSectorTag(330, 11);
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break;
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}
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case '2C4A3356C5EB3526D2C72A4AA4B18A36': // TNT: Evilution map29
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{
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// remove mancubus who always gets stuck in teleport tunnel, preventing
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// 100% kills on HMP
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SetThingFlags(405, 0);
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break;
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}
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case 'A53AE580A4AF2B5D0B0893F86914781E': // TNT: Evilution map31
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{
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// The famous missing yellow key...
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SetThingFlags(470, 2016);
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break;
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}
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case 'D99AD22FF21A41B4EECDB3A7C803D75E': // TNT: Evilution map32
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{
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// door can close permanently; make switch that opens it repeatable
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SetLineFlags(872, Line.ML_REPEAT_SPECIAL);
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// switch should only open way to red key, don't lower bars yet,
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// instead make line just before red key open bars
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ClearSectorTags(197);
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AddSectorTag(197, 8);
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SetLineSpecial(1279, Floor_LowerToLowest, 8, 32);
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SetLineActivation(1240, SPAC_PCross);
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SetLineSpecial(1240, Floor_LowerToLowest, 38, 32);
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break;
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}
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case '279BB50468FE9F5B36C6D821E4902369': // Plutonia Experiment map30
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{
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// flag items in deathmatch-only area correctly so that 100% items
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// are possible in solo
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SetThingFlags(250, 17);
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SetThingFlags(251, 17);
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SetThingFlags(252, 17);
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SetThingFlags(253, 17);
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SetThingFlags(254, 17);
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SetThingFlags(206, 17);
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break;
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}
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case '4CB7AAC5C43CF32BDF05FD36481C1D9F': // Plutonia: Revisited map27
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{
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SetLineSpecial(1214, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1215, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1216, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1217, Plat_DownWaitUpStayLip, 20, 64, 150);
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SetLineSpecial(1227, Plat_DownWaitUpStayLip, 20, 64, 150);
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break;
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}
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case '5B26545FF21B051CA06D389CE535684C': // doom.wad e1m4
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{
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// missing textures
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SetWallTexture(693, Line.back, Side.top, "BROWN1");
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// fix HOM errors with sectors too low
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OffsetSectorPlane(9, Sector.floor, 8);
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OffsetSectorPlane(105, Sector.floor, 8);
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OffsetSectorPlane(132, Sector.floor, 8);
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OffsetSectorPlane(137, Sector.floor, 8);
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break;
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}
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case 'A24FE135D5B6FD427FE27BEF89717A65': // doom.wad e2m2
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{
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// missing textures
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SetWallTexture(947, Line.back, Side.top, "BROWN1");
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SetWallTexture(1596, Line.back, Side.top, "WOOD1");
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break;
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}
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case '1BC04D646B32D3A3E411DAF3C1A38FF8': // doom.wad e2m4
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{
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// missing textures
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SetWallTexture(551, Line.back, Side.top, "PIPE4");
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SetWallTexture(865, Line.back, Side.bottom, "STEP5");
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SetWallTexture(1062, Line.front, Side.top, "GSTVINE1");
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SetWallTexture(1071, Line.front, Side.top, "MARBLE1");
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break;
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}
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case '99C580AD8FABE923CAB485CB7F3C5E5D': // doom.wad e2m5
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{
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// missing textures
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SetWallTexture(590, Line.back, Side.top, "GRAYBIG");
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SetWallTexture(590, Line.front, Side.bottom, "BROWN1");
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break;
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}
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case '3838AB29292587A7EE3CA71E7040868D': // doom.wad e2m6
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{
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// missing texture
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SetWallTexture(1091, Line.back, Side.top, "compspan");
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break;
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}
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case '8590F489879870C098CD7029C3187159': // doom.wad e2m7
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{
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// missing texture
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SetWallTexture(1286, Line.front, Side.bottom, "SHAWN2");
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break;
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}
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case '8A6399FAAA2E68649D4E4B16642074BE': // doom.wad e2m9
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{
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// missing textures
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SetWallTexture(121, Line.back, Side.top, "SW1LION");
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SetWallTexture(123, Line.back, Side.top, "GSTONE1");
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SetWallTexture(140, Line.back, Side.top, "GSTONE1");
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break;
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}
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case '2B65CB046EA40D2E44576949381769CA': // Commercial Doom e3m4
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{
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// This line is erroneously specified as Door_Raise that monsters
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// can operate. If they do, they block you off from half the map. Change
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// this into a one-shot Door_Open so that it won't close.
