commit dc57eb0844fea8fd444281453b25f43ab7007a22
Author: Simon Howard <fraggle@gmail.com>
AuthorDate: Thu Feb 20 06:03:18 2014 +0000
Commit: Simon Howard <fraggle@gmail.com>
CommitDate: Thu Feb 20 06:03:18 2014 +0000
Add BFG edition workaround for options menu crash.
The BFG edition IWADs have their M_GDHIGH lumps changed to say
"Fullscreen:" instead of just "high". This breaks the options menu
which assumes a graphic that is not as wide.
In the same spirit as the title screen workaround, add a workaround
for this as well: use the message "on/off" graphics instead when we
are running using a BFG edition IWAD.
This fixes #341 (thanks Fabian Greffrath).
---
src/doom/doomstat.h | 3 +++
src/doom/m_menu.c | 31 +++++++++++++++++++++++++------
2 files changed, 28 insertions(+), 6 deletions(-)
diff --git a/src/doom/doomstat.h b/src/doom/doomstat.h
index 9e09bb42..bb203e0d 100644
--- a/src/doom/doomstat.h
+++ b/src/doom/doomstat.h
@@ -66,6 +66,9 @@ extern GameMission_t gamemission;
extern GameVersion_t gameversion;
extern char *gamedescription;
+// If true, we're using one of the mangled BFG edition IWADs.
+extern boolean bfgedition;
+
// Convenience macro.
// 'gamemission' can be equal to pack_chex or pack_hacx, but these are
// just modified versions of doom and doom2, and should be interpreted
diff --git a/src/doom/m_menu.c b/src/doom/m_menu.c
index 4951d9a6..97c080c8 100644
--- a/src/doom/m_menu.c
+++ b/src/doom/m_menu.c
@@ -985,18 +985,37 @@ void M_Episode(int choice)
//
// M_Options
//
-char detailNames[2][9] = {"M_GDHIGH","M_GDLOW"};
-char msgNames[2][9] = {"M_MSGOFF","M_MSGON"};
-
+static char *detailNames[2] = {"M_GDHIGH","M_GDLOW"};
+static char *msgNames[2] = {"M_MSGOFF","M_MSGON"};
void M_DrawOptions(void)
{
+ char *detail_patch;
+
V_DrawPatchDirect(108, 15, W_CacheLumpName(DEH_String("M_OPTTTL"),
PU_CACHE));
-
+
+ // Workaround for BFG edition IWAD weirdness.
+ // The BFG edition doesn't have the "low detail" menu option (fair
+ // enough). But bizarrely, it reuses the M_GDHIGH patch as a label
+ // for the options menu (says "Fullscreen:"). Why the perpetrators
+ // couldn't just add a new graphic lump and had to reuse this one,
+ // I don't know.
+ //
+ // The end result is that M_GDHIGH is too wide and causes the game
+ // to crash. As a workaround to get a minimum level of support for
+ // the BFG edition IWADs, use the "ON"/"OFF" graphics instead.
+ if (bfgedition)
+ {
+ detail_patch = msgNames[detailLevel];
+ }
+ else
+ {
+ detail_patch = detailNames[detailLevel];
+ }
+
V_DrawPatchDirect(OptionsDef.x + 175, OptionsDef.y + LINEHEIGHT * detail,
- W_CacheLumpName(DEH_String(detailNames[detailLevel]),
- PU_CACHE));
+ W_CacheLumpName(DEH_String(detail_patch), PU_CACHE));
V_DrawPatchDirect(OptionsDef.x + 120, OptionsDef.y + LINEHEIGHT * messages,
W_CacheLumpName(DEH_String(msgNames[showMessages]),