mirror of
https://github.com/KartKrewDev/RingRacers.git
synced 2026-04-22 02:00:11 +00:00
Fix many instances of G_BuildMapName
Some things are gonna be busted. Fix it later, BYE.
This commit is contained in:
parent
d5b52d8ff3
commit
8f68a21f2f
15 changed files with 46 additions and 39 deletions
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@ -1554,7 +1554,7 @@ static void SV_SendServerInfo(INT32 node, tic_t servertime)
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CopyCaretColors(netbuffer->u.serverinfo.servername, cv_servername.string,
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MAXSERVERNAME);
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strncpy(netbuffer->u.serverinfo.mapname, G_BuildMapName(gamemap), 7);
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//strncpy(netbuffer->u.serverinfo.mapname, G_BuildMapName(gamemap), 7);
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M_Memcpy(netbuffer->u.serverinfo.mapmd5, mapmd5, 16);
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@ -1752,14 +1752,11 @@ void D_SRB2Main(void)
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if (server && !M_CheckParm("+map"))
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{
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// Prevent warping to nonexistent levels
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if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR)
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I_Error("Could not warp to %s (map not found)\n", G_BuildMapName(pstartmap));
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// Prevent warping to locked levels
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// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
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// running a dedicated server and joining it yourself, but that's better than making dedicated server's
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// lives hell.
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else if (!dedicated && M_MapLocked(pstartmap))
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if (!dedicated && M_MapLocked(pstartmap))
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I_Error("You need to unlock this level before you can warp to it!\n");
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else
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{
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@ -2347,7 +2347,7 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pencoremode, boolean r
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if (delay != 2)
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{
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UINT8 flags = 0;
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I_Assert(W_CheckNumForName(G_BuildMapName(mapnum)) != LUMPERROR);
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//I_Assert(W_CheckNumForName(G_BuildMapName(mapnum)) != LUMPERROR);
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buf_p = buf;
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if (pencoremode)
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flags |= 1;
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@ -576,7 +576,8 @@ void DRPC_UpdatePresence(void)
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if ((gamemap >= 1 && gamemap <= 60) // supported race maps
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|| (gamemap >= 136 && gamemap <= 164)) // supported battle maps
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{
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snprintf(mapimg, 8, "%s", G_BuildMapName(gamemap));
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//FIXME
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//snprintf(mapimg, 8, "%s", G_BuildMapName(gamemap));
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strlwr(mapimg);
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discordPresence.largeImageKey = mapimg; // Map image
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}
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@ -2104,6 +2104,7 @@ void F_TitleScreenTicker(boolean run)
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//static boolean use_netreplay = false;
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char dname[9];
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char *dname2 = dname;
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lumpnum_t l;
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const char *mapname;
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UINT8 numstaff;
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@ -2146,7 +2147,7 @@ void F_TitleScreenTicker(boolean run)
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mapname = G_BuildMapName(G_RandMap(TOL_RACE, -2, false, 0, false, NULL)+1);
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numstaff = 1;
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while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",mapname,numstaff+1))) != LUMPERROR)
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while (numstaff < 99 && (l = W_CheckNumForLongName(va("%sS%02u",mapname,numstaff+1))) != LUMPERROR)
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numstaff++;
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#if 0 // turns out this isn't how we're gonna organise 'em
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@ -2167,7 +2168,7 @@ void F_TitleScreenTicker(boolean run)
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#endif
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// Setup demo name
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snprintf(dname, 9, "%sS%02u", mapname, numstaff);
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dname2 = Z_StrDup(va("%sS%02u", mapname, numstaff));
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/*if ((l = W_CheckNumForName(dname)) == LUMPERROR) -- we KNOW it exists now
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{
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@ -2180,7 +2181,12 @@ loadreplay:
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demo.title = demo.fromtitle = true;
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demo.ignorefiles = true;
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demo.loadfiles = false;
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G_DoPlayDemo(dname);
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G_DoPlayDemo(dname2);
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if (dname2 != dname)
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{
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Z_Free(dname2);
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}
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}
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}
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@ -1201,7 +1201,8 @@ void G_DoLoadLevel(boolean resetplayer)
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// cleanup
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if (titlemapinaction == TITLEMAP_LOADING)
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{
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if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
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//if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
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if (gamemap < 1 || gamemap > nummapheaders)
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{
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titlemap = 0; // let's not infinite recursion ok
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Command_ExitGame_f();
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@ -3262,7 +3263,7 @@ tryagain:
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if (pprevmap == -2) // title demo hack
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{
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lumpnum_t l;
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if ((l = W_CheckNumForName(va("%sS01",G_BuildMapName(ix+1)))) == LUMPERROR)
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if ((l = W_CheckNumForLongName(va("%sS01",G_BuildMapName(ix+1)))) == LUMPERROR)
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continue;
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}
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@ -3513,7 +3514,7 @@ static void G_DoCompleted(void)
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cm = nextmap; //Start the loop again so that the error checking below is executed.
