/* ** 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 "g_level.h" #include "cmdlib.h" #include "gstrings.h" #include "w_wad.h" #include "d_player.h" #include "r_state.h" #include "c_dispatch.h" #include "decallib.h" #include "a_sharedglobal.h" #include "doomerrors.h" #include "p_effect.h" #include "serializer.h" #include "thingdef.h" #include "v_text.h" #include "backend/vmbuilder.h" #include "types.h" #include "m_argv.h" #include "actorptrselect.h" void JitDumpLog(FILE *file, VMScriptFunction *func); // [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; PClassActor *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]; uint8_t Bit; uint8_t WhichFlags; }; static TArray BitNames; // Render styles struct StyleName { char Name[20]; uint8_t 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 { FName name; char alias[20]; uint8_t params; }; static TArray MBFCodePointers; struct AmmoPerAttack { ENamedName func; int ammocount; VMFunction *ptr; }; // Default ammo use of the various weapon attacks static AmmoPerAttack AmmoPerAttacks[] = { { NAME_A_Punch, 0}, { NAME_A_FirePistol, 1}, { NAME_A_FireShotgun, 1}, { NAME_A_FireShotgun2, 2}, { NAME_A_FireCGun, 1}, { NAME_A_FireMissile, 1}, { NAME_A_Saw, 0}, { NAME_A_FirePlasma, 1}, { NAME_A_FireBFG, -1}, // uses deh.BFGCells { NAME_A_FireOldBFG, 1}, { NAME_A_FireRailgun, 1}, { NAME_None, 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 2./3., // Rocket explosion alpha false, // .NoAutofreeze 40, // BFG cells per shot }; DEFINE_GLOBAL(deh) DEFINE_FIELD_X(DehInfo, DehInfo, MaxSoulsphere) DEFINE_FIELD_X(DehInfo, DehInfo, ExplosionStyle) DEFINE_FIELD_X(DehInfo, DehInfo, ExplosionAlpha) DEFINE_FIELD_X(DehInfo, DehInfo, NoAutofreeze) DEFINE_FIELD_X(DehInfo, DehInfo, BFGCells) DEFINE_FIELD_X(DehInfo, DehInfo, BlueAC) // 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 DehackedPickup will be created with properties copied // from the original actor's defaults. The original actor is then changed to // spawn the new class. TArray TouchedActors; TArray UnchangedSpriteNames; bool changedStates; // Sprite<->Class map for DehackedPickup::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); inline double DEHToDouble(int acsval) { return acsval / 65536.; } static void PushTouchedActor(PClassActor *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 *)(((uint8_t *)structure) + keys->offset)) = value; return false; } return true; } static int FindSprite (const char *sprname) { uint32_t nameint; memcpy(&nameint, sprname, 4); auto f = UnchangedSpriteNames.Find(nameint); return f == UnchangedSpriteNames.Size() ? -1 : f; } 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(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(DMSG_ERROR, "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) { assert(PatchPt != nullptr); 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; } } // misc1 = vrange (arg +3), misc2 = hrange (arg+4) static void CreateMushroomFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_Mushroom emitters.AddParameterPointerConst(PClass::FindClass("FatShot")); // itemtype emitters.AddParameterIntConst(0); // numspawns emitters.AddParameterIntConst(1); // flag MSF_Classic emitters.AddParameterFloatConst(value1? DEHToDouble(value1) : 4.0); // vrange emitters.AddParameterFloatConst(value2? DEHToDouble(value2) : 0.5); // hrange } // misc1 = type (arg +0), misc2 = Z-pos (arg +2) static void CreateSpawnFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_SpawnItem if (InfoNames[value1-1] == nullptr) { I_Error("No class found for dehackednum %d!