/* ** d_dehacked.cpp ** Parses dehacked/bex patches and changes game structures accordingly ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** 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. **--------------------------------------------------------------------------- ** ** Much of this file is fudging code to compensate for the fact that most of ** what could be changed with Dehacked is no longer in the same state it was ** in as of Doom 1.9. There is a lump in zdoom.wad (DEHSUPP) that stores most ** of the lookup tables used so that they need not be loaded all the time. ** Also, their total size is less in the lump than when they were part of the ** executable, so it saves space on disk as well as in memory. */ #include #include #include #include #include "doomtype.h" #include "templates.h" #include "doomstat.h" #include "info.h" #include "d_dehacked.h" #include "s_sound.h" #include "g_level.h" #include "cmdlib.h" #include "gstrings.h" #include "m_alloc.h" #include "m_misc.h" #include "w_wad.h" #include "d_player.h" #include "r_state.h" #include "gi.h" #include "c_dispatch.h" #include "decallib.h" #include "v_palette.h" #include "a_sharedglobal.h" #include "thingdef/thingdef.h" #include "thingdef/thingdef_exp.h" #include "vectors.h" #include "dobject.h" #include "r_data/r_translate.h" #include "sc_man.h" #include "i_system.h" #include "doomerrors.h" #include "p_effect.h" #include "farchive.h" // [SO] Just the way Randy said to do it :) // [RH] Made this CVAR_SERVERINFO CVAR (Int, infighting, 0, CVAR_SERVERINFO) static bool LoadDehSupp (); static void UnloadDehSupp (); // This is a list of all the action functions used by each of Doom's states. static TArray Actions; // These are the original heights of every Doom 2 thing. They are used if a patch // specifies that a thing should be hanging from the ceiling but doesn't specify // a height for the thing, since these are the heights it probably wants. static TArray OrgHeights; // DeHackEd made the erroneous assumption that if a state didn't appear in // Doom with an action function, then it was incorrect to assign it one. // This is a list of the states that had action functions, so we can figure // out where in the original list of states a DeHackEd codepointer is. // (DeHackEd might also have done this for compatibility between Doom // versions, because states could move around, but actions would never // disappear, but that doesn't explain why frame patches specify an exact // state rather than a code pointer.) static TArray CodePConv; // Sprite names in the order Doom originally had them. struct DEHSprName { char c[5]; }; static TArray OrgSprNames; struct StateMapper { FState *State; int StateSpan; const PClass *Owner; bool OwnerIsPickup; }; static TArray StateMap; // Sound equivalences. When a patch tries to change a sound, // use these sound names. static TArray SoundMap; // Names of different actor types, in original Doom 2 order static TArray InfoNames; // bit flags for PatchThing (a .bex extension): struct BitName { char Name[20]; BYTE Bit; BYTE WhichFlags; }; static TArray BitNames; // Render styles struct StyleName { char Name[20]; BYTE Num; }; static TArray StyleNames; static TArray AmmoNames; static TArray WeaponNames; // DeHackEd trickery to support MBF-style parameters // List of states that are hacked to use a codepointer struct MBFParamState { FState *state; int pointer; }; static TArray MBFParamStates; // Data on how to correctly modify the codepointers struct CodePointerAlias { char name[20]; char alias[20]; BYTE params; }; static TArray MBFCodePointers; struct AmmoPerAttack { actionf_p func; int ammocount; }; DECLARE_ACTION(A_Punch) DECLARE_ACTION(A_FirePistol) DECLARE_ACTION(A_FireShotgun) DECLARE_ACTION(A_FireShotgun2) DECLARE_ACTION(A_FireCGun) DECLARE_ACTION(A_FireMissile) DECLARE_ACTION_PARAMS(A_Saw) DECLARE_ACTION(A_FirePlasma) DECLARE_ACTION(A_FireBFG) DECLARE_ACTION(A_FireOldBFG) DECLARE_ACTION(A_FireRailgun) // Default ammo use of the various weapon attacks static AmmoPerAttack AmmoPerAttacks[] = { { AF_A_Punch, 0}, { AF_A_FirePistol, 1}, { AF_A_FireShotgun, 1}, { AF_A_FireShotgun2, 2}, { AF_A_FireCGun, 1}, { AF_A_FireMissile, 1}, { AFP_A_Saw, 0}, { AF_A_FirePlasma, 1}, { AF_A_FireBFG, -1}, // uses deh.BFGCells { AF_A_FireOldBFG, 1}, { AF_A_FireRailgun, 1}, { NULL, 0} }; // Miscellaneous info that used to be constant DehInfo deh = { 100, // .StartHealth 50, // .StartBullets 100, // .MaxHealth 200, // .MaxArmor 1, // .GreenAC 2, // .BlueAC 200, // .MaxSoulsphere 100, // .SoulsphereHealth 200, // .MegasphereHealth 100, // .GodHealth 200, // .FAArmor 2, // .FAAC 200, // .KFAArmor 2, // .KFAAC "PLAY", // Name of player sprite 255, // Rocket explosion style, 255=use cvar FRACUNIT*2/3, // Rocket explosion alpha false, // .NoAutofreeze 40, // BFG cells per shot }; // Doom identified pickup items by their sprites. ZDoom prefers to use their // class type to identify them instead. To support the traditional Doom // behavior, for every thing touched by dehacked that has the MF_PICKUP flag, // a new subclass of ADehackedPickup will be created with properties copied // from the original actor's defaults. The original actor is then changed to // spawn the new class. IMPLEMENT_POINTY_CLASS (ADehackedPickup) DECLARE_POINTER (RealPickup) END_POINTERS TArray TouchedActors; char *UnchangedSpriteNames; int NumUnchangedSprites; // Sprite<->Class map for ADehackedPickup::DetermineType static struct DehSpriteMap { char Sprite[5]; const char *ClassName; } DehSpriteMappings[] = { { "AMMO", "ClipBox" }, { "ARM1", "GreenArmor" }, { "ARM2", "BlueArmor" }, { "BFUG", "BFG9000" }, { "BKEY", "BlueCard" }, { "BON1", "HealthBonus" }, { "BON2", "ArmorBonus" }, { "BPAK", "Backpack" }, { "BROK", "RocketBox" }, { "BSKU", "BlueSkull" }, { "CELL", "Cell" }, { "CELP", "CellPack" }, { "CLIP", "Clip" }, { "CSAW", "Chainsaw" }, { "LAUN", "RocketLauncher" }, { "MEDI", "Medikit" }, { "MEGA", "Megasphere" }, { "MGUN", "Chaingun" }, { "PINS", "BlurSphere" }, { "PINV", "InvulnerabilitySphere" }, { "PLAS", "PlasmaRifle" }, { "PMAP", "Allmap" }, { "PSTR", "Berserk" }, { "PVIS", "Infrared" }, { "RKEY", "RedCard" }, { "ROCK", "RocketAmmo" }, { "RSKU", "RedSkull" }, { "SBOX", "ShellBox" }, { "SGN2", "SuperShotgun" }, { "SHEL", "Shell" }, { "SHOT", "Shotgun" }, { "SOUL", "Soulsphere" }, { "STIM", "Stimpack" }, { "SUIT", "RadSuit" }, { "YKEY", "YellowCard" }, { "YSKU", "YellowSkull" } }; #define LINESIZE 2048 #define CHECKKEY(a,b) if (!stricmp (Line1, (a))) (b) = atoi(Line2); static char *PatchFile, *PatchPt, *PatchName; static int PatchSize; static char *Line1, *Line2; static int dversion, pversion; static bool including, includenotext; static const char *unknown_str = "Unknown key %s encountered in %s %d.\n"; static FStringTable *EnglishStrings; // This is an offset to be used for computing the text stuff. // Straight from the DeHackEd source which was // Written by Greg Lewis, gregl@umich.edu. static int toff[] = {129044, 129044, 129044, 129284, 129380}; struct Key { const char *name; ptrdiff_t offset; }; static int PatchThing (int); static int PatchSound (int); static int PatchFrame (int); static int PatchSprite (int); static int PatchAmmo (int); static int PatchWeapon (int); static int PatchPointer (int); static int PatchCheats (int); static int PatchMisc (int); static int PatchText (int); static int PatchStrings (int); static int PatchPars (int); static int PatchCodePtrs (int); static int PatchMusic (int); static int DoInclude (int); static bool DoDehPatch(); static const struct { const char *name; int (*func)(int); } Modes[] = { // These appear in .deh and .bex files { "Thing", PatchThing }, { "Sound", PatchSound }, { "Frame", PatchFrame }, { "Sprite", PatchSprite }, { "Ammo", PatchAmmo }, { "Weapon", PatchWeapon }, { "Pointer", PatchPointer }, { "Cheat", PatchCheats }, { "Misc", PatchMisc }, { "Text", PatchText }, // These appear in .bex files { "include", DoInclude }, { "[STRINGS]", PatchStrings }, { "[PARS]", PatchPars }, { "[CODEPTR]", PatchCodePtrs }, { "[MUSIC]", PatchMusic }, { NULL, NULL }, }; static int HandleMode (const char *mode, int num); static bool HandleKey (const struct Key *keys, void *structure, const char *key, int value); static bool ReadChars (char **stuff, int size); static char *igets (void); static int GetLine (void); static void PushTouchedActor(PClass *cls) { for(unsigned i = 0; i < TouchedActors.Size(); i++) { if (TouchedActors[i] == cls) return; } TouchedActors.Push(cls); } static int HandleMode (const char *mode, int num) { int i = 0; while (Modes[i].name && stricmp (Modes[i].name, mode)) i++; if (Modes[i].name) return Modes[i].func (num); // Handle unknown or unimplemented data Printf ("Unknown chunk %s encountered. Skipping.