mirror of
https://github.com/DrBeef/Raze.git
synced 2024-12-11 13:21:39 +00:00
1fde9f2173
This disables the boss's death in L4 ending the game and just advances to the next level. This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
428 lines
14 KiB
C++
428 lines
14 KiB
C++
/*
|
|
** maphack.cpp
|
|
**
|
|
** Newly implemented map hack loader, based on sc_man.
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 2020 Christoph Oelckers
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
*/
|
|
#include "build.h"
|
|
#include "sc_man.h"
|
|
#include "printf.h"
|
|
#include "c_dispatch.h"
|
|
#include "md4.h"
|
|
#include "hw_sections.h"
|
|
#include "mapinfo.h"
|
|
|
|
static TArray<usermaphack_t> usermaphacks;
|
|
TArray<int> blockingpairs[MAXWALLS];
|
|
|
|
void AddUserMapHack(usermaphack_t& mhk)
|
|
{
|
|
usermaphacks.Push(mhk);
|
|
}
|
|
|
|
static int32_t LoadMapHack(const char *filename)
|
|
{
|
|
int currentsprite = -1;
|
|
int currentwall = -1;
|
|
int currentsector = -1;
|
|
|
|
FScanner sc;
|
|
int lump = fileSystem.FindFile(filename);
|
|
if (lump < 0)
|
|
{
|
|
return -1;
|
|
}
|
|
sc.OpenLumpNum(lump);
|
|
|
|
while (sc.GetString())
|
|
{
|
|
FString token = sc.String;
|
|
auto validateSprite = [&]()
|
|
{
|
|
if (currentsprite < 0)
|
|
{
|
|
sc.ScriptMessage("Using %s without a valid sprite", token.GetChars());
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
auto validateWall = [&]()
|
|
{
|
|
if (currentwall < 0)
|
|
{
|
|
sc.ScriptMessage("Using %s without a valid wall", token.GetChars());
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
auto validateSector = [&]()
|
|
{
|
|
if (currentsector < 0)
|
|
{
|
|
sc.ScriptMessage("Using %s without a valid sector", token.GetChars());
|
|
return false;
|
|
}
|
|
return true;
|
|
};
|
|
|
|
if (sc.Compare("sprite"))
|
|
{
|
|
currentwall = -1;
|
|
currentsector = -1;
|
|
if (sc.CheckNumber())
|
|
{
|
|
currentsprite = sc.Number;
|
|
if (currentsprite < 0 || currentsprite >= MAXSPRITES)
|
|
{
|
|
sc.ScriptMessage("Invalid sprite number %d", currentsprite);
|
|
currentsprite = -1;
|
|
}
|
|
}
|
|
else currentsprite = -1;
|
|
}
|
|
if (sc.Compare("wall"))
|
|
{
|
|
currentsprite = -1;
|
|
currentsector = -1;
|
|
if (sc.CheckNumber())
|
|
{
|
|
currentwall = sc.Number;
|
|
if (currentwall < 0 || currentwall >= MAXWALLS)
|
|
{
|
|
sc.ScriptMessage("Invalid wall number %d", currentwall);
|
|
currentwall = -1;
|
|
}
|
|
}
|
|
else currentwall = -1;
|
|
}
|
|
if (sc.Compare("sector"))
|
|
{
|
|
currentsprite = -1;
|
|
currentwall = -1;
|
|
if (sc.CheckNumber())
|
|
{
|
|
currentsector = sc.Number;
|
|
if (currentsector < 0 || currentsector >= MAXSECTORS)
|
|
{
|
|