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SetLineSpecial(1069, Door_Open, 0, 16);
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SetLineFlags(1069, 0, Line.ML_REPEAT_SPECIAL);
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break;
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}
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case '5AC51CA9F1B57D4538049422A5E37291': // doom.wad e3m7
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{
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// missing texture
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SetWallTexture(971, Line.back, Side.top, "SP_HOT1");
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break;
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}
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case 'DA0C8281AC70EEC31127C228BCD7FE2C': // doom.wad e4m1
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{
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// missing texture
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SetWallTexture(470, Line.front, Side.top, "GSTONE1");
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break;
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}
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case 'F6EE16F770AD309D608EA0B1F1E249FC': // Ultimate Doom, e4m3
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{
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// Remove unreachable secrets
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SetSectorSpecial(124, 0);
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SetSectorSpecial(125, 0);
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// clear staircase to secret area
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SetSectorSpecial(127, 0);
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SetSectorSpecial(128, 0);
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SetSectorSpecial(129, 0);
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SetSectorSpecial(130, 0);
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SetSectorSpecial(131, 0);
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SetSectorSpecial(132, 0);
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SetSectorSpecial(133, 0);
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SetSectorSpecial(134, 0);
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SetSectorSpecial(136, 0);
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SetSectorSpecial(137, 0);
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SetSectorSpecial(138, 0);
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SetSectorSpecial(147, 0);
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SetSectorSpecial(148, 0);
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SetSectorSpecial(149, 0);
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SetSectorSpecial(150, 0);
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SetSectorSpecial(151, 0);
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SetSectorSpecial(152, 0);
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SetSectorSpecial(155, 0);
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break;
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}
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case 'AAECADD4D97970AFF702D86FAFAC7D17': // doom.wad e4m4
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{
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// missing textures
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TextureID brownhug = TexMan.CheckForTexture("BROWNHUG", TexMan.Type_Wall);
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SetWallTextureID(427, Line.back, Side.top, BROWNHUG);
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SetWallTextureID(558, Line.back, Side.top, BROWNHUG);
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SetWallTextureID(567, Line.front, Side.top, BROWNHUG);
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SetWallTextureID(572, Line.front, Side.top, BROWNHUG);
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break;
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}
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case '94D4C869A0C02EF4F7375022B36AAE45': // Ultimate Doom, e4m7
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{
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// Remove unreachable secrets
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SetSectorSpecial(263, 0);
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SetSectorSpecial(264, 0);
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break;
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}
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case 'CEC791136A83EEC4B91D39718BDF9D82': // doom2.wad map04
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{
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// missing textures
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SetWallTexture(456, Line.back, Side.top, "SUPPORT3");
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TextureID stone = TexMan.CheckForTexture("STONE", TexMan.Type_Wall);
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SetWallTextureID(108, Line.front, Side.top, STONE);
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SetWallTextureID(109, Line.front, Side.top, STONE);
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SetWallTextureID(110, Line.front, Side.top, STONE);
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SetWallTextureID(111, Line.front, Side.top, STONE);
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SetWallTextureID(127, Line.front, Side.top, STONE);
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SetWallTextureID(128, Line.front, Side.top, STONE);
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// remove erroneous blue keycard pickup ambush sector tags (nearby viewing windows, and the lights)
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ClearSectorTags(19);
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ClearSectorTags(20);
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ClearSectorTags(23);
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ClearSectorTags(28);
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ClearSectorTags(33);
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ClearSectorTags(34);
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ClearSectorTags(83);
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ClearSectorTags(85);
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break;
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}
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case '9E061AD7FBCD7FAD968C976CB4AA3B9D': // doom2.wad map05
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{
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// fix bug with opening westmost door in door hallway - incorrect sector tagging - see doomwiki.org for more info
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ClearSectorTags(4);
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ClearSectorTags(153);
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break;
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}
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case '5BDA34DA60C0530794CC1EA2DA017976': // doom2.wad map14
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{
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// missing textures
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SetWallTexture(1259, Line.back, Side.top, "BSTONE2");
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SetWallTexture(1305, Line.back, Side.top, "BSTONE2");
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}
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case '1A540BA717BF9EC85F8522594C352F2A': // Doom II, map15
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{
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SetSectorSpecial(147, 0);
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break;
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}
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case '0D491365C1B88B7D1B603890100DD03E': // doom2.wad map18
