Fix many instances of G_BuildMapName

Some things are gonna be busted. Fix it later, BYE.
This commit is contained in:
James R 2020-10-31 20:17:12 -07:00
parent d5b52d8ff3
commit 8f68a21f2f
15 changed files with 46 additions and 39 deletions

View file

@ -1554,7 +1554,7 @@ static void SV_SendServerInfo(INT32 node, tic_t servertime)
CopyCaretColors(netbuffer->u.serverinfo.servername, cv_servername.string,
MAXSERVERNAME);
strncpy(netbuffer->u.serverinfo.mapname, G_BuildMapName(gamemap), 7);
//strncpy(netbuffer->u.serverinfo.mapname, G_BuildMapName(gamemap), 7);
M_Memcpy(netbuffer->u.serverinfo.mapmd5, mapmd5, 16);

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@ -1752,14 +1752,11 @@ void D_SRB2Main(void)
if (server && !M_CheckParm("+map"))
{
// Prevent warping to nonexistent levels
if (W_CheckNumForName(G_BuildMapName(pstartmap)) == LUMPERROR)
I_Error("Could not warp to %s (map not found)\n", G_BuildMapName(pstartmap));
// Prevent warping to locked levels
// ... unless you're in a dedicated server. Yes, technically this means you can view any level by
// running a dedicated server and joining it yourself, but that's better than making dedicated server's
// lives hell.
else if (!dedicated && M_MapLocked(pstartmap))
if (!dedicated && M_MapLocked(pstartmap))
I_Error("You need to unlock this level before you can warp to it!\n");
else
{

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@ -2347,7 +2347,7 @@ void D_MapChange(INT32 mapnum, INT32 newgametype, boolean pencoremode, boolean r
if (delay != 2)
{
UINT8 flags = 0;
I_Assert(W_CheckNumForName(G_BuildMapName(mapnum)) != LUMPERROR);
//I_Assert(W_CheckNumForName(G_BuildMapName(mapnum)) != LUMPERROR);
buf_p = buf;
if (pencoremode)
flags |= 1;

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@ -576,7 +576,8 @@ void DRPC_UpdatePresence(void)
if ((gamemap >= 1 && gamemap <= 60) // supported race maps
|| (gamemap >= 136 && gamemap <= 164)) // supported battle maps
{
snprintf(mapimg, 8, "%s", G_BuildMapName(gamemap));
//FIXME
//snprintf(mapimg, 8, "%s", G_BuildMapName(gamemap));
strlwr(mapimg);
discordPresence.largeImageKey = mapimg; // Map image
}

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@ -2104,6 +2104,7 @@ void F_TitleScreenTicker(boolean run)
//static boolean use_netreplay = false;
char dname[9];
char *dname2 = dname;
lumpnum_t l;
const char *mapname;
UINT8 numstaff;
@ -2146,7 +2147,7 @@ void F_TitleScreenTicker(boolean run)
mapname = G_BuildMapName(G_RandMap(TOL_RACE, -2, false, 0, false, NULL)+1);
numstaff = 1;
while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",mapname,numstaff+1))) != LUMPERROR)
while (numstaff < 99 && (l = W_CheckNumForLongName(va("%sS%02u",mapname,numstaff+1))) != LUMPERROR)
numstaff++;
#if 0 // turns out this isn't how we're gonna organise 'em
@ -2167,7 +2168,7 @@ void F_TitleScreenTicker(boolean run)
#endif
// Setup demo name
snprintf(dname, 9, "%sS%02u", mapname, numstaff);
dname2 = Z_StrDup(va("%sS%02u", mapname, numstaff));
/*if ((l = W_CheckNumForName(dname)) == LUMPERROR) -- we KNOW it exists now
{
@ -2180,7 +2181,12 @@ loadreplay:
demo.title = demo.fromtitle = true;
demo.ignorefiles = true;
demo.loadfiles = false;
G_DoPlayDemo(dname);
G_DoPlayDemo(dname2);
if (dname2 != dname)
{
Z_Free(dname2);
}
}
}

View file

@ -1201,7 +1201,8 @@ void G_DoLoadLevel(boolean resetplayer)
// cleanup
if (titlemapinaction == TITLEMAP_LOADING)
{
if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
//if (W_CheckNumForName(G_BuildMapName(gamemap)) == LUMPERROR)
if (gamemap < 1 || gamemap > nummapheaders)
{
titlemap = 0; // let's not infinite recursion ok
Command_ExitGame_f();
@ -3262,7 +3263,7 @@ tryagain:
if (pprevmap == -2) // title demo hack
{
lumpnum_t l;
if ((l = W_CheckNumForName(va("%sS01",G_BuildMapName(ix+1)))) == LUMPERROR)
if ((l = W_CheckNumForLongName(va("%sS01",G_BuildMapName(ix+1)))) == LUMPERROR)
continue;
}
@ -3513,7 +3514,7 @@ static void G_DoCompleted(void)
cm = nextmap; //Start the loop again so that the error checking below is executed.
//Make sure the map actually exists before you try to go to it!
if ((W_CheckNumForName(G_BuildMapName(cm + 1)) == LUMPERROR))
if (cm < 0 || cm >= nummapheaders)
{
CONS_Alert(CONS_ERROR, M_GetText("Next map given (MAP %d) doesn't exist! Reverting to MAP01.\n"), cm+1);
cm = 0;

