ref: 63e1c884911f9e3382936f84a388e941b29343e6
parent: 16eb65970747541102beb0b8343b158a740c75d0
author: Simon Howard <[email protected]>
date: Tue Oct 7 20:52:03 EDT 2014
Allow -warp to episodes beyond episode 4. Vanilla Doom's -warp parameter allows warping to episodes beyond E4. This didn't work in Chocolate Doom because of some changes made to the G_InitNew code before the source release. Actual decompilation of that function in Vanilla Doom shows that the episode/map sanity checking is not present: http://pastie.org/8140437 There is at least one known WAD (2002ado) that has a map on E5M1 that is playable in Vanilla, and this stops that map from being possible to play. Comment out that code because it obviously doesn't deserve to be there. This fixes #426. Thanks plumsinus.
--- a/src/doom/g_game.c
+++ b/src/doom/g_game.c
@@ -1683,27 +1683,32 @@
G_InitNew
( skill_t skill,
int episode,
- int map )
-{
+ int map )
+{
char *skytexturename;
- int i;
-
- if (paused)
- {
- paused = false;
- S_ResumeSound ();
- }
-
+ int i;
- if (skill > sk_nightmare)
- skill = sk_nightmare;
+ if (paused)
+ {
+ paused = false;
+ S_ResumeSound ();
+ }
+ /*
+ // Note: This commented-out block of code was added at some point
+ // between the DOS version(s) and the Doom source release. It isn't
+ // found in disassemblies of the DOS version and causes IDCLEV and
+ // the -warp command line parameter to behave differently.
+ // This is left here for posterity.
+ if (skill > sk_nightmare)
+ skill = sk_nightmare;
+
// This was quite messy with SPECIAL and commented parts.
// Supposedly hacks to make the latest edition work.
// It might not work properly.
if (episode < 1)
- episode = 1;
+ episode = 1;
if ( gamemode == retail )
{
@@ -1712,64 +1717,62 @@
}
else if ( gamemode == shareware )
{
- if (episode > 1)
+ if (episode > 1)
episode = 1; // only start episode 1 on shareware
- }
+ }
else
{
if (episode > 3)
episode = 3;
}
-
+ */
-
- if (map < 1)
+ if (map < 1)
map = 1;
-
+
if ( (map > 9)
&& ( gamemode != commercial) )
- map = 9;
-
- M_ClearRandom ();
-
+ map = 9;
+
+ M_ClearRandom ();
+
if (skill == sk_nightmare || respawnparm )
respawnmonsters = true;
else
respawnmonsters = false;
-
+
if (fastparm || (skill == sk_nightmare && gameskill != sk_nightmare) )
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics >>= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
- }
- else if (skill != sk_nightmare && gameskill == sk_nightmare)
- {
- for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
- states[i].tics <<= 1;
- mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
- mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
- mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
- }
-
-
- // force players to be initialized upon first level load
- for (i=0 ; i<MAXPLAYERS ; i++)
- players[i].playerstate = PST_REBORN;
-
- usergame = true; // will be set false if a demo
- paused = false;
- demoplayback = false;
- automapactive = false;
- viewactive = true;
- gameepisode = episode;
- gamemap = map;
- gameskill = skill;
-
+ {
+ for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
+ states[i].tics >>= 1;
+ mobjinfo[MT_BRUISERSHOT].speed = 20*FRACUNIT;
+ mobjinfo[MT_HEADSHOT].speed = 20*FRACUNIT;
+ mobjinfo[MT_TROOPSHOT].speed = 20*FRACUNIT;
+ }
+ else if (skill != sk_nightmare && gameskill == sk_nightmare)
+ {
+ for (i=S_SARG_RUN1 ; i<=S_SARG_PAIN2 ; i++)
+ states[i].tics <<= 1;
+ mobjinfo[MT_BRUISERSHOT].speed = 15*FRACUNIT;
+ mobjinfo[MT_HEADSHOT].speed = 10*FRACUNIT;
+ mobjinfo[MT_TROOPSHOT].speed = 10*FRACUNIT;
+ }
+
+ // force players to be initialized upon first level load
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ players[i].playerstate = PST_REBORN;
+
+ usergame = true; // will be set false if a demo
+ paused = false;
+ demoplayback = false;
+ automapactive = false;
viewactive = true;
+ gameepisode = episode;
+ gamemap = map;
+ gameskill = skill;
+ viewactive = true;
+
// Set the sky to use.
//
// Note: This IS broken, but it is how Vanilla Doom behaves.
@@ -1791,22 +1794,22 @@
}
else
{
- switch (gameepisode)
- {
+ switch (gameepisode)
+ {
default:
- case 1:
- skytexturename = "SKY1";
- break;
- case 2:
- skytexturename = "SKY2";
- break;
- case 3:
- skytexturename = "SKY3";
- break;
+ case 1:
+ skytexturename = "SKY1";
+ break;
+ case 2:
+ skytexturename = "SKY2";
+ break;
+ case 3:
+ skytexturename = "SKY3";
+ break;
case 4: // Special Edition sky
skytexturename = "SKY4";
break;
- }
+ }
}
skytexturename = DEH_String(skytexturename);
@@ -1813,10 +1816,10 @@
skytexture = R_TextureNumForName(skytexturename);
-
- G_DoLoadLevel ();
-}
-
+
+ G_DoLoadLevel ();
+}
+
//
// DEMO RECORDING