\n", mode); do i = GetLine (); while (i == 1); return i; } static bool HandleKey (const struct Key *keys, void *structure, const char *key, int value) { while (keys->name && stricmp (keys->name, key)) keys++; if (keys->name) { *((int *)(((BYTE *)structure) + keys->offset)) = value; return false; } return true; } static int FindSprite (const char *sprname) { int i; DWORD nameint = *((DWORD *)sprname); for (i = 0; i < NumUnchangedSprites; ++i) { if (*((DWORD *)&UnchangedSpriteNames[i*4]) == nameint) { return i; } } return -1; } static FState *FindState (int statenum) { int stateacc; unsigned i; if (statenum == 0) return NULL; for (i = 0, stateacc = 1; i < StateMap.Size(); i++) { if (stateacc <= statenum && stateacc + StateMap[i].StateSpan > statenum) { if (StateMap[i].State != NULL) { if (StateMap[i].OwnerIsPickup) { PushTouchedActor(const_cast(StateMap[i].Owner)); } return StateMap[i].State + statenum - stateacc; } else return NULL; } stateacc += StateMap[i].StateSpan; } return NULL; } int FindStyle (const char *namestr) { for(unsigned i = 0; i < StyleNames.Size(); i++) { if (!stricmp(StyleNames[i].Name, namestr)) return StyleNames[i].Num; } DPrintf("Unknown render style %s\n", namestr); return -1; } static bool ReadChars (char **stuff, int size) { char *str = *stuff; if (!size) { *str = 0; return true; } do { // Ignore carriage returns if (*PatchPt != '\r') *str++ = *PatchPt; else size++; PatchPt++; } while (--size && *PatchPt != 0); *str = 0; return true; } static void ReplaceSpecialChars (char *str) { char *p = str, c; int i; while ( (c = *p++) ) { if (c != '\\') { *str++ = c; } else { switch (*p) { case 'n': case 'N': *str++ = '\n'; break; case 't': case 'T': *str++ = '\t'; break; case 'r': case 'R': *str++ = '\r'; break; case 'x': case 'X': c = 0; p++; for (i = 0; i < 2; i++) { c <<= 4; if (*p >= '0' && *p <= '9') c += *p-'0'; else if (*p >= 'a' && *p <= 'f') c += 10 + *p-'a'; else if (*p >= 'A' && *p <= 'F') c += 10 + *p-'A'; else break; p++; } *str++ = c; break; case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': c = 0; for (i = 0; i < 3; i++) { c <<= 3; if (*p >= '0' && *p <= '7') c += *p-'0'; else break; p++; } *str++ = c; break; default: *str++ = *p; break; } p++; } } *str = 0; } static char *skipwhite (char *str) { if (str) while (*str && isspace(*str)) str++; return str; } static void stripwhite (char *str) { char *end = str + strlen(str) - 1; while (end >= str && isspace(*end)) end--; end[1] = '\0'; } static char *igets (void) { char *line; if (*PatchPt == '\0' || PatchPt >= PatchFile + PatchSize ) return NULL; line = PatchPt; while (*PatchPt != '\n' && *PatchPt != '\0') PatchPt++; if (*PatchPt == '\n') *PatchPt++ = 0; return line; } static int GetLine (void) { char *line, *line2; do { while ( (line = igets ()) ) if (line[0] != '#') // Skip comment lines break; if (!line) return 0; Line1 = skipwhite (line); } while (Line1 && *Line1 == 0); // Loop until we get a line with // more than just whitespace. line = strchr (Line1, '='); if (line) { // We have an '=' in the input line line2 = line; while (--line2 >= Line1) if (*line2 > ' ') break; if (line2 < Line1) return 0; // Nothing before '=' *(line2 + 1) = 0; line++; while (*line && *line <= ' ') line++; if (*line == 0) return 0; // Nothing after '=' Line2 = line; return 1; } else { // No '=' in input line line = Line1 + 1; while (*line > ' ') line++; // Get beyond first word *line++ = 0; while (*line && *line <= ' ') line++; // Skip white space //.bex files don't have this restriction //if (*line == 0) // return 0; // No second word Line2 = line; return 2; } } // This enum must be in sync with the Aliases array in DEHSUPP. enum MBFCodePointers { // Die and Detonate are not in this list because these codepointers have // no dehacked arguments and therefore do not need special handling. // NailBomb has no argument but is implemented as new parameters for A_Explode. MBF_Mushroom, // misc1 = vrange (arg +3), misc2 = hrange (arg+4) MBF_Spawn, // misc1 = type (arg +0), misc2 = Z-pos (arg +2) MBF_Turn, // misc1 = angle (in degrees) (arg +0 but factor in current actor angle too) MBF_Face, // misc1 = angle (in degrees) (arg +0) MBF_Scratch, // misc1 = damage, misc 2 = sound MBF_PlaySound, // misc1 = sound, misc2 = attenuation none (true) or normal (false) MBF_RandomJump, // misc1 = state, misc2 = probability MBF_LineEffect, // misc1 = Boom linedef type, misc2 = sector tag SMMU_NailBomb, // No misc, but it's basically A_Explode with an added effect }; int PrepareStateParameters(FState * state, int numparams, const PClass *cls);// Should probably be in a .h file. // Hacks the parameter list for the given state so as to convert MBF-args (misc1 and misc2) into real args. void SetDehParams(FState * state, int codepointer) { int value1 = state->GetMisc1(); int value2 = state->GetMisc2(); if (!(value1|value2)) return; // Fakey fake script position thingamajig. Because NULL cannot be used instead. // Even if the lump was parsed by an FScanner, there would hardly be a way to // identify which line is troublesome. FScriptPosition * pos = new FScriptPosition(FString("DEHACKED"), 0); // Let's identify the codepointer we're dealing with. PSymbolActionFunction * sym; PSymbol * s; s = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true); if (!s || s->SymbolType != SYM_ActionFunction) return; sym = static_cast(s); // Bleargh! This will all have to be redone once scripting works // Not sure exactly why the index for a state is greater by one point than the index for a symbol. DPrintf("SetDehParams: Paramindex is %d, default is %d.\n", state->ParameterIndex-1, sym->defaultparameterindex); if (state->ParameterIndex-1 == sym->defaultparameterindex) { int a = PrepareStateParameters(state, MBFCodePointers[codepointer].params+1, FState::StaticFindStateOwner(state)) -1; int b = sym->defaultparameterindex; // StateParams.Copy(a, b, MBFParams[codepointer]); // Meh, function doesn't work. For some reason it resets the paramindex to the default value. // For instance, a dehacked Commander Keen calling A_Explode would result in a crash as // ACTION_PARAM_INT(damage, 0) would properly evaluate at paramindex 1377, but then // ACTION_PARAM_INT(distance, 1) would improperly evaluate at paramindex 148! Now I'm not sure // whether it's a genuine problem or working as intended and merely not appropriate for the // task at hand here. So rather than modify it, I use a simple for loop of Set()s and Get()s, // with a small modification to Set() that I know will have no repercussion anywhere else. for (int i = 0; iParameterIndex-1); } int ParamIndex = state->ParameterIndex - 1; switch (codepointer) { case MBF_Mushroom: StateParams.Set(ParamIndex+2, new FxConstant(1, *pos)); // Flag // NOTE: Do not convert to float here because it will lose precision. It must be double. if (value1) StateParams.Set(ParamIndex+3, new FxConstant(value1/65536., *pos)); // vrange if (value2) StateParams.Set(ParamIndex+4, new FxConstant(value2/65536., *pos)); // hrange break; case MBF_Spawn: if (InfoNames[value1-1] == NULL) { I_Error("No class found for dehackednum %d!\n", value1+1); return; } StateParams.Set(ParamIndex+0, new FxConstant(InfoNames[value1-1], *pos)); // type StateParams.Set(ParamIndex+2, new FxConstant(value2, *pos)); // height break; case MBF_Turn: // Intentional fall through. I tried something more complicated by creating an // FxExpression that corresponded to "variable angle + angle" so as to use A_SetAngle // as well, but it became an overcomplicated mess that didn't even work as I had to // create a compile context as well and couldn't get it right. case MBF_Face: StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // angle break; case MBF_Scratch: // misc1 = damage, misc 2 = sound StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // damage if (value2) StateParams.Set(ParamIndex+1, new FxConstant(SoundMap[value2-1], *pos)); // hit sound break; case MBF_PlaySound: StateParams.Set(ParamIndex+0, new FxConstant(SoundMap[value1-1], *pos)); // soundid StateParams.Set(ParamIndex+1, new FxConstant(CHAN_BODY, *pos)); // channel StateParams.Set(ParamIndex+2, new FxConstant(1.0, *pos)); // volume StateParams.Set(ParamIndex+3, new FxConstant(false, *pos)); // looping StateParams.Set(ParamIndex+4, new FxConstant((value2 ? ATTN_NONE : ATTN_NORM), *pos)); // attenuation break; case MBF_RandomJump: StateParams.Set(ParamIndex+0, new FxConstant(2, *pos)); // count StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // maxchance StateParams.Set(ParamIndex+2, new FxConstant(FindState(value1), *pos)); // jumpto break; case MBF_LineEffect: // This is the second MBF codepointer that couldn't be translated easily. // Calling P_TranslateLineDef() here was a simple matter, as was adding an // extra parameter to A_CallSpecial so as to replicate the LINEDONE stuff, // but unfortunately DEHACKED lumps are processed before the map translation // arrays are initialized so this didn't work. StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // special StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // tag break; case SMMU_NailBomb: // That one does not actually have MBF-style parameters. But since // we're aliasing it to an extension of A_Explode... StateParams.Set(ParamIndex+5, new FxConstant(30, *pos)); // nails StateParams.Set(ParamIndex+6, new FxConstant(10, *pos)); // naildamage break; default: // This simply should not happen. Printf("Unmanaged dehacked codepointer alias num %i\n", codepointer); } } static int PatchThing (int thingy) { enum { // Boom flags MF_TRANSLATION = 0x0c000000, // if 0x4 0x8 or 0xc, use a translation MF_TRANSSHIFT = 26, // table for player colormaps // A couple of Boom flags that don't exist in ZDoom MF_SLIDE = 0x00002000, // Player: keep info about sliding along walls. MF_TRANSLUCENT = 0x80000000, // Translucent sprite? // MBF flags: TOUCHY is remapped to flags6, FRIEND is turned into FRIENDLY, // and finally BOUNCES is replaced by bouncetypes with the BOUNCES_MBF bit. MF_TOUCHY = 0x10000000, // killough 11/98: dies when solids touch it MF_BOUNCES = 0x20000000, // killough 7/11/98: for beta BFG fireballs MF_FRIEND = 0x40000000, // killough 7/18/98: friendly monsters }; int result; AActor *info; BYTE dummy[sizeof(AActor)]; bool hadHeight = false; bool hadTranslucency = false; bool hadStyle = false; FStateDefinitions statedef; bool patchedStates = false; int oldflags; const PClass *type; SWORD *ednum, dummyed; type = NULL; info = (AActor *)&dummy; ednum = &dummyed; if (thingy > (int)InfoNames.Size() || thingy <= 0) { Printf ("Thing %d out of range.\n", thingy); } else { DPrintf ("Thing %d\n", thingy); if (thingy > 0) { type = InfoNames[thingy - 1]; if (type == NULL) { info = (AActor *)&dummy; ednum = &dummyed; // An error for the name has already been printed while loading DEHSUPP. Printf ("Could not find thing %d\n", thingy); } else { info = GetDefaultByType (type); ednum = &type->ActorInfo->DoomEdNum; } } } oldflags = info->flags; while ((result = GetLine ()) == 1) { char *endptr; unsigned long val = strtoul (Line2, &endptr, 10); size_t linelen = strlen (Line1); if (linelen == 10 && stricmp (Line1, "Hit points") == 0) { info->health = val; } else if (linelen == 13 && stricmp (Line1, "Reaction time") == 0) { info->reactiontime = val; } else if (linelen == 11 && stricmp (Line1, "Pain chance") == 0) { info->PainChance = (SWORD)val; } else if (linelen == 12 && stricmp (Line1, "Translucency") == 0) { info->alpha = val; info->RenderStyle = STYLE_Translucent; hadTranslucency = true; hadStyle = true; } else if (linelen == 6 && stricmp (Line1, "Height") == 0) { info->height = val; info->projectilepassheight = 0; // needs to be disabled hadHeight = true; } else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0) { info->Damage = val; } else if (linelen == 5) { if (stricmp (Line1, "Speed") == 0) { info->Speed = val; } else if (stricmp (Line1, "Width") == 0) { info->radius = val; } else if (stricmp (Line1, "Alpha") == 0) { info->alpha = (fixed_t)(atof (Line2) * FRACUNIT); hadTranslucency = true; } else if (stricmp (Line1, "Scale") == 0) { info->scaleY = info->scaleX = clamp (FLOAT2FIXED(atof (Line2)), 1, 256*FRACUNIT); } else if (stricmp (Line1, "Decal") == 0) { stripwhite (Line2); const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2); if (decal != NULL) { info->DecalGenerator = const_cast (decal); } else { Printf ("Thing %d: Unknown decal %s\n", thingy, Line2); } } } else if (linelen == 12 && stricmp (Line1, "Render Style") == 0) { stripwhite (Line2); int style = FindStyle (Line2); if (style >= 0) { info->RenderStyle = ERenderStyle(style); hadStyle = true; } } else if (linelen > 6) { if (linelen == 12 && stricmp (Line1, "No Ice Death") == 0) { if (val) { info->flags4 |= MF4_NOICEDEATH; } else { info->flags4 &= ~MF4_NOICEDEATH; } } else if (stricmp (Line1 + linelen - 6, " frame") == 0) { FState *state = FindState (val); if (type != NULL && !patchedStates) { statedef.MakeStateDefines(type); patchedStates = true; } if (!strnicmp (Line1, "Initial", 7)) statedef.SetStateLabel("Spawn", state ? state : GetDefault()->SpawnState); else if (!strnicmp (Line1, "First moving", 12)) statedef.SetStateLabel("See", state); else if (!strnicmp (Line1, "Injury", 6)) statedef.SetStateLabel("Pain", state); else if (!strnicmp (Line1, "Close attack", 12)) { if (thingy != 1) // Not for players! { statedef.SetStateLabel("Melee", state); } } else if (!strnicmp (Line1, "Far attack", 10)) { if (thingy != 1) // Not for players! { statedef.SetStateLabel("Missile", state); } } else if (!strnicmp (Line1, "Death", 5)) statedef.SetStateLabel("Death", state); else if (!strnicmp (Line1, "Exploding", 9)) statedef.SetStateLabel("XDeath", state); else if (!strnicmp (Line1, "Respawn", 7)) statedef.SetStateLabel("Raise", state); } else if (stricmp (Line1 + linelen - 6, " sound") == 0) { FSoundID snd; if (val == 0 || val >= SoundMap.Size()) { if (endptr == Line2) { // Sound was not a (valid) number, // so treat it as an actual sound name. stripwhite (Line2); snd = Line2; } } else { snd = SoundMap[val-1]; } if (!strnicmp (Line1, "Alert", 5)) info->SeeSound = snd; else if (!strnicmp (Line1, "Attack", 6)) info->AttackSound = snd; else if (!strnicmp (Line1, "Pain", 4)) info->PainSound = snd; else if (!strnicmp (Line1, "Death", 5)) info->DeathSound = snd; else if (!strnicmp (Line1, "Action", 6)) info->ActiveSound = snd; } } else if (linelen == 4) { if (stricmp (Line1, "Mass") == 0) { info->Mass = val; } else if (stricmp (Line1, "Bits") == 0) { DWORD value[4] = { 0, 0, 0 }; bool vchanged[4] = { false, false, false }; // ZDoom used to block the upper range of bits to force use of mnemonics for extra flags. // MBF also defined extra flags in the same range, but without forcing mnemonics. For MBF // compatibility, the upper bits are freed, but we have conflicts between the ZDoom bits // and the MBF bits. The only such flag exposed to DEHSUPP, though, is STEALTH -- the others // are not available through mnemonics, and aren't available either through their bit value. // So if we find the STEALTH keyword, it's a ZDoom mod, otherwise assume FRIEND. bool zdoomflags = false; char *strval; for (strval = Line2; (strval = strtok (strval, ",+| \t\f\r")); strval = NULL) { if (IsNum (strval)) { // I have no idea why everyone insists on using strtol here even though it fails // dismally if a value is parsed where the highest bit it set. Do people really // use negative values here? Let's better be safe and check both. if (strchr(strval, '-')) value[0] |= (unsigned long)strtol(strval, NULL, 10); else value[0] |= (unsigned long)strtoul(strval, NULL, 10); vchanged[0] = true; } else { // STEALTH FRIEND HACK! if (!stricmp(strval, "STEALTH")) zdoomflags = true; unsigned i; for(i = 0; i < BitNames.Size(); i++) { if (!stricmp(strval, BitNames[i].Name)) { vchanged[BitNames[i].WhichFlags] = true; value[BitNames[i].WhichFlags] |= 1 << BitNames[i].Bit; break; } } if (i == BitNames.Size()) { DPrintf("Unknown bit mnemonic %s\n", strval); } } } if (vchanged[0]) { if (value[0] & MF_SLIDE) { // SLIDE (which occupies in Doom what is the MF_INCHASE slot in ZDoom) value[0] &= ~MF_SLIDE; // clean the slot // Nothing else to do, this flag is never actually used. } if (value[0] & MF_TRANSLATION) { info->Translation = TRANSLATION (TRANSLATION_Standard, ((value[0] & MF_TRANSLATION) >> (MF_TRANSSHIFT))-1); value[0] &= ~MF_TRANSLATION; } if (value[0] & MF_TOUCHY) { // TOUCHY (which occupies in MBF what is the MF_UNMORPHED slot in ZDoom) value[0] &= ~MF_TOUCHY; // clean the slot info->flags6 |= MF6_TOUCHY; // remap the flag } if (value[0] & MF_BOUNCES) { // BOUNCES (which occupies in MBF the MF_NOLIFTDROP slot) // This flag is especially convoluted as what it does depend on what // other flags the actor also has, and whether it's "sentient" or not. value[0] &= ~MF_BOUNCES; // clean the slot // MBF considers that things that bounce can be damaged, even if not shootable. info->flags6 |= MF6_VULNERABLE; // MBF also considers that bouncers pass through blocking lines as projectiles. info->flags3 |= MF3_NOBLOCKMONST; // MBF also considers that bouncers that explode are grenades, and MBF grenades // are supposed to hurt everything, except cyberdemons if they're fired by cybies. // Let's translate that in a more generic way as grenades which hurt everything // except the class of their shooter. Yes, it does diverge a bit from MBF, as for // example a dehacked arachnotron that shoots grenade would kill itself quickly // in MBF and will not here. But class-specific checks are cumbersome and limiting. info->flags4 |= (MF4_FORCERADIUSDMG | MF4_DONTHARMCLASS); // MBF bouncing missiles rebound on floors and ceiling, but not on walls. // This is different from BOUNCE_Heretic behavior as in Heretic the missiles // die when they bounce, while in MBF they will continue to bounce until they // collide with a wall or a solid actor. if (value[0] & MF_MISSILE) info->BounceFlags = BOUNCE_Classic; // MBF bouncing actors that do not have the missile flag will also rebound on // walls, and this does correspond roughly to the ZDoom bounce style. else info->BounceFlags = BOUNCE_Grenade; // MBF grenades are dehacked rockets that gain the BOUNCES flag but // lose the MISSILE flag, so they can be identified here easily. if (!