diff options
-rw-r--r-- | NEWS | 2 | ||||
-rw-r--r-- | src/p_map.c | 21 | ||||
-rw-r--r-- | src/p_setup.c | 27 | ||||
-rw-r--r-- | src/p_sight.c | 10 |
4 files changed, 53 insertions, 7 deletions
@@ -50,6 +50,8 @@ instead of the red colormaps normally used when taking damage or using the berserk pack. This matches Vanilla chex.exe behavior (thanks Fuzztooth). + * Impassible glass now displays and works the same as in Vanilla, + fixing wads such as OTTAWAU.WAD (thanks Never_Again). Bugs fixed: * Memory-mapped WAD I/O is disabled by default, as it caused diff --git a/src/p_map.c b/src/p_map.c index 89f8f3f8..b50fff2c 100644 --- a/src/p_map.c +++ b/src/p_map.c @@ -885,7 +885,17 @@ PTR_AimTraverse (intercept_t* in) dist = FixedMul (attackrange, in->frac); - if (li->frontsector->floorheight != li->backsector->floorheight) + // Return false if there is no back sector. This should never + // be the case if the line is two-sided; however, some WADs + // (eg. ottawau.wad) use this as an "impassible glass" trick + // and rely on Vanilla Doom's (unintentional) support for this. + + if (li->backsector == NULL) + { + return false; + } + + if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv (openbottom - shootz , dist); if (slope > bottomslope) @@ -973,7 +983,14 @@ boolean PTR_ShootTraverse (intercept_t* in) dist = FixedMul (attackrange, in->frac); - if (li->frontsector->floorheight != li->backsector->floorheight) + // Check if backsector is NULL. See comment in PTR_AimTraverse. + + if (li->backsector == NULL) + { + goto hitline; + } + + if (li->frontsector->floorheight != li->backsector->floorheight) { slope = FixedDiv (openbottom - shootz , dist); if (slope > aimslope) diff --git a/src/p_setup.c b/src/p_setup.c index 5cf7a628..2a3a8f85 100644 --- a/src/p_setup.c +++ b/src/p_setup.c @@ -167,6 +167,7 @@ void P_LoadSegs (int lump) line_t* ldef; int linedef; int side; + int sidenum; numsegs = W_LumpLength (lump) / sizeof(mapseg_t); segs = Z_Malloc (numsegs*sizeof(seg_t),PU_LEVEL,0); @@ -179,7 +180,7 @@ void P_LoadSegs (int lump) { li->v1 = &vertexes[SHORT(ml->v1)]; li->v2 = &vertexes[SHORT(ml->v2)]; - + li->angle = (SHORT(ml->angle))<<16; li->offset = (SHORT(ml->offset))<<16; linedef = SHORT(ml->linedef); @@ -188,10 +189,28 @@ void P_LoadSegs (int lump) side = SHORT(ml->side); li->sidedef = &sides[ldef->sidenum[side]]; li->frontsector = sides[ldef->sidenum[side]].sector; - if (ldef-> flags & ML_TWOSIDED) - li->backsector = sides[ldef->sidenum[side^1]].sector; - else + + if (ldef-> flags & ML_TWOSIDED) + { + sidenum = ldef->sidenum[side ^ 1]; + + // If the sidenum is out of range, this may be a "glass hack" + // impassible window. Point at side #0 (this may not be + // the correct Vanilla behavior; however, it seems to work for + // OTTAWAU.WAD, which is the one place I've seen this trick + // used). + + if (sidenum < 0 || sidenum >= numsides) + { + sidenum = 0; + } + + li->backsector = sides[sidenum].sector; + } + else + { li->backsector = 0; + } } W_ReleaseLumpNum(lump); diff --git a/src/p_sight.c b/src/p_sight.c index e192567b..79c1bb1d 100644 --- a/src/p_sight.c +++ b/src/p_sight.c @@ -173,7 +173,7 @@ boolean P_CrossSubsector (int num) continue; line->validcount = validcount; - + v1 = line->v1; v2 = line->v2; s1 = P_DivlineSide (v1->x,v1->y, &strace); @@ -194,6 +194,14 @@ boolean P_CrossSubsector (int num) if (s1 == s2) continue; + // Backsector may be NULL if this is an "impassible + // glass" hack line. + + if (line->backsector == NULL) + { + return false; + } + // stop because it is not two sided anyway // might do this after updating validcount? if ( !(line->flags & ML_TWOSIDED) ) |