View file

@ -2761,10 +2761,10 @@ static void K_drawKartMinimap(void)
if (stplyr != &players[displayplayers[0]])
return;
lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
lumpnum = W_CheckNumForLongName(va("%sR", G_BuildMapName(gamemap)));
if (lumpnum != -1)
AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
AutomapPic = W_CachePatchNum(lumpnum, PU_HUDGFX);
else
return; // no pic, just get outta here

View file

@ -815,10 +815,10 @@ static int libd_drawOnMinimap(lua_State *L)
if (stplyr != &players[displayplayers[0]])
return 0;
lumpnum = W_CheckNumForName(va("%sR", G_BuildMapName(gamemap)));
lumpnum = W_CheckNumForLongName(va("%sR", G_BuildMapName(gamemap)));
if (lumpnum != -1)
AutomapPic = W_CachePatchName(va("%sR", G_BuildMapName(gamemap)), PU_HUDGFX);
AutomapPic = W_CachePatchNum(lumpnum, PU_HUDGFX);
else
return 0; // no pic, just get outta here

View file

@ -1165,7 +1165,8 @@ void Command_Writethings_f(void)
REQUIRE_SINGLEPLAYER;
REQUIRE_OBJECTPLACE;
P_WriteThings(W_GetNumForName(G_BuildMapName(gamemap)) + ML_THINGS);
//FIXME?
//P_WriteThings(W_GetNumForName(G_BuildMapName(gamemap)) + ML_THINGS);
}
void Command_ObjectPlace_f(void)

View file

@ -2218,7 +2218,7 @@ static void Dummystaff_OnChange(void)
dummystaffname[0] = '\0';
if ((l = W_CheckNumForName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
if ((l = W_CheckNumForLongName(va("%sS01",G_BuildMapName(cv_nextmap.value)))) == LUMPERROR)
{
CV_StealthSetValue(&cv_dummystaff, 0);
return;
@ -2227,7 +2227,7 @@ static void Dummystaff_OnChange(void)
{
char *temp = dummystaffname;
UINT8 numstaff = 1;
while (numstaff < 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
while (numstaff < 99 && (l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(cv_nextmap.value),numstaff+1))) != LUMPERROR)
numstaff++;
if (cv_dummystaff.value < 1)
@ -2235,7 +2235,7 @@ static void Dummystaff_OnChange(void)
else if (cv_dummystaff.value > numstaff)
CV_StealthSetValue(&cv_dummystaff, 1);
if ((l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
if ((l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(cv_nextmap.value), cv_dummystaff.value))) == LUMPERROR)
return; // shouldn't happen but might as well check...
G_UpdateStaffGhostName(l);
@ -5524,7 +5524,7 @@ static void DrawReplayHutReplayInfo(void)
// A 160x100 image of the level as entry MAPxxP
//CONS_Printf("%d %s\n", demolist[dir_on[menudepthleft]].map, G_BuildMapName(demolist[dir_on[menudepthleft]].map));
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(demolist[dir_on[menudepthleft]].map)));
lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(demolist[dir_on[menudepthleft]].map)));
if (lumpnum != LUMPERROR)
patch = W_CachePatchNum(lumpnum, PU_CACHE);
else
@ -6187,15 +6187,10 @@ static boolean M_ExitPandorasBox(void)
static void M_ChangeLevel(INT32 choice)
{
char mapname[6];
(void)choice;
strlcpy(mapname, G_BuildMapName(cv_nextmap.value), sizeof (mapname));
strlwr(mapname);
mapname[5] = '\0';
M_ClearMenus(true);
COM_BufAddText(va("map %s -gametype \"%s\"\n", mapname, cv_newgametype.string));
COM_BufAddText(va("map %d -gametype \"%s\"\n", cv_nextmap.value, cv_newgametype.string));
}
static void M_ConfirmSpectate(INT32 choice)
@ -8878,7 +8873,7 @@ static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
// A 160x100 image of the level as entry MAPxxP
if (cv_nextmap.value)
{
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(cv_nextmap.value)));
lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(cv_nextmap.value)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
else
@ -8944,7 +8939,7 @@ static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
// A 160x100 image of the level as entry MAPxxP
if (i+1)
{
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(i+1)));
lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(i+1)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
else
@ -8982,7 +8977,7 @@ static void M_DrawLevelSelectOnly(boolean leftfade, boolean rightfade)
// A 160x100 image of the level as entry MAPxxP
if (i+1)
{
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(i+1)));
lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(i+1)));
if (lumpnum != LUMPERROR)
PictureOfLevel = W_CachePatchNum(lumpnum, PU_CACHE);
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
break;
}
#if 0
if (gamestate == GS_LEVEL)
snprintf(maptext, 8, "%s", G_BuildMapName(gamemap));
else
#endif
snprintf(maptext, 8, "Unknown");
if (gamestate == GS_LEVEL && mapheaderinfo[gamemap-1]->lvlttl[0] != '\0')
@ -2647,4 +2649,4 @@ const char * M_Ftrim (double f)
dig[i + 1] = '\0';
return &dig[1];/* skip the 0 */
}
}
}