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//Make sure the map actually exists before you try to go to it!
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if ((W_CheckNumForName(G_BuildMapName(cm + 1)) == LUMPERROR))
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if (cm < 0 || cm >= nummapheaders)
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{
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CONS_Alert(CONS_ERROR, M_GetText("Next map given (MAP %d) doesn't exist! Reverting to MAP01.\n"), cm+1);
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cm = 0;
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@ -2761,10 +2761,10 @@ static void K_drawKartMinimap(void)
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if (stplyr != &players[displayplayers[0]])
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return;
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lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
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lumpnum = W_CheckNumForLongName(va("%sR", G_BuildMapName(gamemap)));
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if (lumpnum != -1)
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AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
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AutomapPic = W_CachePatchNum(lumpnum, PU_HUDGFX);
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else
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return; // no pic, just get outta here
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@ -815,10 +815,10 @@ static int libd_drawOnMinimap(lua_State *L)
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if (stplyr != &players[displayplayers[0]])
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return 0;
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lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
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lumpnum = W_CheckNumForLongName(va("%sR", G_BuildMapName(gamemap)));
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if (lumpnum != -1)
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AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
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AutomapPic = W_CachePatchNum(lumpnum, PU_HUDGFX);
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else
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return 0; // no pic, just get outta here
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@ -1165,7 +1165,8 @@ void Command_Writethings_f(void)
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REQUIRE_SINGLEPLAYER;
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REQUIRE_OBJECTPLACE;
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P_WriteThings(W_GetNumForName(G_BuildMapName(gamemap)) + ML_THINGS);
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//FIXME?
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//P_WriteThings(W_GetNumForName(G_BuildMapName(gamemap)) + ML_THINGS);
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}
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void Command_ObjectPlace_f(void)
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21
src/m_menu.c
21
src/m_menu.c
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@ -2218,7 +2218,7 @@ static void Dummystaff_OnChange(void)
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dummystaffname[0] = '\0';
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if ((l = W_CheckNumForName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
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if ((l = W_CheckNumForLongName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
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{
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CV_StealthSetValue(&cv_dummystaff, 0);
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return;
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@ -2227,7 +2227,7 @@ static void Dummystaff_OnChange(void)
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{
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char *temp = dummystaffname;
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UINT8 numstaff = 1;
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while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
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while (numstaff < 99 && (l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
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numstaff++;
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if (cv_dummystaff.value < 1)
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@ -2235,7 +2235,7 @@ static void Dummystaff_OnChange(void)
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else if (cv_dummystaff.value > numstaff)
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CV_StealthSetValue(&cv_dummystaff, 1);
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if ((l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
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if ((l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
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return; // shouldn't happen but might as well check...
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G_UpdateStaffGhostName(l);
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@ -5524,7 +5524,7 @@ static void DrawReplayHutReplayInfo(void)
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// A 160x100 image of the level as entry MAPxxP
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//CONS_Printf("%d %s\n", demolist[dir_on[menudepthleft]].map, G_BuildMapName(demolist[dir_on[menudepthleft]].map));
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lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(demolist[dir_on[menudepthleft]].map)));
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lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(demolist[dir_on[menudepthleft]].map)));
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if (lumpnum != LUMPERROR)
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patch = W_CachePatchNum(lumpnum, PU_CACHE);
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else
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@ -6187,15 +6187,10 @@ static boolean M_ExitPandorasBox(void)
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static void M_ChangeLevel(INT32 choice)
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{
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char mapname[6];
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(void)choice;
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strlcpy(mapname, G_BuildMapName(cv_nextmap.value), sizeof (mapname));
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strlwr(mapname);
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mapname[5] = '\0';
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M_ClearMenus(true);
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COM_BufAddText(va("map %s -gametype \"%s\"\n", mapname, cv_newgametype.string));
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COM_BufAddText(va("map %d -gametype \"%s\"\n", cv_nextmap.value, cv_newgametype.string));
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}
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static void M_ConfirmSpectate(INT32 choice)
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@ -8878,7 +8873,7 @@ static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
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// A 160x100 image of the level as entry MAPxxP
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if (cv_nextmap.value)
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{
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lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
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lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(cv_nextmap.value)));
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if (lumpnum != LUMPERROR)
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PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
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else
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@ -8944,7 +8939,7 @@ static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
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// A 160x100 image of the level as entry MAPxxP
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if (i+1)
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{
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lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(i+1)));
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lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(i+1)));
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if (lumpnum != LUMPERROR)