sc.ScriptMessage("Invalid sector number %d", currentsector);
|
|
currentsector = -1;
|
|
}
|
|
}
|
|
else currentsector = -1;
|
|
}
|
|
else if (sc.Compare("blocks"))
|
|
{
|
|
if (sc.CheckNumber() && validateWall())
|
|
{
|
|
blockingpairs[currentwall].Push(sc.Number);
|
|
}
|
|
}
|
|
else if (sc.Compare("sector"))
|
|
{
|
|
if (sc.CheckNumber())
|
|
{
|
|
if (currentsprite != -1 && validateSprite())
|
|
{
|
|
sprite[currentsprite].sectnum = sc.Number;
|
|
}
|
|
}
|
|
}
|
|
else if (sc.Compare("picnum"))
|
|
{
|
|
if (sc.CheckNumber())
|
|
{
|
|
if (currentwall != -1 && validateWall())
|
|
{
|
|
wall[currentwall].picnum = sc.Number;
|
|
}
|
|
else if (currentsprite != -1 && validateSprite())
|
|
{
|
|
sprite[currentsprite].picnum = sc.Number;
|
|
}
|
|
}
|
|
}
|
|
else if (sc.Compare("overpicnum"))
|
|
{
|
|
if (sc.CheckNumber() && validateWall())
|
|
{
|
|
wall[currentwall].overpicnum = sc.Number;
|
|
}
|
|
}
|
|
else if (sc.Compare("overpicnum"))
|
|
{
|
|
if (sc.CheckNumber() && validateWall())
|
|
{
|
|
wall[currentwall].overpicnum = sc.Number;
|
|
}
|
|
}
|
|
else if (sc.Compare("split"))
|
|
{
|
|
int start = -1, end = -1;
|
|
if (sc.CheckNumber()) start = sc.Number;
|
|
if (sc.CheckNumber()) end = sc.Number;
|
|
if (end >= 0 && validateSector())
|
|
{
|
|
hw_SetSplitSector(currentsector, start, end);
|
|
}
|
|
}
|
|
else if (sc.Compare("clearflags"))
|
|
{
|
|
if (currentsector != -1 && validateSector())
|
|
{
|
|
sc.GetString();
|
|
if (sc.Compare("floor") && sc.CheckNumber())
|
|
{
|
|
sector[currentsector].floorstat &= ~sc.Number;
|
|
}
|
|
else if (sc.Compare("ceiling") && sc.CheckNumber())
|
|
{
|
|
sector[currentsector].ceilingstat &= ~sc.Number;
|
|
}
|
|
else sc.ScriptError("Bad token %s", sc.String);
|
|
}
|
|
else if (sc.CheckNumber())
|
|
{
|
|
if (currentwall != -1 && validateWall())
|
|
{
|
|
wall[currentwall].cstat &= ~sc.Number;
|
|
}
|
|
else if (currentsprite != -1 && validateSprite())
|
|
{
|
|
sprite[currentsprite].cstat &= ~sc.Number;
|
|
}
|
|
}
|
|
}
|
|
else if (sc.Compare("setflags"))
|
|
{
|
|
if (sc.CheckNumber())
|
|
{
|
|
if (currentwall != -1 && validateWall())
|
|
{
|
|
wall[currentwall].cstat |= sc.Number;
|
|
}
|
|
else if (currentsprite != -1 && validateSprite())
|
|
{
|
|
sprite[currentsprite].cstat |= sc.Number;
|
|
}
|
|
}
|
|
}
|
|
else if (sc.Compare("lotag"))
|
|
{
|
|
if (sc.CheckNumber())
|
|
{
|
|
if (currentwall != -1 && validateWall())
|
|
{
|
|
wall[currentwall].lotag = sc.Number;
|
|
}
|
|
else if (currentsprite != -1 && validateSprite())
|
|
{
|
|
sprite[currentsprite].lotag = sc.Number;
|
|
}
|
|
}
|
|
}
|
|
else if (sc.Compare("sw_serp_continue")) // This is a hack for SW's Last Warrior mod to continue from L4 to L5.