\n", value1+1); } emitters.AddParameterPointerConst(InfoNames[value1-1]); // itemtype emitters.AddParameterFloatConst(value2); // distance emitters.AddParameterFloatConst(0); // height emitters.AddParameterIntConst(0); // useammo emitters.AddParameterIntConst(0); // transfer_translation } // misc1 = angle (in degrees) (arg +0 but factor in current actor angle too) static void CreateTurnFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_Turn emitters.AddParameterFloatConst(value1); // angle } // misc1 = angle (in degrees) (arg +0) static void CreateFaceFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_FaceTarget emitters.AddParameterFloatConst(value1); // angle emitters.AddParameterIntConst(0); // flags emitters.AddParameterIntConst(AAPTR_DEFAULT); // ptr } // misc1 = damage, misc 2 = sound static void CreateScratchFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_CustomMeleeAttack emitters.AddParameterIntConst(value1); // damage emitters.AddParameterIntConst(value2 ? (int)SoundMap[value2 - 1] : 0); // hit sound emitters.AddParameterIntConst(0); // miss sound emitters.AddParameterIntConst(NAME_None); // damage type emitters.AddParameterIntConst(true); // bleed } // misc1 = sound, misc2 = attenuation none (true) or normal (false) static void CreatePlaySoundFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_PlaySound emitters.AddParameterIntConst(value1 ? (int)SoundMap[value1 - 1] : 0); // soundid emitters.AddParameterIntConst(CHAN_BODY); // channel emitters.AddParameterFloatConst(1); // volume emitters.AddParameterIntConst(false); // looping emitters.AddParameterFloatConst(value2 ? ATTN_NONE : ATTN_NORM); // attenuation emitters.AddParameterIntConst(false); // local } // misc1 = state, misc2 = probability static void CreateRandomJumpFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_Jump auto symlabel = StateLabels.AddPointer(FindState(value1)); emitters.AddParameterIntConst(value2); // maxchance emitters.AddParameterIntConst(symlabel); // jumpto emitters.AddReturn(REGT_POINTER); } // misc1 = Boom linedef type, misc2 = sector tag static void CreateLineEffectFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_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. emitters.AddParameterIntConst(value1); // special emitters.AddParameterIntConst(value2); // tag } // No misc, but it's basically A_Explode with an added effect static void CreateNailBombFunc(FunctionCallEmitter &emitters, int value1, int value2) { // A_Explode // This one does not actually have MBF-style parameters. But since // we're aliasing it to an extension of A_Explode... emitters.AddParameterIntConst(-1); // damage emitters.AddParameterIntConst(-1); // distance emitters.AddParameterIntConst(1); // flags (1=XF_HURTSOURCE) emitters.AddParameterIntConst(0); // alert emitters.AddParameterIntConst(0); // fulldamagedistance emitters.AddParameterIntConst(30); // nails emitters.AddParameterIntConst(10); // naildamage emitters.AddParameterPointerConst(PClass::FindClass(NAME_BulletPuff)); // itemtype emitters.AddParameterIntConst(NAME_None); // damage type } // This array must be in sync with the Aliases array in DEHSUPP. static void (*MBFCodePointerFactories[])(FunctionCallEmitter&, int, int) = { // 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. CreateMushroomFunc, CreateSpawnFunc, CreateTurnFunc, CreateFaceFunc, CreateScratchFunc, CreatePlaySoundFunc, CreateRandomJumpFunc, CreateLineEffectFunc, CreateNailBombFunc }; // Creates new functions for the given state so as to convert MBF-args (misc1 and misc2) into real args. void SetDehParams(FState *state, int codepointer) { static const uint8_t regts[] = { REGT_POINTER, REGT_POINTER, REGT_POINTER }; int value1 = state->GetMisc1(); int value2 = state->GetMisc2(); if (!