(value[0] & MF_MISSILE) && info->effects & FX_ROCKET) { info->effects &= ~FX_ROCKET; // replace rocket trail info->effects |= FX_GRENADE; // by grenade trail } // MBF bounce factors depend on flag combos: enum { MBF_BOUNCE_NOGRAVITY = FRACUNIT, // With NOGRAVITY: full momentum MBF_BOUNCE_FLOATDROPOFF = (FRACUNIT * 85) / 100,// With FLOAT and DROPOFF: 85% MBF_BOUNCE_FLOAT = (FRACUNIT * 70) / 100,// With FLOAT alone: 70% MBF_BOUNCE_DEFAULT = (FRACUNIT * 45) / 100,// Without the above flags: 45% MBF_BOUNCE_WALL = (FRACUNIT * 50) / 100,// Bouncing off walls: 50% }; info->bouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY : (value[0] & MF_FLOAT) ? (value[0] & MF_DROPOFF) ? MBF_BOUNCE_FLOATDROPOFF : MBF_BOUNCE_FLOAT : MBF_BOUNCE_DEFAULT); info->wallbouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY : MBF_BOUNCE_WALL); // MBF sentient actors with BOUNCE and FLOAT are able to "jump" by floating up. if (info->IsSentient()) { if (value[0] & MF_FLOAT) info->flags6 |= MF6_CANJUMP; } // Non sentient actors can be damaged but they shouldn't bleed. else { value[0] |= MF_NOBLOOD; } } if (zdoomflags && (value [0] & MF_STEALTH)) { // STEALTH FRIEND HACK! } else if (value[0] & MF_FRIEND) { // FRIEND (which occupies in MBF the MF_STEALTH slot) value[0] &= ~MF_FRIEND; // clean the slot value[0] |= MF_FRIENDLY; // remap the flag to its ZDoom equivalent // MBF friends are not blocked by monster blocking lines: info->flags3 |= MF3_NOBLOCKMONST; } if (value[0] & MF_TRANSLUCENT) { // TRANSLUCENT (which occupies in Boom the MF_ICECORPSE slot) value[0] &= ~MF_TRANSLUCENT; // clean the slot vchanged[2] = true; value[2] |= 2; // let the TRANSLUCxx code below handle it } if ((info->flags & MF_MISSILE) && (info->flags2 & MF2_NOTELEPORT) && !(value[0] & MF_MISSILE)) { // ZDoom gives missiles flags that did not exist in Doom: MF2_NOTELEPORT, // MF2_IMPACT, and MF2_PCROSS. The NOTELEPORT one can be a problem since // some projectile actors (those new to Doom II) were not excluded from // triggering line effects and can teleport when the missile flag is removed. info->flags2 &= ~MF2_NOTELEPORT; } info->flags = value[0]; } if (vchanged[1]) { info->flags2 = value[1]; if (info->flags2 & 0x00000004) // old BOUNCE1 { info->flags2 &= ~4; info->BounceFlags = BOUNCE_DoomCompat; } // Damage types that once were flags but now are not if (info->flags2 & 0x20000000) { info->DamageType = NAME_Ice; info->flags2 &= ~0x20000000; } if (info->flags2 & 0x10000) { info->DamageType = NAME_Fire; info->flags2 &= ~0x10000; } if (info->flags2 & 1) { info->gravity = FRACUNIT/4; info->flags2 &= ~1; } } if (vchanged[2]) { if (value[2] & 7) { hadTranslucency = true; if (value[2] & 1) info->alpha = TRANSLUC25; else if (value[2] & 2) info->alpha = TRANSLUC50; else if (value[2] & 4) info->alpha = TRANSLUC75; info->RenderStyle = STYLE_Translucent; } if (value[2] & 8) info->renderflags |= RF_INVISIBLE; else info->renderflags &= ~RF_INVISIBLE; } DPrintf ("Bits: %d,%d (0x%08x,0x%08x)\n", info->flags, info->flags2, info->flags, info->flags2); } else if (stricmp (Line1, "ID #") == 0) { *ednum = (SWORD)val; } } else Printf (unknown_str, Line1, "Thing", thingy); } if (info != (AActor *)&dummy) { // Reset heights for things hanging from the ceiling that // don't specify a new height. if (info->flags & MF_SPAWNCEILING && !hadHeight && thingy <= (int)OrgHeights.Size() && thingy > 0) { info->height = OrgHeights[thingy - 1] * FRACUNIT; info->projectilepassheight = 0; } // If the thing's shadow changed, change its fuzziness if not already specified if ((info->flags ^ oldflags) & MF_SHADOW) { if (info->flags & MF_SHADOW) { // changed to shadow if (!hadStyle) info->RenderStyle = STYLE_OptFuzzy; if (!hadTranslucency) info->alpha = FRACUNIT/5; } else { // changed from shadow if (!hadStyle) info->RenderStyle = STYLE_Normal; } } // If this thing's speed is really low (i.e. meant to be a monster), // bump it up, because all speeds are fixed point now. if (abs(info->Speed) < 256) { info->Speed <<= FRACBITS; } if (info->flags & MF_SPECIAL) { PushTouchedActor(const_cast(type)); } // If MF_COUNTKILL is set, make sure the other standard monster flags are // set, too. And vice versa. if (thingy != 1) // don't mess with the player's flags { if (info->flags & MF_COUNTKILL) { info->flags2 |= MF2_PUSHWALL | MF2_MCROSS | MF2_PASSMOBJ; info->flags3 |= MF3_ISMONSTER; } else { info->flags2 &= ~(MF2_PUSHWALL | MF2_MCROSS); info->flags3 &= ~MF3_ISMONSTER; } } // Everything that's altered here gets the CANUSEWALLS flag, just in case // it calls P_Move(). info->flags4 |= MF4_CANUSEWALLS; if (patchedStates) { statedef.InstallStates(type->ActorInfo, info); } } return result; } // The only remotely useful thing Dehacked sound patches could do // was change where the sound's name was stored. Since there is no // real benefit to doing this, and it would be very difficult for // me to emulate it, I have disabled them entirely. static int PatchSound (int soundNum) { int result; DPrintf ("Sound %d (no longer supported)\n", soundNum); /* sfxinfo_t *info, dummy; int offset = 0; if (soundNum >= 1 && soundNum <= NUMSFX) { info = &S_sfx[soundNum]; } else { info = &dummy; Printf ("Sound %d out of range.\n"); } */ while ((result = GetLine ()) == 1) { /* if (!stricmp ("Offset", Line1)) offset = atoi (Line2); else CHECKKEY ("Zero/One", info->singularity) else CHECKKEY ("Value", info->priority) else CHECKKEY ("Zero 1", info->link) else CHECKKEY ("Neg. One 1", info->pitch) else CHECKKEY ("Neg. One 2", info->volume) else CHECKKEY ("Zero 2", info->data) else CHECKKEY ("Zero 3", info->usefulness) else CHECKKEY ("Zero 4", info->lumpnum) else Printf (unknown_str, Line1, "Sound", soundNum); */ } /* if (offset) { // Calculate offset from start of sound names offset -= toff[dversion] + 21076; if (offset <= 64) // pistol .. bfg offset >>= 3; else if (offset <= 260) // sawup .. oof offset = (offset + 4) >> 3; else // telept .. skeatk offset = (offset + 8) >> 3; if (offset >= 0 && offset < NUMSFX) { S_sfx[soundNum].name = OrgSfxNames[offset + 1]; } else { Printf ("Sound name %d out of range.\n", offset + 1); } } */ return result; } static int PatchFrame (int frameNum) { int result; int tics, misc1, frame; FState *info, dummy; info = FindState (frameNum); if (info) { DPrintf ("Frame %d\n", frameNum); if (frameNum == 47) { // Use original tics for S_DSGUNFLASH1 tics = 5; } else if (frameNum == 48) { // Ditto for S_DSGUNFLASH2 tics = 4; } else { tics = info->GetTics (); } misc1 = info->GetMisc1 (); frame = info->GetFrame () | (info->GetFullbright() ? 0x8000 : 0); } else { info = &dummy; tics = misc1 = frame = 0; Printf ("Frame %d out of range\n", frameNum); } while ((result = GetLine ()) == 1) { int val = atoi (Line2); size_t keylen = strlen (Line1); if (keylen == 8 && stricmp (Line1, "Duration") == 0) { tics = clamp (val, -1, SHRT_MAX); } else if (keylen == 9 && stricmp (Line1, "Unknown 1") == 0) { misc1 = val; } else if (keylen == 9 && stricmp (Line1, "Unknown 2") == 0) { info->Misc2 = val; } else if (keylen == 13 && stricmp (Line1, "Sprite number") == 0) { unsigned int i; if (val < (int)OrgSprNames.Size()) { for (i = 0; i < sprites.Size(); i++) { if (memcmp (OrgSprNames[val].c, sprites[i].name, 4) == 0) { info->sprite = (int)i; break; } } if (i == sprites.Size ()) { Printf ("Frame %d: Sprite %d (%s) is undefined\n", frameNum, val, OrgSprNames[val].c); } } else { Printf ("Frame %d: Sprite %d out of range\n", frameNum, val); } } else if (keylen == 10 && stricmp (Line1, "Next frame") == 0) { info->NextState = FindState (val); } else if (keylen == 16 && stricmp (Line1, "Sprite subnumber") == 0) { frame = val; } else { Printf (unknown_str, Line1, "Frame", frameNum); } } if (info != &dummy) { info->DefineFlags |= SDF_DEHACKED; // Signals the state has been modified by dehacked if ((unsigned)(frame & 0x7fff) > 63) { Printf ("Frame %d: Subnumber must be in range [0,63]\n", frameNum); } info->Tics = tics; info->Misc1 = misc1; info->Frame = frame & 0x3f; info->Fullbright = frame & 0x8000 ? true : false; } return result; } static int PatchSprite (int sprNum) { int result; int offset = 0; if ((unsigned)sprNum < OrgSprNames.Size()) { DPrintf ("Sprite %d\n", sprNum); } else { Printf ("Sprite %d out of range.