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{
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// missing textures
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SetWallTexture(451, Line.front, Side.mid, "metal");
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SetWallTexture(459, Line.front, Side.mid, "metal");
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break;
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}
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case 'B5506B1E8F2FC272AD0C77B9E0DF5491': // doom2.wad map19
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{
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// missing textures
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SetWallTexture(355, Line.back, Side.top, "STONE2");
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SetWallTexture(736, Line.front, Side.top, "SLADWALL");
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break;
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}
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case 'EBDAC00E9D25D884B2C8F4B1F0390539': // doom2.wad map21
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{
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// push ceiling down in glitchy sectors above the stair switches
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OffsetSectorPlane(50, Sector.ceiling, -56);
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OffsetSectorPlane(54, Sector.ceiling, -56);
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break;
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}
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case '110F84DE041052B59307FAF0293E6BC0': // Doom II, map27
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{
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SetSectorSpecial(93, 0);
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SetWallTexture(582, Line.back, Side.top, "ZIMMER3");
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break;
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}
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case '20251EDA21B2F2ECF6FF5B8BBC00B26C': // Doom II, MAP29
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{
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// Missing textures on teleporters
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TextureID support3 = TexMan.CheckForTexture("SUPPORT3", TexMan.Type_Wall);
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for(int i=0;i<4;i++)
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{
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SetWallTextureID(405+i, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(516+i, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(524+1, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(1146+i, Line.back, Side.bottom, SUPPORT3);
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SetWallTextureID(1138+i, Line.back, Side.bottom, SUPPORT3);
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}
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break;
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}
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case 'ABC4EB5A1535ECCD0061AD14F3547908': // Plutonia Experiment, map26
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{
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SetSectorSpecial(156, 0);
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break;
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}
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case 'FF635FB9A2F076566299910F8C78F707': // nerve.wad, level04
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{
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SetSectorSpecial(868, 0);
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break;
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}
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case 'DB31D71B11E3E4393B9C0CCB44A8639F': // rop_2015.wad e1m5
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{
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// Lower floor a bit so secret switch becomes accessible
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OffsetSectorPlane(527, Sector.floor, -32);
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break;
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}
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}
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}
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private static native void ClearSectorTags(int sector);
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private static native void AddSectorTag(int sector, int tag);
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private static native void OffsetSectorPlane(int sector, int plane, double offset);
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private static native void SetThingSkills(int thing, int skills);
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private static native void SetThingZ(int thing, double z);
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private static native void SetThingFlags(int thing, int flags);
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private static void SetWallTexture(int line, int side, int texpart, String texture)
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{
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SetWallTextureID(line, side, texpart, TexMan.CheckForTexture(texture, TexMan.Type_Wall));
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}
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private static void SetWallTextureID(int line, int side, int texpart, TextureID texture)
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{
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level.Lines[line].sidedef[side].SetTexture(texpart, texture);
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}
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private static void SetLineFlags(int line, int setflags, int clearflags = 0)
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{
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level.Lines[line].flags = (level.Lines[line].flags & ~clearflags) | setflags;
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}
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private static void SetLineActivation(int line, int acttype)
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{
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level.Lines[line].activation = acttype;
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}
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private static void ClearLineSpecial(int line)
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{
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level.Lines[line].special = 0;
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}
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private static void SetLineSpecial(int line, int special, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0)
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{
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level.Lines[line].special = special;
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level.Lines[line].args[0] = arg1;
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level.Lines[line].args[1] = arg2;
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level.Lines[line].args[2] = arg3;
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level.Lines[line].args[3] = arg4;
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level.Lines[line].args[4] = arg5;
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}
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private static void SetSectorSpecial(int sectornum, int special)
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{
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level.sectors[sectornum].special = special;
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}
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}
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