|
|
{
|
|
currentLevel->gameflags |= LEVEL_SW_DEATHEXIT_SERPENT_NEXT;
|
|
}
|
|
|
|
else if (sc.Compare("angleoff") || sc.Compare("angoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].angoff = (int16_t)sc.Number;
|
|
}
|
|
else if (sc.Compare("notmd") || sc.Compare("notmd2") || sc.Compare("notmd3"))
|
|
{
|
|
if (validateSprite())
|
|
spriteext[currentsprite].flags |= SPREXT_NOTMD;
|
|
}
|
|
else if (sc.Compare("nomdanim") || sc.Compare("nomd2anim") || sc.Compare("nomd3anim"))
|
|
{
|
|
if (validateSprite())
|
|
spriteext[currentsprite].flags |= SPREXT_NOMDANIM;
|
|
}
|
|
else if (sc.Compare("pitch"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].pitch = (int16_t)sc.Number;
|
|
}
|
|
else if (sc.Compare("roll"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].roll = (int16_t)sc.Number;
|
|
}
|
|
else if (sc.Compare("mdxoff") || sc.Compare("mdpivxoff") || sc.Compare("mdpivotxoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].pivot_offset.x = sc.Number;
|
|
}
|
|
else if (sc.Compare("mdyoff") || sc.Compare("mdpivyoff") || sc.Compare("mdpivotyoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].pivot_offset.y = sc.Number;
|
|
}
|
|
else if (sc.Compare("mdzoff") || sc.Compare("mdpivzoff") || sc.Compare("mdpivotzoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].pivot_offset.z = sc.Number;
|
|
}
|
|
else if (sc.Compare("mdposxoff") || sc.Compare("mdpositionxoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].position_offset.x = sc.Number;
|
|
}
|
|
else if (sc.Compare("mdposyoff") || sc.Compare("mdpositionyoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].position_offset.x = sc.Number;
|
|
}
|
|
else if (sc.Compare("mdposzoff") || sc.Compare("mdpositionzoff"))
|
|
{
|
|
if (sc.CheckNumber() && validateSprite())
|
|
spriteext[currentsprite].position_offset.x = sc.Number;
|
|
}
|
|
else if (sc.Compare("away1"))
|
|
{
|
|
if (validateSprite())
|
|
spriteext[currentsprite].flags |= SPREXT_AWAY1;
|
|
}
|
|
else if (sc.Compare("away2"))
|
|
{
|
|
if (validateSprite())
|
|
spriteext[currentsprite].flags |= SPREXT_AWAY2;
|
|
}
|
|
else if (sc.Compare("mhkreset"))
|
|
{
|
|
if (validateSprite())
|
|
{
|
|
auto& sx = spriteext[currentsprite];
|
|
sx.angoff = 0;
|
|
sx.flags &= ~(SPREXT_NOTMD | SPREXT_NOMDANIM | SPREXT_AWAY1 | SPREXT_AWAY2);
|
|
sx.pitch = 0;
|
|
sx.roll = 0;
|
|
sx.pivot_offset = {};
|
|
sx.position_offset = {};
|
|
}
|
|
}
|
|
else if (sc.Compare("light"))
|
|
{
|
|
// skip over it - once lights are working this should be reactivated. Assignments were kept as documentation.
|
|
sc.MustGetNumber();
|
|
//light.sector= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.x= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.y= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.z= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.range= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.color[0]= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.color[1]= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.color[2]= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.radius= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.faderadius= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.angle= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.horiz= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.minshade= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.maxshade= sc.Number;
|
|
sc.MustGetNumber();
|
|
//light.priority= sc.Number;
|
|
sc.MustGetString();
|
|
//light.tilenum= sc.Number;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
void G_LoadMapHack(const char* filename, const unsigned char* md4)
|
|
{
|
|
hw_ClearSplitSector();
|
|
|
|
for (auto& p : blockingpairs) p.Clear();
|
|
FString internal = "engine/compatibility/";
|
|
for (int j = 0; j < 16; ++j)
|
|
{
|
|
internal.AppendFormat("%02x", md4[j]);
|
|
}
|
|
LoadMapHack(internal + ".mhk");
|
|
FString hack = StripExtension(filename) + ".mhk";
|
|
|
|
if (LoadMapHack(hack))
|
|
{
|
|
for (auto& mhk : usermaphacks)
|
|
{
|
|
if (!memcmp(md4, mhk.md4, 16))
|
|
{
|
|
LoadMapHack(mhk.mhkfile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Map hacks use MD4 instead of MD5. Oh, well...
|
|
CCMD(md4sum)
|
|
{
|
|
if (argv.argc() < 2)
|
|
{
|
|
Printf("Usage: md4sum <file> ...\n");
|
|
}
|
|
for (int i = 1; i < argv.argc(); ++i)
|
|
{
|
|
FileReader fr = fileSystem.OpenFileReader(argv[i]);
|
|
if (!fr.isOpen())
|
|
{
|
|
Printf("%s: %s\n", argv[i], strerror(errno));
|
|
}
|
|
else
|
|
{
|
|
auto data = fr.Read();
|
|
uint8_t digest[16];
|
|
md4once(data.Data(), data.Size(), digest);
|
|
for (int j = 0; j < 16; ++j)
|
|
{
|
|
Printf("%02x", digest[j]);
|
|
}
|
|
Printf(" //*%s\n", argv[i]);
|
|
}
|
|
}
|
|
}
|
|
|