- 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:
Christoph Oelckers 2006-04-20 14:21:27 +00:00
commit 66c663e9d8
18 changed files with 133 additions and 78 deletions

View file

@ -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 ||

View file

@ -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()

View file

@ -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);
//==========================================================================
//

View file

@ -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:

View file

@ -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 (ammo2 != NULL)
{ // Draw both ammos
if (Ammo1Refresh)
{
Ammo1Refresh--;
if (AmmoRefresh)
{
AmmoRefresh--;
DrawImage (Images[imgAMMOBACK], 77, 2);
if (ammo2 != NULL)
{ // Draw both ammos
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--;
else
{ // Draw one ammo
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;

View file

@ -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;
@ -1728,31 +1728,43 @@ bool AHealth::TryPickup (AActor *other)
player_t *player = other->player;
int max = MaxAmount;
if (max == 0)
if (player != NULL)
{
max = MAXHEALTH + (player != NULL ? player->stamina : 0);
if (player->morphTics)
if (max == 0)
{
max = MAXMORPHHEALTH;
max = ((compatflags&COMPATF_DEHHEALTH)? 100 : deh.MaxHealth) + player->stamina;
if (player->morphTics)
{
max = MAXMORPHHEALTH;
}
}
if (player->health >= max)
{
// You should be able to pick up the Doom health bonus even if
// you are already full on health.
if (ItemFlags & IF_ALWAYSPICKUP)
{
GoAwayAndDie ();
return true;
}
return false;
}
player->health += Amount;
if (player->health > max)
{
player->health = max;
}
player->mo->health = player->health;
}
if (player->health >= max)
else
{
// You should be able to pick up the Doom health bonus even if
// you are already full on health.
if (ItemFlags & IF_ALWAYSPICKUP)
if (P_GiveBody(other, Amount) || ItemFlags & IF_ALWAYSPICKUP)
{
GoAwayAndDie ();
return true;
}
return false;
}
player->health += Amount;
if (player->health > max)
{
player->health = max;
}
player->mo->health = player->health;
GoAwayAndDie ();
return true;
}

View file

@ -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;

View file

@ -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);
}

View file

@ -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);
}

View file

@ -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)) ? '_' : '[';

View file

@ -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} },
};

View file

@ -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)

View file

@ -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

View file

@ -118,6 +118,7 @@ void P_SerializeWorld (FArchive &arc)
<< sec->gravity
<< sec->damage
<< sec->mod
<< sec->SoundTarget
<< sec->SecActTarget
<< sec->FloorLight
<< sec->CeilingLight

View file

@ -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));

View file

@ -302,6 +302,7 @@ struct sector_t
short floorpic, ceilingpic;
BYTE lightlevel;
AActor * SoundTarget;
byte soundtraversed; // 0 = untraversed, 1,2 = sndlines -1
short special;