\n", sprNum); sprNum = -1; } while ((result = GetLine ()) == 1) { if (!stricmp ("Offset", Line1)) offset = atoi (Line2); else Printf (unknown_str, Line1, "Sprite", sprNum); } if (offset > 0 && sprNum != -1) { // Calculate offset from beginning of sprite names. offset = (offset - toff[dversion] - 22044) / 8; if ((unsigned)offset < OrgSprNames.Size()) { sprNum = FindSprite (OrgSprNames[sprNum].c); if (sprNum != -1) strncpy (sprites[sprNum].name, OrgSprNames[offset].c, 4); } else { Printf ("Sprite name %d out of range.\n", offset); } } return result; } static int PatchAmmo (int ammoNum) { const PClass *ammoType = NULL; AAmmo *defaultAmmo = NULL; int result; int oldclip; int dummy; int *max = &dummy; int *per = &dummy; if (ammoNum >= 0 && ammoNum < 4 && (unsigned)ammoNum <= AmmoNames.Size()) { DPrintf ("Ammo %d.\n", ammoNum); ammoType = AmmoNames[ammoNum]; if (ammoType != NULL) { defaultAmmo = (AAmmo *)GetDefaultByType (ammoType); if (defaultAmmo != NULL) { max = &defaultAmmo->MaxAmount; per = &defaultAmmo->Amount; } } } if (ammoType == NULL) { Printf ("Ammo %d out of range.\n", ammoNum); } oldclip = *per; while ((result = GetLine ()) == 1) { CHECKKEY ("Max ammo", *max) else CHECKKEY ("Per ammo", *per) else Printf (unknown_str, Line1, "Ammo", ammoNum); } // Calculate the new backpack-given amounts for this ammo. if (ammoType != NULL) { defaultAmmo->BackpackMaxAmount = defaultAmmo->MaxAmount * 2; defaultAmmo->BackpackAmount = defaultAmmo->Amount; } // Fix per-ammo/max-ammo amounts for descendants of the base ammo class if (oldclip != *per) { for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i) { PClass *type = PClass::m_Types[i]; if (type == ammoType) continue; if (type->IsDescendantOf (ammoType)) { defaultAmmo = (AAmmo *)GetDefaultByType (type); defaultAmmo->MaxAmount = *max; defaultAmmo->Amount = Scale (defaultAmmo->Amount, *per, oldclip); } else if (type->IsDescendantOf (RUNTIME_CLASS(AWeapon))) { AWeapon *defWeap = (AWeapon *)GetDefaultByType (type); if (defWeap->AmmoType1 == ammoType) { defWeap->AmmoGive1 = Scale (defWeap->AmmoGive1, *per, oldclip); } if (defWeap->AmmoType2 == ammoType) { defWeap->AmmoGive2 = Scale (defWeap->AmmoGive2, *per, oldclip); } } } } return result; } static int PatchWeapon (int weapNum) { int result; const PClass *type = NULL; BYTE dummy[sizeof(AWeapon)]; AWeapon *info = (AWeapon *)&dummy; bool patchedStates = false; FStateDefinitions statedef; if (weapNum >= 0 && weapNum < 9 && (unsigned)weapNum < WeaponNames.Size()) { type = WeaponNames[weapNum]; if (type != NULL) { info = (AWeapon *)GetDefaultByType (type); DPrintf ("Weapon %d\n", weapNum); } } if (type == NULL) { Printf ("Weapon %d out of range.\n", weapNum); } while ((result = GetLine ()) == 1) { int val = atoi (Line2); if (strlen (Line1) >= 9) { if (stricmp (Line1 + strlen (Line1) - 6, " frame") == 0) { FState *state = FindState (val); if (type != NULL && !patchedStates) { statedef.MakeStateDefines(type); patchedStates = true; } if (strnicmp (Line1, "Deselect", 8) == 0) statedef.SetStateLabel("Select", state); else if (strnicmp (Line1, "Select", 6) == 0) statedef.SetStateLabel("Deselect", state); else if (strnicmp (Line1, "Bobbing", 7) == 0) statedef.SetStateLabel("Ready", state); else if (strnicmp (Line1, "Shooting", 8) == 0) statedef.SetStateLabel("Fire", state); else if (strnicmp (Line1, "Firing", 6) == 0) statedef.SetStateLabel("Flash", state); } else if (stricmp (Line1, "Ammo type") == 0) { if (val < 0 || val >= 12 || (unsigned)val >= AmmoNames.Size()) { val = 5; } info->AmmoType1 = AmmoNames[val]; if (info->AmmoType1 != NULL) { info->AmmoGive1 = ((AAmmo*)GetDefaultByType (info->AmmoType1))->Amount * 2; if (info->AmmoUse1 == 0) { info->AmmoUse1 = 1; } } } else { Printf (unknown_str, Line1, "Weapon", weapNum); } } else if (stricmp (Line1, "Decal") == 0) { stripwhite (Line2); const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2); if (decal != NULL) { info->DecalGenerator = const_cast (decal); } else { Printf ("Weapon %d: Unknown decal %s\n", weapNum, Line2); } } else if (stricmp (Line1, "Ammo use") == 0 || stricmp (Line1, "Ammo per shot") == 0) { info->AmmoUse1 = val; info->flags6 |= MF6_INTRYMOVE; // flag the weapon for postprocessing (reuse a flag that can't be set by external means) } else if (stricmp (Line1, "Min ammo") == 0) { info->MinAmmo1 = val; } else { Printf (unknown_str, Line1, "Weapon", weapNum); } } if (info->AmmoType1 == NULL) { info->AmmoUse1 = 0; } if (patchedStates) { statedef.InstallStates(type->ActorInfo, info); } return result; } static void SetPointer(FState *state, PSymbol *sym, int frame = 0) { if (sym==NULL || sym->SymbolType != SYM_ActionFunction) { state->SetAction(NULL); return; } else { FString symname = sym->SymbolName.GetChars(); state->SetAction(static_cast(sym)); // Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same. for (unsigned int i = 0; i < MBFCodePointers.Size(); i++) { if (!symname.CompareNoCase(MBFCodePointers[i].name)) { MBFParamState newstate; newstate.state = state; newstate.pointer = i; MBFParamStates.Push(newstate); break; // No need to cycle through the rest of the list. } } } } static int PatchPointer (int ptrNum) { int result; // Hack for some Boom dehacked patches that are of the form Pointer 0 (x statenumber) char * key; int indexnum; key=strchr(Line2, '('); if (key++) key=strchr(key, ' '); else key=NULL; if ((ptrNum == 0) && key++) { *strchr(key, ')') = '\0'; indexnum = atoi(key); for (ptrNum = 0; (unsigned int) ptrNum < CodePConv.Size(); ++ptrNum) { if (CodePConv[ptrNum] == indexnum) break; } DPrintf("Final ptrNum: %i\n", ptrNum); } // End of hack. // 448 Doom states with codepointers + 74 extra MBF states with codepointers = 522 total // Better to just use the size of the array rather than a hardcoded value. if (ptrNum >= 0 && (unsigned int) ptrNum < CodePConv.Size()) { DPrintf ("Pointer %d\n", ptrNum); } else { Printf ("Pointer %d out of range.\n", ptrNum); ptrNum = -1; } while ((result = GetLine ()) == 1) { if ((unsigned)ptrNum < CodePConv.Size() && (!stricmp (Line1, "Codep Frame"))) { FState *state = FindState (CodePConv[ptrNum]); if (state) { int index = atoi(Line2); if ((unsigned)(index) >= Actions.Size()) SetPointer(state, NULL); else { SetPointer(state, Actions[index], CodePConv[ptrNum]); } DPrintf("%s has a hacked state for pointer num %i with index %i\nLine1=%s, Line2=%s\n", state->StaticFindStateOwner(state)->TypeName.GetChars(), ptrNum, index, Line1, Line2); } else { Printf ("Bad code pointer %d\n", ptrNum); } } else Printf (unknown_str, Line1, "Pointer", ptrNum); } return result; } static int PatchCheats (int dummy) { int result; DPrintf ("Cheats (support removed by request)\n"); while ((result = GetLine ()) == 1) { } return result; } static int PatchMisc (int dummy) { static const struct Key keys[] = { { "Initial Health", static_cast(myoffsetof(struct DehInfo,StartHealth)) }, { "Initial Bullets", static_cast(myoffsetof(struct DehInfo,StartBullets)) }, { "Max Health", static_cast(myoffsetof(struct DehInfo,MaxHealth)) }, { "Max Armor", static_cast(myoffsetof(struct DehInfo,MaxArmor)) }, { "Green Armor Class", static_cast(myoffsetof(struct DehInfo,GreenAC)) }, { "Blue Armor Class", static_cast(myoffsetof(struct DehInfo,BlueAC)) }, { "Max Soulsphere", static_cast(myoffsetof(struct DehInfo,MaxSoulsphere)) }, { "Soulsphere Health", static_cast(myoffsetof(struct DehInfo,SoulsphereHealth)) }, { "Megasphere Health", static_cast(myoffsetof(struct DehInfo,MegasphereHealth)) }, { "God Mode Health", static_cast(myoffsetof(struct DehInfo,GodHealth)) }, { "IDFA Armor", static_cast(myoffsetof(struct DehInfo,FAArmor)) }, { "IDFA Armor Class", static_cast(myoffsetof(struct DehInfo,FAAC)) }, { "IDKFA Armor", static_cast(myoffsetof(struct DehInfo,KFAArmor)) }, { "IDKFA Armor Class", static_cast(myoffsetof(struct DehInfo,KFAAC)) }, { "No Autofreeze", static_cast(myoffsetof(struct DehInfo,NoAutofreeze)) }, { NULL, 0 } }; int result; DPrintf ("Misc\n"); while ((result = GetLine()) == 1) { if (HandleKey (keys, &deh, Line1, atoi (Line2))) { if (stricmp (Line1, "BFG Cells/Shot") == 0) { deh.BFGCells = atoi (Line2); } else if (stricmp (Line1, "Rocket Explosion Style") == 0) { stripwhite (Line2); int style = FindStyle (Line2); if (style >= 0) { deh.ExplosionStyle = style; } } else if (stricmp (Line1, "Rocket Explosion Alpha") == 0) { deh.ExplosionAlpha = (fixed_t)(atof (Line2) * FRACUNIT); } else if (stricmp (Line1, "Monsters Infight") == 0) { infighting = atoi (Line2); } else if (stricmp (Line1, "Monsters Ignore Each Other") == 0) { infighting = atoi (Line2) ? -1 : 0; } else if (strnicmp (Line1, "Powerup Color ", 14) == 0) { static const char * const names[] = { "Invulnerability", "Berserk", "Invisibility", "Radiation Suit", "Infrared", "Tome of Power", "Wings of Wrath", "Speed", "Minotaur", NULL }; static const PClass * const types[] = { RUNTIME_CLASS(APowerInvulnerable), RUNTIME_CLASS(APowerStrength), RUNTIME_CLASS(APowerInvisibility), RUNTIME_CLASS(APowerIronFeet), RUNTIME_CLASS(APowerLightAmp), RUNTIME_CLASS(APowerWeaponLevel2), RUNTIME_CLASS(APowerSpeed), RUNTIME_CLASS(APowerMinotaur) }; int i; for (i = 0; names[i] != NULL; ++i) { if (stricmp (Line1 + 14, names[i]) == 0) { break; } } if (names[i] == NULL) { Printf ("Unknown miscellaneous info %s.