(value1|value2)) return; bool returnsState = codepointer == 6; // 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. PFunction *sym; sym = dyn_cast(PClass::FindActor(NAME_Weapon)->FindSymbol(FName(MBFCodePointers[codepointer].name), true)); if (sym == NULL ) return; if (codepointer < 0 || (unsigned)codepointer >= countof(MBFCodePointerFactories)) { // This simply should not happen. Printf("Unmanaged dehacked codepointer alias num %i\n", codepointer); } else { int numargs = sym->GetImplicitArgs(); auto funcsym = CreateAnonymousFunction(RUNTIME_CLASS(AActor)->VMType, returnsState? (PType*)TypeState : TypeVoid, numargs==3? SUF_ACTOR|SUF_WEAPON : SUF_ACTOR); VMFunctionBuilder buildit(numargs); // Allocate registers used to pass parameters in. // self, stateowner, state (all are pointers) buildit.Registers[REGT_POINTER].Get(numargs); // Emit code to pass the standard action function parameters. FunctionCallEmitter emitters(sym->Variants[0].Implementation); for (int i = 0; i < numargs; i++) { emitters.AddParameterPointer(i, false); } // Emit code for action parameters. MBFCodePointerFactories[codepointer](emitters, value1, value2); auto where = emitters.EmitCall(&buildit); if (!returnsState) buildit.Emit(OP_RET, RET_FINAL, REGT_NIL, 0); else buildit.Emit(OP_RET, RET_FINAL, EncodeRegType(where), where.RegNum); where.Free(&buildit); // Attach it to the state. VMScriptFunction *sfunc = new VMScriptFunction; funcsym->Variants[0].Implementation = sfunc; sfunc->Proto = funcsym->Variants[0].Proto; sfunc->RegTypes = regts; // These functions are built after running the script compiler so they don't get this info. buildit.MakeFunction(sfunc); sfunc->NumArgs = numargs; sfunc->ImplicitArgs = numargs; state->SetAction(sfunc); sfunc->PrintableName.Format("Dehacked.%s.%d.%d", MBFCodePointers[codepointer].name.GetChars(), value1, value2); if (Args->CheckParm("-dumpdisasm")) { FILE *dump = fopen("disasm.txt", "a"); if (dump != nullptr) { DumpFunction(dump, sfunc, sfunc->PrintableName.GetChars(), (int)sfunc->PrintableName.Len()); } fclose(dump); } if (Args->CheckParm("-dumpjit")) { FILE *dump = fopen("dumpjit.txt", "a"); if (dump != nullptr) { JitDumpLog(dump, sfunc); } fclose(dump); } } } 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; uint8_t dummy[sizeof(AActor)]; bool hadHeight = false; bool hadTranslucency = false; bool hadStyle = false; FStateDefinitions statedef; bool patchedStates = false; ActorFlags oldflags; PClassActor *type; int16_t *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 (DMSG_SPAMMY, "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 = (unsigned long)strtoull (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 = (int16_t)val; } else if (linelen == 12 && stricmp (Line1, "Translucency") == 0) { info->Alpha = DEHToDouble(val); info->RenderStyle = STYLE_Translucent; hadTranslucency = true; hadStyle = true; } else if (linelen == 6 && stricmp (Line1, "Height") == 0) { info->Height = DEHToDouble(val); info->projectilepassheight = 0; // needs to be disabled hadHeight = true; } else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0) { info->SetDamage(val); } else if (linelen == 5) { if (stricmp (Line1, "Speed") == 0) { info->Speed = (signed long)val; // handle fixed point later. } else if (stricmp (Line1, "Width") == 0) { info->radius = DEHToDouble(val); } else if (stricmp (Line1, "Alpha") == 0) { info->Alpha = atof (Line2); hadTranslucency = true; } else if (stricmp (Line1, "Scale") == 0) { info->Scale.Y = info->Scale.X = clamp(atof (Line2), 1./65536, 256.); } 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; changedStates = 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) { uint32_t 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)) { value[0] |= (unsigned long)strtoll(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(DMSG_ERROR, "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: const double MBF_BOUNCE_NOGRAVITY = 1; // With NOGRAVITY: full momentum const double MBF_BOUNCE_FLOATDROPOFF = 0.85; // With FLOAT and DROPOFF: 85% const double MBF_BOUNCE_FLOAT = 0.7; // With FLOAT alone: 70% const double MBF_BOUNCE_DEFAULT = 0.45; // Without the above flags: 45% const double MBF_BOUNCE_WALL = 0.5; // 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; } if (thingy == 1) // [SP] special handling for players - always be friendly! { value[0] |= MF_FRIENDLY; } info->flags = ActorFlags::FromInt (value[0]); } if (vchanged[1]) { if (value[1] & 0x00000004) // old BOUNCE1 { value[1] &= ~0x00000004; info->BounceFlags = BOUNCE_DoomCompat; } // Damage types that once were flags but now are not if (value[1] & 0x20000000) { info->DamageType = NAME_Ice; value[1] &= ~0x20000000; } if (value[1] & 0x10000000) { info->DamageType = NAME_Fire; value[1] &= ~0x10000000; } if (value[1] & 0x00000001) { info->Gravity = 1./4; value[1] &= ~0x00000001; } info->flags2 = ActorFlags2::FromInt (value[1]); } if (vchanged[2]) { if (value[2] & 7) { hadTranslucency = true; if (value[2] & 1) info->Alpha = 0.25; else if (value[2] & 2) info->Alpha = 0.5; else if (value[2] & 4) info->Alpha = 0.75; info->RenderStyle = STYLE_Translucent; } if (value[2] & 8) info->renderflags |= RF_INVISIBLE; else info->renderflags &= ~RF_INVISIBLE; } DPrintf (DMSG_SPAMMY, "Bits: %d,%d (0x%08x,0x%08x)\n", info->flags.GetValue(), info->flags2.GetValue(), info->flags.GetValue(), info->flags2.GetValue()); } else if (stricmp (Line1, "ID #") == 0) { *ednum = (int16_t)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]; 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 = 0.5; } else { // changed from shadow if (!hadStyle) info->RenderStyle = STYLE_Normal; } } // Speed could be either an int of fixed value, depending on its use // If this value is very large it needs to be rescaled. if (fabs(info->Speed) >= 256) { info->Speed /= 65536; } 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, 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 (DMSG_SPAMMY, "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); changedStates = true; } else if (keylen == 16 && stricmp (Line1, "Sprite subnumber") == 0) { frame = val; } else { Printf (unknown_str, Line1, "Frame", frameNum); } } if (info != &dummy) { info->StateFlags |= STF_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; if (frame & 0x8000) info->StateFlags |= STF_FULLBRIGHT; else info->StateFlags &= ~STF_FULLBRIGHT; } return result; } static int PatchSprite (int sprNum) { int result; int offset = 0; if ((unsigned)sprNum < OrgSprNames.Size()) { DPrintf (DMSG_SPAMMY, "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) { PClassActor *ammoType = NULL; AActor *defaultAmmo = NULL; int result; int oldclip; int dummy; int *max = &dummy; int *per = &dummy; if (ammoNum >= 0 && ammoNum < 4 && (unsigned)ammoNum <= AmmoNames.Size()) { DPrintf (DMSG_SPAMMY, "Ammo %d.\n", ammoNum); ammoType = AmmoNames[ammoNum]; if (ammoType != NULL) { defaultAmmo = GetDefaultByType (ammoType); if (defaultAmmo != NULL) { max = &defaultAmmo->IntVar(NAME_MaxAmount); per = &defaultAmmo->IntVar(NAME_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->IntVar("BackpackMaxAmount") = defaultAmmo->IntVar(NAME_MaxAmount) * 2; defaultAmmo->IntVar("BackpackAmount") = defaultAmmo->IntVar(NAME_Amount); } // Fix per-ammo/max-ammo amounts for descendants of the base ammo class if (oldclip != *per) { for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i) { PClassActor *type = PClassActor::AllActorClasses[i]; if (type == ammoType) continue; if (type->IsDescendantOf (ammoType)) { defaultAmmo = GetDefaultByType (type); defaultAmmo->IntVar(NAME_MaxAmount) = *max; defaultAmmo->IntVar(NAME_Amount) = Scale (defaultAmmo->IntVar(NAME_Amount), *per, oldclip); } else if (type->IsDescendantOf (NAME_Weapon)) { auto defWeap = GetDefaultByType (type); if (defWeap->PointerVar(NAME_AmmoType1) == ammoType) { auto &AmmoGive1 = defWeap->IntVar(NAME_AmmoGive1); AmmoGive1 = Scale (AmmoGive1, *per, oldclip); } if (defWeap->PointerVar(NAME_AmmoType2) == ammoType) { auto &AmmoGive2 = defWeap->IntVar(NAME_AmmoGive2); AmmoGive2 = Scale (AmmoGive2, *per, oldclip); } } } } return result; } static int PatchWeapon (int weapNum) { int result; PClassActor *type = nullptr; AActor *info = nullptr; bool patchedStates = false; FStateDefinitions statedef; if (weapNum >= 0 && weapNum < 9 && (unsigned)weapNum < WeaponNames.Size()) { type = WeaponNames[weapNum]; if (type != NULL) { info = GetDefaultByType (type); DPrintf (DMSG_SPAMMY, "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; } if (info) { auto &AmmoType = info->PointerVar(NAME_AmmoType1); AmmoType = AmmoNames[val]; if (AmmoType != nullptr) { info->IntVar(NAME_AmmoGive1) = GetDefaultByType(AmmoType)->IntVar(NAME_Amount) * 2; auto &AmmoUse = info->IntVar(NAME_AmmoUse1); if (AmmoUse == 0) { AmmoUse = 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) { if (info) 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) { if (info) { info->IntVar(NAME_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) { if (info) info->IntVar(NAME_MinSelAmmo1) = val; } else { Printf (unknown_str, Line1, "Weapon", weapNum); } } if (info) { if (info->PointerVar(NAME_AmmoType1) == nullptr) { info->IntVar(NAME_AmmoUse1) = 0; } if (patchedStates) { statedef.InstallStates(type, info); } } return result; } static void SetPointer(FState *state, PFunction *sym, int frame = 0) { if (sym == NULL) { state->ClearAction(); return; } else { state->SetAction(sym->Variants[0].Implementation); for (unsigned int i = 0; i < MBFCodePointers.Size(); i++) { if (sym->SymbolName == 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(DMSG_SPAMMY, "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 (DMSG_SPAMMY, "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(DMSG_SPAMMY, "%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 (DMSG_NOTIFY, "Dehacked 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 (DMSG_SPAMMY, "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 = atof (Line2); } 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 char *const types[] = { "PowerInvulnerable", "PowerStrength", "PowerInvisibility", "PowerIronFeet", "PowerLightAmp", "PowerWeaponLevel2", "PowerSpeed", "PowerMinotaur" }; 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) { GetDefaultByName (types[i])->ColorVar(NAME_BlendColor) = PalEntry( uint8_t(clamp(a,0.f,1.f)*255.f), clamp(r,0,255), clamp(g,0,255), clamp(b,0,255)); } else { GetDefaultByName (types[i])->ColorVar(NAME_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! auto armor = GetDefaultByName ("GreenArmor"); if (armor!=NULL) { armor->IntVar(NAME_SaveAmount) = 100 * deh.GreenAC; armor->FloatVar(NAME_SavePercent) = deh.GreenAC == 1 ? 33.335 : 50; } armor = GetDefaultByName ("BlueArmor"); if (armor!=NULL) { armor->IntVar(NAME_SaveAmount) = 100 * deh.BlueAC; armor->FloatVar(NAME_SavePercent) = deh.BlueAC == 1 ? 33.335 : 50; } auto barmor = GetDefaultByName ("ArmorBonus"); if (barmor!=NULL) { barmor->IntVar("MaxSaveAmount") = deh.MaxArmor; } auto health = GetDefaultByName ("HealthBonus"); if (health!=NULL) { health->IntVar(NAME_MaxAmount) = 2 * deh.MaxHealth; } health = GetDefaultByName ("Soulsphere"); if (health!=NULL) { health->IntVar(NAME_Amount) = deh.SoulsphereHealth; health->IntVar(NAME_MaxAmount) = deh.MaxSoulsphere; } health = GetDefaultByName ("MegasphereHealth"); if (health!