- ZDoom now loads zdoom.pk3 instead of zdoom.wad.
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can happen when a TimiditySong doesn't use FMOD and outputs the sound itself. - Fixed: 'use' sector actions were using the incorrect sector on several occasions. - Added a wi_noautostartmap CVAR and a noautostartmap intermission option that force the user to manually end the 'entering level' page. SVN r70 (trunk)
This commit is contained in:
parent
75aec5dde9
commit
eff7c898cf
16 changed files with 198 additions and 162 deletions
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@ -1921,14 +1921,14 @@ void D_DoomMain (void)
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M_FindResponseFile ();
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M_LoadDefaults (); // load before initing other systems
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// [RH] Make sure zdoom.wad is always loaded,
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// [RH] Make sure zdoom.pk3 is always loaded,
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// as it contains magic stuff we need.
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wad = BaseFileSearch ("zdoom.wad", NULL, true);
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wad = BaseFileSearch ("zdoom.pk3", NULL, true);
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if (wad)
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D_AddFile (wad);
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else
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I_FatalError ("Cannot find zdoom.wad");
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I_FatalError ("Cannot find zdoom.pk3");
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I_SetTitleString (IWADTypeNames[IdentifyVersion ()]);
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GameConfig->DoGameSetup (GameNames[gameinfo.gametype]);
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@ -11,6 +11,7 @@
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#include "p_effect.h"
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#include "gi.h"
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#include "templates.h"
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#include "thingdef.h"
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static FRandom pr_punch ("Punch");
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static FRandom pr_saw ("Saw");
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@ -1337,7 +1338,6 @@ void A_FireBFG (AActor *actor)
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player->userinfo.aimdist = storedaimdist;
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}
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int EvalExpressionI (int id, AActor *self);
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//
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// A_BFGSpray
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// Spawn a BFG explosion on every monster in view
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@ -2243,7 +2243,7 @@ bool P_CheckSlopeWalk (AActor *actor, fixed_t &xmove, fixed_t &ymove)
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{
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// this additional check prevents sliding on sloped dropoffs
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if (planezhere>actor->floorz+4*FRACUNIT)
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return false;
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return false;
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}
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if (actor->z - planezhere > FRACUNIT)
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@ -3186,10 +3186,26 @@ blocked:
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(in->d.line->special != 0 && (compatflags & COMPATF_USEBLOCKING)))
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{
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// [RH] Give sector a chance to intercept the use
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sector_t *sec = in->d.line->frontsector;
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if ((!sec->SecActTarget ||
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!sec->SecActTarget->TriggerAction (usething, SECSPAC_Use|SECSPAC_UseWall))
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&& usething->player)
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sector_t * sec;
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sec = usething->Sector;
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if (sec->SecActTarget && sec->SecActTarget->TriggerAction (usething, SECSPAC_Use))
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{
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return false;
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}
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sec = P_PointOnLineSide(usething->x, usething->y, in->d.line) == 0?
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in->d.line->frontsector : in->d.line->backsector;
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if (sec != NULL && sec->SecActTarget &&
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sec->SecActTarget->TriggerAction (usething, SECSPAC_UseWall))
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{
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return false;
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}
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if (usething->player)
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{
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S_Sound (usething, CHAN_VOICE, "*usefail", 1, ATTN_IDLE);
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}
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@ -3202,7 +3218,7 @@ blocked:
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if (P_PointOnLineSide (usething->x, usething->y, in->d.line) == 1)
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// [RH] continue traversal for two-sided lines
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//return in->d.line->backsector != NULL; // don't use back side
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goto blocked; // do a proper check for back sides of triggers!
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goto blocked; // do a proper check for back sides of triggers
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P_ActivateLine (in->d.line, usething, 0, SPAC_USE);
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@ -1477,7 +1477,7 @@ void P_LoadLineDefs (int lump)
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P_AdjustLine (ld);
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P_SaveLineSpecial (ld);
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if (level.flags&LEVEL_CLIPMIDTEX) ld.flags|=ML_CLIP_MIDTEX;
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if (level.flags&LEVEL_CLIPMIDTEX) ld->flags|=ML_CLIP_MIDTEX;
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}
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}
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@ -1548,7 +1548,7 @@ void P_LoadLineDefs2 (int lump)
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P_AdjustLine (ld);
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P_SaveLineSpecial (ld);
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if (level.flags&LEVEL_CLIPMIDTEX) ld.flags|=ML_CLIP_MIDTEX;
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if (level.flags&LEVEL_CLIPMIDTEX) ld->flags|=ML_CLIP_MIDTEX;
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}
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}
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@ -147,7 +147,7 @@ int main (int argc, char **argv)
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}
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atterm (SDL_Quit);
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SDL_WM_SetCaption ("ZDOOM " DOTVERSIONSTR " (" __DATE__ ")", NULL);
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SDL_WM_SetCaption (GAMESIG " " DOTVERSIONSTR " (" __DATE__ ")", NULL);
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try
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{
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@ -2,7 +2,7 @@
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void StreamSong::SetVolume (float volume)
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{
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m_Stream->SetVolume (volume);
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if (m_Stream!=NULL) m_Stream->SetVolume (volume);
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}
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void StreamSong::Play (bool looping)
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@ -57,6 +57,7 @@ typedef enum
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CVAR (Bool, wi_percents, true, CVAR_ARCHIVE)
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CVAR (Bool, wi_showtotaltime, true, CVAR_ARCHIVE)
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CVAR (Bool, wi_noautostartmap, false, CVAR_ARCHIVE)
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void WI_loadData ();
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@ -200,6 +201,7 @@ static int cnt_time;
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static int cnt_total_time;
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static int cnt_par;
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static int cnt_pause;
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static bool noautostartmap;
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//
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// GRAPHICS
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@ -262,7 +264,9 @@ static const char *WI_Cmd[]={
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"Animation",
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"Pic",
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"NoAutostartMap",
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NULL
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};
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@ -482,6 +486,10 @@ void WI_LoadBackground(bool isenterpic)
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SC_MustGetString();
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caseval=SC_MustMatchString(WI_Cmd);
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case 14: // NoAutostartMap
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noautostartmap=true;
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break;
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default:
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switch (caseval)
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{
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@ -1052,7 +1060,11 @@ void WI_updateNoState ()
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{
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WI_updateAnimatedBack();
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if (!--cnt)
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if (!wi_noautostartmap && !noautostartmap) cnt--;
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if (acceleratestage) cnt=0;
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if (cnt==0)
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{
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WI_End();
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G_WorldDone();
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@ -2070,6 +2082,7 @@ void WI_initVariables (wbstartstruct_t *wbstartstruct)
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void WI_Start (wbstartstruct_t *wbstartstruct)
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{
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noautostartmap = false;
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V_SetBlend (0,0,0,0);
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WI_initVariables (wbstartstruct);
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WI_loadData ();
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@ -308,7 +308,7 @@ void DoMain (HINSTANCE hInstance)
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/* create window */
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Window = CreateWindow((LPCTSTR)WinClassName,
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(LPCTSTR) "ZDOOM " DOTVERSIONSTR " (" __DATE__ ")",
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(LPCTSTR) GAMESIG " " DOTVERSIONSTR " (" __DATE__ ")",
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WS_OVERLAPPEDWINDOW,
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0/*CW_USEDEFAULT*/, 1/*CW_USEDEFAULT*/, width, height,
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(HWND) NULL,
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