\n", Line1); } else { int r, g, b; float a; if (4 != sscanf (Line2, "%d %d %d %f", &r, &g, &b, &a)) { Printf ("Bad powerup color description \"%s\" for %s\n", Line2, Line1); } else if (a > 0) { static_cast(GetDefaultByType (types[i]))->BlendColor = PalEntry( BYTE(clamp(a,0.f,1.f)*255.f), clamp(r,0,255), clamp(g,0,255), clamp(b,0,255)); } else { static_cast(GetDefaultByType (types[i]))->BlendColor = 0; } } } else { Printf ("Unknown miscellaneous info %s.\n", Line1); } } } // Update default item properties by patching the affected items // Note: This won't have any effect on DECORATE derivates of these items! ABasicArmorPickup *armor; armor = static_cast (GetDefaultByName ("GreenArmor")); if (armor!=NULL) { armor->SaveAmount = 100 * deh.GreenAC; armor->SavePercent = deh.GreenAC == 1 ? FRACUNIT/3 : FRACUNIT/2; } armor = static_cast (GetDefaultByName ("BlueArmor")); if (armor!=NULL) { armor->SaveAmount = 100 * deh.BlueAC; armor->SavePercent = deh.BlueAC == 1 ? FRACUNIT/3 : FRACUNIT/2; } ABasicArmorBonus *barmor; barmor = static_cast (GetDefaultByName ("ArmorBonus")); if (barmor!=NULL) { barmor->MaxSaveAmount = deh.MaxArmor; } AHealth *health; health = static_cast (GetDefaultByName ("HealthBonus")); if (health!=NULL) { health->MaxAmount = 2 * deh.MaxHealth; } health = static_cast (GetDefaultByName ("Soulsphere")); if (health!=NULL) { health->Amount = deh.SoulsphereHealth; health->MaxAmount = deh.MaxSoulsphere; } health = static_cast (GetDefaultByName ("MegasphereHealth")); if (health!=NULL) { health->Amount = health->MaxAmount = deh.MegasphereHealth; } APlayerPawn *player = static_cast (GetDefaultByName ("DoomPlayer")); if (player != NULL) { player->health = deh.StartHealth; // Hm... I'm not sure that this is the right way to change this info... int index = PClass::FindClass(NAME_DoomPlayer)->Meta.GetMetaInt (ACMETA_DropItems) - 1; if (index >= 0 && index < (signed)DropItemList.Size()) { FDropItem * di = DropItemList[index]; while (di != NULL) { if (di->Name == NAME_Clip) { di->amount = deh.StartBullets; } di = di->Next; } } } // 0xDD means "enable infighting" if (infighting == 0xDD) { infighting = 1; } else if (infighting != -1) { infighting = 0; } return result; } static int PatchPars (int dummy) { char *space, mapname[8], *moredata; level_info_t *info; int result, par; DPrintf ("[Pars]\n"); while ( (result = GetLine()) ) { // Argh! .bex doesn't follow the same rules as .deh if (result == 1) { Printf ("Unknown key in [PARS] section: %s\n", Line1); continue; } if (stricmp ("par", Line1)) return result; space = strchr (Line2, ' '); if (!space) { Printf ("Need data after par.\n"); continue; } *space++ = '\0'; while (*space && isspace(*space)) space++; moredata = strchr (space, ' '); if (moredata) { // At least 3 items on this line, must be E?M? format mysnprintf (mapname, countof(mapname), "E%cM%c", *Line2, *space); par = atoi (moredata + 1); } else { // Only 2 items, must be MAP?? format mysnprintf (mapname, countof(mapname), "MAP%02d", atoi(Line2) % 100); par = atoi (space); } if (!(info = FindLevelInfo (mapname)) ) { Printf ("No map %s\n", mapname); continue; } info->partime = par; DPrintf ("Par for %s changed to %d\n", mapname, par); } return result; } static int PatchCodePtrs (int dummy) { int result; DPrintf ("[CodePtr]\n"); while ((result = GetLine()) == 1) { if (!strnicmp ("Frame", Line1, 5) && isspace(Line1[5])) { int frame = atoi (Line1 + 5); FState *state = FindState (frame); stripwhite (Line2); if (state == NULL) { Printf ("Frame %d out of range\n", frame); } else if (!stricmp(Line2, "NULL")) { SetPointer(state, NULL); } else { FString symname; if ((Line2[0] == 'A' || Line2[0] == 'a') && Line2[1] == '_') symname = Line2; else symname.Format("A_%s", Line2); // Let's consider as aliases some redundant MBF pointer for (unsigned int i = 0; i < MBFCodePointers.Size(); i++) { if (!symname.CompareNoCase(MBFCodePointers[i].alias)) { symname = MBFCodePointers[i].name; Printf("%s --> %s\n", MBFCodePointers[i].alias, MBFCodePointers[i].name); } } // This skips the action table and goes directly to the internal symbol table // DEH compatible functions are easy to recognize. PSymbol *sym = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(symname, true); if (sym == NULL || sym->SymbolType != SYM_ActionFunction) { Printf("Frame %d: Unknown code pointer '%s'\n", frame, Line2); } else { FString &args = static_cast(sym)->Arguments; if (args.Len()!=0 && (args[0]<'a' || args[0]>'z')) { Printf("Frame %d: Incompatible code pointer '%s'\n", frame, Line2); sym = NULL; } } SetPointer(state, sym, frame); } } } return result; } static int PatchMusic (int dummy) { int result; DPrintf ("[Music]\n"); while ((result = GetLine()) == 1) { const char *newname = skipwhite (Line2); FString keystring; keystring << "MUSIC_" << Line1; GStrings.SetString (keystring, newname); DPrintf ("Music %s set to:\n%s\n", keystring.GetChars(), newname); } return result; } static int PatchText (int oldSize) { int newSize; char *oldStr; char *newStr; char *temp; INTBOOL good; int result; int i; // Skip old size, since we already know it temp = Line2; while (*temp > ' ') temp++; while (*temp && *temp <= ' ') temp++; if (*temp == 0) { Printf ("Text chunk is missing size of new string.\n"); return 2; } newSize = atoi (temp); oldStr = new char[oldSize + 1]; newStr = new char[newSize + 1]; if (!oldStr || !newStr) { Printf ("Out of memory.\n"); goto donewithtext; } good = ReadChars (&oldStr, oldSize); good += ReadChars (&newStr, newSize); if (!good) { delete[] newStr; delete[] oldStr; Printf ("Unexpected end-of-file.\n"); return 0; } if (includenotext) { Printf ("Skipping text chunk in included patch.\n"); goto donewithtext; } DPrintf ("Searching for text:\n%s\n", oldStr); good = false; // Search through sprite names; they are always 4 chars if (oldSize == 4) { i = FindSprite (oldStr); if (i != -1) { strncpy (sprites[i].name, newStr, 4); if (strncmp ("PLAY", oldStr, 4) == 0) { strncpy (deh.PlayerSprite, newStr, 4); } // If this sprite is used by a pickup, then the DehackedPickup sprite map // needs to be updated too. for (i = 0; (size_t)i < countof(DehSpriteMappings); ++i) { if (strncmp (DehSpriteMappings[i].Sprite, oldStr, 4) == 0) { // Found a match, so change it. strncpy (DehSpriteMappings[i].Sprite, newStr, 4); // Now shift the map's entries around so that it stays sorted. // This must be done because the map is scanned using a binary search. while (i > 0 && strncmp (DehSpriteMappings[i-1].Sprite, newStr, 4) > 0) { swapvalues (DehSpriteMappings[i-1], DehSpriteMappings[i]); --i; } while ((size_t)i < countof(DehSpriteMappings)-1 && strncmp (DehSpriteMappings[i+1].Sprite, newStr, 4) < 0) { swapvalues (DehSpriteMappings[i+1], DehSpriteMappings[i]); ++i; } break; } } goto donewithtext; } } if (!good) { // Search through most other texts const char *str; str = EnglishStrings->MatchString (oldStr); if (str != NULL) { GStrings.SetString (str, newStr); good = true; } if (!good) { DPrintf (" (Unmatched)\n"); } } donewithtext: if (newStr) delete[] newStr; if (oldStr) delete[] oldStr; // Fetch next identifier for main loop while ((result = GetLine ()) == 1) ; return result; } static int PatchStrings (int dummy) { int result; DPrintf ("[Strings]\n"); while ((result = GetLine()) == 1) { FString holdstring; do { holdstring += skipwhite (Line2); holdstring.StripRight(); if (holdstring.Len() > 0 && holdstring[holdstring.Len()-1] == '\\') { holdstring.Truncate((long)holdstring.Len()-1); Line2 = igets (); } else { Line2 = NULL; } } while (Line2 && *Line2); ReplaceSpecialChars (holdstring.LockBuffer()); holdstring.UnlockBuffer(); GStrings.SetString (Line1, holdstring); DPrintf ("%s set to:\n%s\n", Line1, holdstring.GetChars()); } return result; } static int DoInclude (int dummy) { char *data; int savedversion, savepversion, savepatchsize; char *savepatchfile, *savepatchpt, *savepatchname; if (including) { Printf ("Sorry, can't nest includes\n"); return GetLine(); } if (strnicmp (Line2, "notext", 6) == 0 && Line2[6] != 0 && isspace(Line2[6])) { includenotext = true; Line2 = skipwhite (Line2+7); } stripwhite (Line2); if (*Line2 == '\"') { data = ++Line2; while (*data && *data != '\"') data++; *data = 0; } if (*Line2 == 0) { Printf ("Include directive is missing filename\n"); } else { data = Line2; DPrintf ("Including %s\n", data); savepatchname = PatchName; savepatchfile = PatchFile; savepatchpt = PatchPt; savepatchsize = PatchSize; savedversion = dversion; savepversion = pversion; including = true; // Try looking for the included file in the same directory // as the patch before looking in the current file. const char *lastSlash = savepatchname ? strrchr (savepatchname, '/') : NULL; char *path = data; if (lastSlash != NULL) { size_t pathlen = lastSlash - savepatchname + strlen (data) + 2; path = new char[pathlen]; strncpy (path, savepatchname, (lastSlash - savepatchname) + 1); strcpy (path + (lastSlash - savepatchname) + 1, data); if (!FileExists (path)) { delete[] path; path = data; } } D_LoadDehFile(path); if (data != path) { delete[] path; } DPrintf ("Done with include\n"); PatchName = savepatchname; PatchFile = savepatchfile; PatchPt = savepatchpt; PatchSize = savepatchsize; dversion = savedversion; pversion = savepversion; } including = false; includenotext = false; return GetLine(); } CVAR(Int, dehload, 0, CVAR_ARCHIVE) // Autoloading of .DEH lumps is disabled by default. // checks if lump is a .deh or .bex file. Only lumps in the root directory are considered valid. static bool isDehFile(int lumpnum) { const char* const fullName = Wads.GetLumpFullName(lumpnum); const char* const extension = strrchr(fullName, '.'); return NULL != extension && strchr(fullName, '/') == NULL && (0 == stricmp(extension, ".deh") || 0 == stricmp(extension, ".bex")); } int D_LoadDehLumps() { int lastlump = 0, lumpnum, count = 0; while ((lumpnum = Wads.FindLump("DEHACKED", &lastlump)) >= 0) { count += D_LoadDehLump(lumpnum); } if (0 == PatchSize && dehload > 0) { // No DEH/BEX patch is loaded yet, try to find lump(s) with specific extensions if (dehload == 1) // load all .DEH lumps that are found. { for (lumpnum = 0, lastlump = Wads.GetNumLumps(); lumpnum < lastlump; ++lumpnum) { if (isDehFile(lumpnum)) { count += D_LoadDehLump(lumpnum); } } } else // only load the last .DEH lump that is found. { for (lumpnum = Wads.GetNumLumps()-1; lumpnum >=0; --lumpnum) { if (isDehFile(lumpnum)) { count += D_LoadDehLump(lumpnum); break; } } } } return count; } bool D_LoadDehLump(int lumpnum) { PatchSize = Wads.LumpLength(lumpnum); PatchName = copystring(Wads.GetLumpFullPath(lumpnum)); PatchFile = new char[PatchSize + 1]; Wads.ReadLump(lumpnum, PatchFile); PatchFile[PatchSize] = '\0'; // terminate with a '\0' character return DoDehPatch(); } bool D_LoadDehFile(const char *patchfile) { FILE *deh; deh = fopen(patchfile, "rb"); if (deh != NULL) { PatchSize = Q_filelength(deh); PatchName = copystring(patchfile); PatchFile = new char[PatchSize + 1]; fread(PatchFile, 1, PatchSize, deh); fclose(deh); PatchFile[PatchSize] = '\0'; // terminate with a '\0' character return DoDehPatch(); } else { // Couldn't find it in the filesystem; try from a lump instead. int lumpnum = Wads.CheckNumForFullName(patchfile, true); if (lumpnum < 0) { // Compatibility fallback. It's just here because // some WAD may need it. Should be deleted if it can // be confirmed that nothing uses this case. FString filebase(ExtractFileBase(patchfile)); lumpnum = Wads.CheckNumForName(filebase); } if (lumpnum >= 0) { return D_LoadDehLump(lumpnum); } } Printf ("Could not open DeHackEd patch \"%s\"\n", patchfile); return false; } static bool DoDehPatch() { Printf("Adding dehacked patch %s\n", PatchName); int cont; dversion = pversion = -1; cont = 0; if (0 == strncmp (PatchFile, "Patch File for DeHackEd v", 25)) { if (PatchFile[25] < '3') { delete[] PatchName; delete[] PatchFile; Printf (PRINT_BOLD, "\"%s\" is an old and unsupported DeHackEd patch\n", PatchFile); return false; } PatchPt = strchr (PatchFile, '\n'); while ((cont = GetLine()) == 1) { CHECKKEY ("Doom version", dversion) else CHECKKEY ("Patch format", pversion) } if (!cont || dversion == -1 || pversion == -1) { delete[] PatchName; delete[] PatchFile; Printf (PRINT_BOLD, "\"%s\" is not a DeHackEd patch file\n", PatchFile); return false; } } else { DPrintf ("Patch does not have DeHackEd signature. Assuming .bex\n"); dversion = 19; pversion = 6; PatchPt = PatchFile; while ((cont = GetLine()) == 1) {} } if (pversion != 6) { Printf ("DeHackEd patch version is %d.\nUnexpected results may occur.\n", pversion); } if (dversion == 16) dversion = 0; else if (dversion == 17) dversion = 2; else if (dversion == 19) dversion = 3; else if (dversion == 20) dversion = 1; else if (dversion == 21) dversion = 4; else { Printf ("Patch created with unknown DOOM version.\nAssuming version 1.9.\n"); dversion = 3; } if (!LoadDehSupp ()) { Printf ("Could not load DEH support data\n"); UnloadDehSupp (); delete[] PatchName; delete[] PatchFile; return false; } do { if (cont == 1) { Printf ("Key %s encountered out of context\n", Line1); cont = 0; } else if (cont == 2) { cont = HandleMode (Line1, atoi (Line2)); } } while (cont); UnloadDehSupp (); delete[] PatchName; delete[] PatchFile; Printf ("Patch installed\n"); return true; } static inline bool CompareLabel (const char *want, const BYTE *have) { return *(DWORD *)want == *(DWORD *)have; } static inline short GetWord (const BYTE *in) { return (in[0] << 8) | (in[1]); } static short *GetWordSpace (void *in, size_t size) { short *ptr; size_t i; ptr = (short *)in; for (i = 0; i < size; i++) { ptr[i] = GetWord ((BYTE *)in + i*2); } return ptr; } static int DehUseCount; static void UnloadDehSupp () { if (--DehUseCount <= 0) { // Handle MBF params here, before the required arrays are cleared for (unsigned int i=0; i < MBFParamStates.Size(); i++) { SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer); } MBFParamStates.Clear(); MBFParamStates.ShrinkToFit(); MBFCodePointers.Clear(); MBFCodePointers.ShrinkToFit(); // StateMap is not freed here, because if you load a second // dehacked patch through some means other than including it // in the first patch, it won't see the state information // that was altered by the first. So we need to keep the // StateMap around until all patches have been applied. DehUseCount = 0; Actions.Clear(); Actions.ShrinkToFit(); OrgHeights.Clear(); OrgHeights.ShrinkToFit(); CodePConv.Clear(); CodePConv.ShrinkToFit(); OrgSprNames.Clear(); OrgSprNames.ShrinkToFit(); SoundMap.Clear(); SoundMap.ShrinkToFit(); InfoNames.Clear(); InfoNames.ShrinkToFit(); BitNames.Clear(); BitNames.ShrinkToFit(); StyleNames.Clear(); StyleNames.ShrinkToFit(); AmmoNames.Clear(); AmmoNames.ShrinkToFit(); if (UnchangedSpriteNames != NULL) { delete[] UnchangedSpriteNames; UnchangedSpriteNames = NULL; NumUnchangedSprites = 0; } if (EnglishStrings != NULL) { delete EnglishStrings; EnglishStrings = NULL; } } } static bool LoadDehSupp () { try { // Make sure we only get the DEHSUPP lump from zdoom.pk3 // User modifications are not supported! int lump = Wads.CheckNumForName("DEHSUPP"); if (lump == -1) { return false; } if (Wads.GetLumpFile(lump) > 0) { Printf("Warning: DEHSUPP no longer supported. DEHACKED patch disabled.\n"); return false; } bool gotnames = false; int i; if (++DehUseCount > 1) { return true; } if (EnglishStrings == NULL) { EnglishStrings = new FStringTable; EnglishStrings->LoadStrings (true); } if (UnchangedSpriteNames == NULL) { UnchangedSpriteNames = new char[sprites.Size()*4]; NumUnchangedSprites = sprites.Size(); for (i = 0; i < NumUnchangedSprites; ++i) { memcpy (UnchangedSpriteNames+i*4, &sprites[i].name, 4); } } FScanner sc; sc.OpenLumpNum(lump); sc.SetCMode(true); while (sc.GetString()) { if (sc.Compare("ActionList")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("NULL")) { Actions.Push(NULL); } else { // all relevant code pointers are either defined in AInventory // or AActor so this will find all of them. FString name = "A_"; name << sc.String; PSymbol *sym = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(name, true); if (sym == NULL || sym->SymbolType != SYM_ActionFunction) { sc.ScriptError("Unknown code pointer '%s'", sc.String); } else { FString &args = static_cast(sym)->Arguments; if (args.Len()!