=NULL) { health->IntVar(NAME_Amount) = health->IntVar(NAME_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... FDropItem *di = PClass::FindActor(NAME_DoomPlayer)->ActorInfo()->DropItems; 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 (DMSG_SPAMMY, "[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; const auto FindSpace = [](char* str) -> char* { while ('\0' != *str) { if (isspace((unsigned char)*str)) { return str; } ++str; } return nullptr; }; space = FindSpace (Line2); if (!space) { Printf ("Need data after par.\n"); continue; } *space++ = '\0'; while (*space && isspace(*space)) space++; moredata = FindSpace (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 (DMSG_SPAMMY, "Par for %s changed to %d\n", mapname, par); } return result; } static int PatchCodePtrs (int dummy) { int result; DPrintf (DMSG_SPAMMY, "[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 bool ismbfcp = false; for (unsigned int i = 0; i < MBFCodePointers.Size(); i++) { if (!symname.CompareNoCase(MBFCodePointers[i].alias)) { symname = MBFCodePointers[i].name; DPrintf(DMSG_SPAMMY, "%s --> %s\n", MBFCodePointers[i].alias, MBFCodePointers[i].name.GetChars()); ismbfcp = true; break; } } // This skips the action table and goes directly to the internal symbol table // DEH compatible functions are easy to recognize. PFunction *sym = dyn_cast(PClass::FindActor(NAME_Weapon)->FindSymbol(symname, true)); if (sym == NULL) { Printf(TEXTCOLOR_RED "Frame %d: Unknown code pointer '%s'\n", frame, Line2); } else if (!ismbfcp) // MBF special code pointers will produce errors here because they will receive some args and won't match the conditions here. { TArray &args = sym->Variants[0].ArgFlags; unsigned numargs = sym->GetImplicitArgs(); if ((sym->Variants[0].Flags & VARF_Virtual || (args.Size() > numargs && !(args[numargs] & VARF_Optional)))) { Printf(TEXTCOLOR_RED "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 (DMSG_SPAMMY, "[Music]\n"); while ((result = GetLine()) == 1) { const char *newname = skipwhite (Line2); FString keystring; keystring << "MUSIC_" << Line1; GStrings.SetString (keystring, newname); DPrintf (DMSG_SPAMMY, "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 (DMSG_SPAMMY, "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); } for (unsigned ii = 0; ii < OrgSprNames.Size(); ii++) { if (!stricmp(OrgSprNames[ii].c, oldStr)) { strcpy(OrgSprNames[ii].c, newStr); } } // 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; } } // Search through most other texts const char *str; do { str = EnglishStrings->MatchString(oldStr); if (str != NULL) { GStrings.SetString(str, newStr); EnglishStrings->SetString(str, "~~"); // set to something invalid so that it won't get found again by the next iteration or by another replacement later good = true; } } while (str != NULL); // repeat search until the text can no longer be found if (!good) { DPrintf (DMSG_SPAMMY, " (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 (DMSG_SPAMMY, "[Strings]\n"); while ((result = GetLine()) == 1) { FString holdstring; do { holdstring += skipwhite (Line2); holdstring.StripRight(); if (holdstring.Len() > 0 && holdstring[holdstring.Len()-1] == '\\') { holdstring.Truncate(holdstring.Len()-1); Line2 = igets (); } else { Line2 = NULL; } } while (Line2 && *Line2); ReplaceSpecialChars (holdstring.LockBuffer()); holdstring.UnlockBuffer(); // Account for a discrepancy between Boom's and ZDoom's name for the red skull key pickup message const char *ll = Line1; if (!stricmp(ll, "GOTREDSKULL")) ll = "GOTREDSKUL"; GStrings.SetString (ll, holdstring); DPrintf (DMSG_SPAMMY, "%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 (DMSG_SPAMMY, "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 (DMSG_SPAMMY, "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(DehLumpSource source) { int lastlump = 0, lumpnum, count = 0; while ((lumpnum = Wads.FindLump("DEHACKED", &lastlump)) >= 0) { const int filenum = Wads.GetLumpFile(lumpnum); if (FromIWAD == source && filenum > Wads.GetIwadNum()) { // No more DEHACKED lumps in IWAD break; } else if (FromPWADs == source && filenum <= Wads.GetIwadNum()) { // Skip DEHACKED lumps from IWAD continue; } count += D_LoadDehLump(lumpnum); } if (FromPWADs == source && 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) { FileReader fr; if (fr.OpenFile(patchfile)) { PatchSize = (int)fr.GetLength(); PatchName = copystring(patchfile); PatchFile = new char[PatchSize + 1]; fr.Read(PatchFile, PatchSize); fr.Close(); 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() { if (!batchrun) 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' && (PatchFile[25] < '2' || PatchFile[27] < '3')) { Printf (PRINT_BOLD, "\"%s\" is an old and unsupported DeHackEd patch\n", PatchName); delete[] PatchName; delete[] PatchFile; return false; } // fix for broken WolfenDoom patches which contain \0 characters in some places. for (int i = 0; i < PatchSize; i++) { if (PatchFile[i] == 0) PatchFile[i] = ' '; } PatchPt = strchr (PatchFile, '\n'); while (PatchPt != nullptr && (cont = GetLine()) == 1) { CHECKKEY ("Doom version", dversion) else CHECKKEY ("Patch format", pversion) } if (!cont || dversion == -1 || pversion == -1) { Printf (PRINT_BOLD, "\"%s\" is not a DeHackEd patch file\n", PatchName); delete[] PatchName; delete[] PatchFile; return false; } } else { DPrintf (DMSG_WARNING, "Patch does not have DeHackEd signature. Assuming .bex\n"); dversion = 19; pversion = 6; PatchPt = PatchFile; while ((cont = GetLine()) == 1) {} } if (pversion != 5 && 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; if (!batchrun) Printf ("Patch installed\n"); return true; } static inline bool CompareLabel (const char *want, const uint8_t *have) { return *(uint32_t *)want == *(uint32_t *)have; } 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.Reset(); OrgHeights.Reset(); CodePConv.Reset(); OrgSprNames.Reset(); SoundMap.Reset(); InfoNames.Reset(); BitNames.Reset(); StyleNames.Reset(); AmmoNames.Reset(); UnchangedSpriteNames.Reset(); 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; if (++DehUseCount > 1) { return true; } if (EnglishStrings == NULL) { EnglishStrings = new FStringTable; EnglishStrings->LoadStrings (true); } UnchangedSpriteNames.Resize(sprites.Size()); for (unsigned i = 0; i < UnchangedSpriteNames.Size(); ++i) { memcpy (&UnchangedSpriteNames[i], &sprites[i].name, 4); } FScanner sc; sc.OpenLumpNum(lump); sc.SetCMode(true); auto wcls = PClass::FindActor(NAME_Weapon); 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 Weapon // or Actor so this will find all of them. FString name = "A_"; name << sc.String; PFunction *sym = dyn_cast(wcls->FindSymbol(name, true)); if (sym == NULL) { sc.ScriptError("Unknown code pointer '%s'", sc.String); } else { TArray &args = sym->Variants[0].ArgFlags; unsigned numargs = sym->GetImplicitArgs(); if ((sym->Variants[0].Flags & VARF_Virtual || (args.Size() > numargs && !