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PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
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else
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@ -8982,7 +8977,7 @@ static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
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// A 160x100 image of the level as entry MAPxxP
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if (i+1)
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{
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lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(i+1)));
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lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(i+1)));
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if (lumpnum != LUMPERROR)
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PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
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else
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@ -799,9 +799,11 @@ static void M_PNGText(png_structp png_ptr, png_infop png_info_ptr, PNG_CONST png
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break;
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}
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#if 0
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if (gamestate == GS_LEVEL)
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snprintf(maptext, 8, "%s", G_BuildMapName(gamemap));
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else
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#endif
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snprintf(maptext, 8, "Unknown");
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if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->lvlttl[0] != '\0')
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@ -2647,4 +2649,4 @@ const char * M_Ftrim (double f)
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dig[i + 1] = '\0';
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return &dig[1];/* skip the 0 */
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}
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}
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}
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@ -367,7 +367,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
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mapheaderinfo[num]->ssspheres = 1;
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mapheaderinfo[num]->gravity = DEFAULT_GRAVITY;
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mapheaderinfo[num]->keywords[0] = '\0';
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snprintf(mapheaderinfo[num]->musname, 7, "%sM", G_BuildMapName(i));
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sprintf(mapheaderinfo[num]->musname, "%.5sM", G_BuildMapName(i));
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mapheaderinfo[num]->musname[6] = 0;
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mapheaderinfo[num]->mustrack = 0;
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mapheaderinfo[num]->muspos = 0;
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@ -3671,7 +3671,7 @@ static void P_LoadRecordGhosts(void)
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{
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lumpnum_t l;
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UINT8 j = 1;
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while (j <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
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while (j <= 99 && (l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
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{
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G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),j));
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j++;
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@ -3774,7 +3774,7 @@ static void P_InitGametype(void)
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{
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static char buf[256];
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char *path;
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sprintf(buf, "media"PATHSEP"replay"PATHSEP"online"PATHSEP"%d-%s", (int) (time(NULL)), G_BuildMapName(gamemap));
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snprintf(buf, sizeof buf, "media"PATHSEP"replay"PATHSEP"online"PATHSEP"%d-%s", (int) (time(NULL)), G_BuildMapName(gamemap));
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path = va("%s"PATHSEP"media"PATHSEP"replay"PATHSEP"online", srb2home);
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M_MkdirEach(path, M_PathParts(path) - 4, 0755);
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@ -4004,12 +4004,12 @@ boolean P_LoadLevel(boolean fromnetsave)
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// internal game map
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maplumpname = G_BuildMapName(gamemap);
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lastloadedmaplumpnum = W_CheckNumForName(maplumpname);
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lastloadedmaplumpnum = W_CheckNumForMap(maplumpname);
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if (lastloadedmaplumpnum == LUMPERROR)
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I_Error("Map %s not found.\n", maplumpname);
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R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette,
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(encoremode ? W_CheckNumForName(va("%sE", maplumpname)) : LUMPERROR));
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(encoremode ? W_CheckNumForLongName(va("%sE", maplumpname)) : LUMPERROR));
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CON_SetupBackColormap();
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// SRB2 determines the sky texture to be used depending on the map header.
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@ -2571,6 +2571,8 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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break;
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case 415: // Run a script
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// FIXME: cursed
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#if 0
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if (cv_runscripts.value)
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{
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INT32 scrnum;
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@ -2605,6 +2607,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
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else
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COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
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}
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#endif
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break;
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case 416: // Spawn adjustable fire flicker
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@ -2627,6 +2627,7 @@ void S_StartEx(boolean reset)
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music_stack_fadein = JINGLEPOSTFADE;
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}
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// TODO: fix this function, needs better support for map names
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static void Command_Tunes_f(void)
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{
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const char *tunearg;
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@ -1813,9 +1813,9 @@ void Y_StartVote(void)
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levelinfo[i].gts = NULL;
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// set up the pic
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lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(votelevels[i][0]+1)));
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lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(votelevels[i][0]+1)));
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if (lumpnum != LUMPERROR)
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levelinfo[i].pic = W_CachePatchName(va("%sP", G_BuildMapName(votelevels[i][0]+1)), PU_STATIC);
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levelinfo[i].pic = W_CachePatchNum(lumpnum, PU_STATIC);
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else
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levelinfo[i].pic = W_CachePatchName("BLANKLVL", PU_STATIC);
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}
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