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@ -367,7 +367,7 @@ static void P_ClearSingleMapHeaderInfo(INT16 i)
mapheaderinfo[num]->ssspheres = 1;
mapheaderinfo[num]->gravity = DEFAULT_GRAVITY;
mapheaderinfo[num]->keywords[0] = '\0';
snprintf(mapheaderinfo[num]->musname, 7, "%sM", G_BuildMapName(i));
sprintf(mapheaderinfo[num]->musname, "%.5sM", G_BuildMapName(i));
mapheaderinfo[num]->musname[6] = 0;
mapheaderinfo[num]->mustrack = 0;
mapheaderinfo[num]->muspos = 0;
@ -3671,7 +3671,7 @@ static void P_LoadRecordGhosts(void)
{
lumpnum_t l;
UINT8 j = 1;
while (j <= 99 && (l = W_CheckNumForName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
while (j <= 99 && (l = W_CheckNumForLongName(va("%sS%02u",G_BuildMapName(gamemap),j))) != LUMPERROR)
{
G_AddGhost(va("%sS%02u",G_BuildMapName(gamemap),j));
j++;
@ -3774,7 +3774,7 @@ static void P_InitGametype(void)
{
static char buf[256];
char *path;
sprintf(buf, "media"PATHSEP"replay"PATHSEP"online"PATHSEP"%d-%s", (int) (time(NULL)), G_BuildMapName(gamemap));
snprintf(buf, sizeof buf, "media"PATHSEP"replay"PATHSEP"online"PATHSEP"%d-%s", (int) (time(NULL)), G_BuildMapName(gamemap));
path = va("%s"PATHSEP"media"PATHSEP"replay"PATHSEP"online", srb2home);
M_MkdirEach(path, M_PathParts(path) - 4, 0755);
@ -4004,12 +4004,12 @@ boolean P_LoadLevel(boolean fromnetsave)
// internal game map
maplumpname = G_BuildMapName(gamemap);
lastloadedmaplumpnum = W_CheckNumForName(maplumpname);
lastloadedmaplumpnum = W_CheckNumForMap(maplumpname);
if (lastloadedmaplumpnum == LUMPERROR)
I_Error("Map %s not found.\n", maplumpname);
R_ReInitColormaps(mapheaderinfo[gamemap-1]->palette,
(encoremode ? W_CheckNumForName(va("%sE", maplumpname)) : LUMPERROR));
(encoremode ? W_CheckNumForLongName(va("%sE", maplumpname)) : LUMPERROR));
CON_SetupBackColormap();
// 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)
break;
case 415: // Run a script
// FIXME: cursed
#if 0
if (cv_runscripts.value)
{
INT32 scrnum;
@ -2605,6 +2607,7 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
else
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
}
#endif
break;
case 416: // Spawn adjustable fire flicker

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@ -2627,6 +2627,7 @@ void S_StartEx(boolean reset)
music_stack_fadein = JINGLEPOSTFADE;
}
// TODO: fix this function, needs better support for map names
static void Command_Tunes_f(void)
{
const char *tunearg;

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@ -1813,9 +1813,9 @@ void Y_StartVote(void)
levelinfo[i].gts = NULL;
// set up the pic
lumpnum = W_CheckNumForName(va("%sP", G_BuildMapName(votelevels[i][0]+1)));
lumpnum = W_CheckNumForLongName(va("%sP", G_BuildMapName(votelevels[i][0]+1)));
if (lumpnum != LUMPERROR)
levelinfo[i].pic = W_CachePatchName(va("%sP", G_BuildMapName(votelevels[i][0]+1)), PU_STATIC);
levelinfo[i].pic = W_CachePatchNum(lumpnum, PU_STATIC);
else
levelinfo[i].pic = W_CachePatchName("BLANKLVL", PU_STATIC);
}