(args[numargs] & VARF_Optional)))) { sc.ScriptMessage("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(); PClass *type = PClass::FindClass (sc.String); if (type == NULL) { sc.ScriptError ("Can't find type %s", sc.String); } else if (!type->IsDescendantOf(RUNTIME_CLASS(AActor))) { sc.ScriptError ("%s is not an actor", sc.String); } sc.MustGetStringName(","); sc.MustGetString(); PClassActor *actortype = static_cast(type); s.State = actortype->FindState(sc.String); if (s.State == NULL && addit) { sc.ScriptError("Invalid state '%s' in '%s'", sc.String, type->TypeName.GetChars()); } sc.MustGetStringName(","); sc.MustGetNumber(); if (addit && (s.State == NULL || sc.Number < 1 || !actortype->OwnsState(s.State + sc.Number - 1))) { sc.ScriptError("Invalid state range in '%s'", type->TypeName.GetChars()); } AActor *def = GetDefaultByType(type); s.StateSpan = sc.Number; s.Owner = actortype; 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(); PClassActor *cls = PClass::FindActor(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 { auto cls = PClass::FindActor(sc.String); if (cls == NULL || !cls->IsDescendantOf(NAME_Ammo)) { 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(); PClass *cls = PClass::FindClass(sc.String); if (cls == NULL || !cls->IsDescendantOf(NAME_Weapon)) { sc.ScriptError("Unknown weapon type '%s'", sc.String); } WeaponNames.Push(static_cast(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(); temp.name = sc.String; 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; unsigned int nameindex = 0; for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex) { PClassActor *subclass; PClassActor *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]; // auto dehtype = PClass::FindActor(NAME_DehackedPickup); do { // Retry until we find a free name. This is unlikely to happen but not impossible. mysnprintf(typeNameBuilder, countof(typeNameBuilder), "DehackedPickup%d", nameindex++); subclass = static_cast(dehtype->CreateDerivedClass(typeNameBuilder, dehtype->Size)); } while (subclass == nullptr); NewClassType(subclass); // This needs a VM type to work as intended. 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(NAME_Inventory)) { // If this is a hacked non-inventory item we must also copy Inventory's special states statedef.AddStateDefines(PClass::FindActor(NAME_Inventory)->GetStateLabels()); } statedef.InstallStates(subclass, defaults2); // Use the DECORATE replacement feature to redirect all spawns // of the original class to the new one. PClassActor *old_replacement = type->ActorInfo()->Replacement; type->ActorInfo()->Replacement = subclass; subclass->ActorInfo()->Replacee = type; // 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 (DMSG_NOTIFY, "%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars()); } // To avoid errors, flag all potentially touched states for use in weapons. if (changedStates) { for (auto &s : StateMap) { for (auto i = 0; i < s.StateSpan; i++) { s.State[i].UseFlags |= SUF_WEAPON; } } } // 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. auto wcls = PClass::FindActor(NAME_Weapon); for(unsigned i = 0; i < WeaponNames.Size(); i++) { auto weap = 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->BoolVar(NAME_bDehAmmo) = true; weap->IntVar(NAME_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]->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 != NAME_None; j++) { if (AmmoPerAttacks[j].ptr == nullptr) { auto p = dyn_cast(wcls->FindSymbol(AmmoPerAttacks[j].func, true)); if (p != nullptr) AmmoPerAttacks[j].ptr = p->Variants[0].Implementation; } if (state->ActionFunc == AmmoPerAttacks[j].ptr) { found = true; int use = AmmoPerAttacks[j].ammocount; if (use < 0) use = deh.BFGCells; weap->IntVar(NAME_AmmoUse1) = use; break; } } if (found) break; state = state->GetNextState(); } } } WeaponNames.Clear(); WeaponNames.ShrinkToFit(); } DEFINE_ACTION_FUNCTION(ADehackedPickup, DetermineType) { PARAM_SELF_PROLOGUE(AActor); // 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[self->sprite].name, 4); if (lex == 0) { ACTION_RETURN_POINTER(PClass::FindActor(DehSpriteMappings[mid].ClassName)); } else if (lex < 0) { min = mid + 1; } else { max = mid - 1; } } ACTION_RETURN_POINTER(nullptr); }