=0 && (args[0]<'a' || args[0]>'z')) { sc.ScriptError("Incompatible code pointer '%s'", sc.String); } } Actions.Push(sym); } if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("OrgHeights")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetNumber(); OrgHeights.Push(sc.Number); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("CodePConv")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetNumber(); CodePConv.Push(sc.Number); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("OrgSprNames")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); DEHSprName s; // initialize with zeroes memset(&s, 0, sizeof(s)); if (strlen(sc.String) ==4) { s.c[0] = sc.String[0]; s.c[1] = sc.String[1]; s.c[2] = sc.String[2]; s.c[3] = sc.String[3]; s.c[4] = 0; } else { sc.ScriptError("Invalid sprite name '%s' (must be 4 characters)", sc.String); } OrgSprNames.Push(s); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("StateMap")) { bool addit = StateMap.Size() == 0; sc.MustGetStringName("{"); while (!sc.CheckString("}")) { StateMapper s; sc.MustGetString(); const PClass *type = PClass::FindClass (sc.String); if (type == NULL) { sc.ScriptError ("Can't find type %s", sc.String); } else if (type->ActorInfo == NULL) { sc.ScriptError ("%s has no ActorInfo", sc.String); } sc.MustGetStringName(","); sc.MustGetString(); s.State = type->ActorInfo->FindState(sc.String); if (s.State == NULL) { sc.ScriptError("Invalid state '%s' in '%s'", sc.String, type->TypeName.GetChars()); } sc.MustGetStringName(","); sc.MustGetNumber(); if (s.State == NULL || s.State + sc.Number > type->ActorInfo->OwnedStates + type->ActorInfo->NumOwnedStates) { sc.ScriptError("Invalid state range in '%s'", type->TypeName.GetChars()); } AActor *def = GetDefaultByType(type); s.StateSpan = sc.Number; s.Owner = type; s.OwnerIsPickup = def != NULL && (def->flags & MF_SPECIAL) != 0; if (addit) StateMap.Push(s); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("SoundMap")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); SoundMap.Push(S_FindSound(sc.String)); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("InfoNames")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); const PClass *cls = PClass::FindClass(sc.String); if (cls == NULL) { sc.ScriptError("Unknown actor type '%s'", sc.String); } InfoNames.Push(cls); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("ThingBits")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { BitName bit; sc.MustGetNumber(); if (sc.Number < 0 || sc.Number > 31) { sc.ScriptError("Invalid bit value %d", sc.Number); } bit.Bit = sc.Number; sc.MustGetStringName(","); sc.MustGetNumber(); if (sc.Number < 0 || sc.Number > 2) { sc.ScriptError("Invalid flag word %d", sc.Number); } bit.WhichFlags = sc.Number; sc.MustGetStringName(","); sc.MustGetString(); strncpy(bit.Name, sc.String, 19); bit.Name[19]=0; BitNames.Push(bit); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("RenderStyles")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { StyleName style; sc.MustGetNumber(); style.Num = sc.Number; sc.MustGetStringName(","); sc.MustGetString(); strncpy(style.Name, sc.String, 19); style.Name[19]=0; StyleNames.Push(style); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("AmmoNames")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); if (sc.Compare("NULL")) { AmmoNames.Push(NULL); } else { const PClass *cls = PClass::FindClass(sc.String); if (cls == NULL || cls->ParentClass != RUNTIME_CLASS(AAmmo)) { sc.ScriptError("Unknown ammo type '%s'", sc.String); } AmmoNames.Push(cls); } if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("WeaponNames")) { WeaponNames.Clear(); // This won't be cleared by UnloadDEHSupp so we need to do it here explicitly sc.MustGetStringName("{"); while (!sc.CheckString("}")) { sc.MustGetString(); const PClass *cls = PClass::FindClass(sc.String); if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(AWeapon))) { sc.ScriptError("Unknown weapon type '%s'", sc.String); } WeaponNames.Push(cls); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else if (sc.Compare("Aliases")) { sc.MustGetStringName("{"); while (!sc.CheckString("}")) { CodePointerAlias temp; sc.MustGetString(); strncpy(temp.alias, sc.String, 19); temp.alias[19]=0; sc.MustGetStringName(","); sc.MustGetString(); strncpy(temp.name, sc.String, 19); temp.name[19]=0; sc.MustGetStringName(","); sc.MustGetNumber(); temp.params = sc.Number; MBFCodePointers.Push(temp); if (sc.CheckString("}")) break; sc.MustGetStringName(","); } } else { sc.ScriptError("Unknown section '%s'", sc.String); } sc.MustGetStringName(";"); } return true; } catch(CRecoverableError &err) { // Don't abort if DEHSUPP loading fails. // Just print the message and continue. Printf("%s\n", err.GetMessage()); return false; } } void FinishDehPatch () { unsigned int touchedIndex; for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex) { PClass *type = TouchedActors[touchedIndex]; AActor *defaults1 = GetDefaultByType (type); if (!(defaults1->flags & MF_SPECIAL)) { // We only need to do this for pickups continue; } // Create a new class that will serve as the actual pickup char typeNameBuilder[32]; mysnprintf (typeNameBuilder, countof(typeNameBuilder), "DehackedPickup%d", touchedIndex); PClass *subclass = RUNTIME_CLASS(ADehackedPickup)->CreateDerivedClass (typeNameBuilder, sizeof(ADehackedPickup)); AActor *defaults2 = GetDefaultByType (subclass); memcpy ((void *)defaults2, (void *)defaults1, sizeof(AActor)); // Make a copy of the replaced class's state labels FStateDefinitions statedef; statedef.MakeStateDefines(type); if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) { // If this is a hacked non-inventory item we must also copy AInventory's special states statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList); } statedef.InstallStates(subclass->ActorInfo, defaults2); // Use the DECORATE replacement feature to redirect all spawns // of the original class to the new one. FActorInfo *old_replacement = type->ActorInfo->Replacement; type->ActorInfo->Replacement = subclass->ActorInfo; subclass->ActorInfo->Replacee = type->ActorInfo; // If this actor was already replaced by another actor, copy that // replacement over to this item. if (old_replacement != NULL) { subclass->ActorInfo->Replacement = old_replacement; } DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars()); } // Now that all Dehacked patches have been processed, it's okay to free StateMap. StateMap.Clear(); StateMap.ShrinkToFit(); TouchedActors.Clear(); TouchedActors.ShrinkToFit(); // Now it gets nasty: We have to fiddle around with the weapons' ammo use info to make Doom's original // ammo consumption work as intended. for(unsigned i = 0; i < WeaponNames.Size(); i++) { AWeapon *weap = (AWeapon*)GetDefaultByType(WeaponNames[i]); bool found = false; if (weap->flags6 & MF6_INTRYMOVE) { // Weapon sets an explicit amount of ammo to use so we won't need any special processing here weap->flags6 &= ~MF6_INTRYMOVE; } else { weap->WeaponFlags |= WIF_DEHAMMO; weap->AmmoUse1 = 0; // to allow proper checks in CheckAmmo we have to find the first attack pointer in the Fire sequence // and set its default ammo use as the weapon's AmmoUse1. TMap StateVisited; FState *state = WeaponNames[i]->ActorInfo->FindState(NAME_Fire); while (state != NULL) { bool *check = StateVisited.CheckKey(state); if (check != NULL && *check) { break; // State has already been checked so we reached a loop } StateVisited[state] = true; for(unsigned j = 0; AmmoPerAttacks[j].func != NULL; j++) { if (state->ActionFunc == AmmoPerAttacks[j].func) { found = true; int use = AmmoPerAttacks[j].ammocount; if (use < 0) use = deh.BFGCells; weap->AmmoUse1 = use; break; } } if (found) break; state = state->GetNextState(); } } } WeaponNames.Clear(); WeaponNames.ShrinkToFit(); } void ModifyDropAmount(AInventory *inv, int dropamount); bool ADehackedPickup::TryPickup (AActor *&toucher) { const PClass *type = DetermineType (); if (type == NULL) { return false; } RealPickup = static_cast(Spawn (type, x, y, z, NO_REPLACE)); if (RealPickup != NULL) { // The internally spawned item should never count towards statistics. RealPickup->ClearCounters(); if (!(flags & MF_DROPPED)) { RealPickup->flags &= ~MF_DROPPED; } // If this item has been dropped by a monster the // amount of ammo this gives must be adjusted. if (droppedbymonster) { ModifyDropAmount(RealPickup, 0); } if (!RealPickup->CallTryPickup (toucher)) { RealPickup->Destroy (); RealPickup = NULL; return false; } GoAwayAndDie (); return true; } return false; } const char *ADehackedPickup::PickupMessage () { return RealPickup->PickupMessage (); } bool ADehackedPickup::ShouldStay () { return RealPickup->ShouldStay (); } bool ADehackedPickup::ShouldRespawn () { return RealPickup->ShouldRespawn (); } void ADehackedPickup::PlayPickupSound (AActor *toucher) { RealPickup->PlayPickupSound (toucher); } void ADehackedPickup::DoPickupSpecial (AActor *toucher) { Super::DoPickupSpecial (toucher); // If the real pickup hasn't joined the toucher's inventory, make sure it // doesn't stick around. if (RealPickup->Owner != toucher) { RealPickup->Destroy (); } RealPickup = NULL; } void ADehackedPickup::Destroy () { if (RealPickup != NULL) { RealPickup->Destroy (); RealPickup = NULL; } Super::Destroy (); } const PClass *ADehackedPickup::DetermineType () { // Look at the actor's current sprite to determine what kind of // item to pretend to me. int min = 0; int max = countof(DehSpriteMappings) - 1; while (min <= max) { int mid = (min + max) / 2; int lex = memcmp (DehSpriteMappings[mid].Sprite, sprites[sprite].name, 4); if (lex == 0) { return PClass::FindClass (DehSpriteMappings[mid].ClassName); } else if (lex < 0) { min = mid + 1; } else { max = mid - 1; } } return NULL; } void ADehackedPickup::Serialize(FArchive &arc) { Super::Serialize(arc); arc << droppedbymonster; }