mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
6d308ca67e
It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b
broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
507 lines
14 KiB
C++
507 lines
14 KiB
C++
/*
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** compatibility.cpp
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** Handles compatibility flags for maps that are unlikely to be updated.
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**
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**---------------------------------------------------------------------------
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** Copyright 2009 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This file is for maps that have been rendered broken by bug fixes or other
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** changes that seemed minor at the time, and it is unlikely that the maps
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** will be changed. If you are making a map and you know it needs a
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** compatibility option to play properly, you are advised to specify so with
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** a MAPINFO.
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*/
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// HEADER FILES ------------------------------------------------------------
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#include "compatibility.h"
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#include "sc_man.h"
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#include "doomstat.h"
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#include "c_dispatch.h"
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#include "gi.h"
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#include "g_level.h"
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#include "p_lnspec.h"
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#include "p_tags.h"
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#include "w_wad.h"
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#include "textures.h"
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#include "g_levellocals.h"
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#include "vm.h"
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#include "actor.h"
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// MACROS ------------------------------------------------------------------
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// TYPES -------------------------------------------------------------------
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struct FCompatOption
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{
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const char *Name;
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uint32_t CompatFlags;
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int WhichSlot;
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};
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enum
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{
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SLOT_COMPAT,
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SLOT_COMPAT2,
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SLOT_BCOMPAT
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};
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern TArray<FMapThing> MapThingsConverted;
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extern bool ForceNodeBuild;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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TMap<FMD5Holder, FCompatValues, FMD5HashTraits> BCompatMap;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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static FCompatOption Options[] =
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{
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{ "setslopeoverflow", BCOMPATF_SETSLOPEOVERFLOW, SLOT_BCOMPAT },
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{ "resetplayerspeed", BCOMPATF_RESETPLAYERSPEED, SLOT_BCOMPAT },
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{ "vileghosts", BCOMPATF_VILEGHOSTS, SLOT_BCOMPAT },
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{ "ignoreteleporttags", BCOMPATF_BADTELEPORTERS, SLOT_BCOMPAT },
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{ "rebuildnodes", BCOMPATF_REBUILDNODES, SLOT_BCOMPAT },
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{ "linkfrozenprops", BCOMPATF_LINKFROZENPROPS, SLOT_BCOMPAT },
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{ "floatbob", BCOMPATF_FLOATBOB, SLOT_BCOMPAT },
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{ "noslopeid", BCOMPATF_NOSLOPEID, SLOT_BCOMPAT },
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{ "clipmidtex", BCOMPATF_CLIPMIDTEX, SLOT_BCOMPAT },
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// list copied from g_mapinfo.cpp
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{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
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{ "stairs", COMPATF_STAIRINDEX, SLOT_COMPAT },
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{ "limitpain", COMPATF_LIMITPAIN, SLOT_COMPAT },
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{ "nopassover", COMPATF_NO_PASSMOBJ, SLOT_COMPAT },
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{ "notossdrops", COMPATF_NOTOSSDROPS, SLOT_COMPAT },
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{ "useblocking", COMPATF_USEBLOCKING, SLOT_COMPAT },
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{ "nodoorlight", COMPATF_NODOORLIGHT, SLOT_COMPAT },
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{ "ravenscroll", COMPATF_RAVENSCROLL, SLOT_COMPAT },
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{ "soundtarget", COMPATF_SOUNDTARGET, SLOT_COMPAT },
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{ "dehhealth", COMPATF_DEHHEALTH, SLOT_COMPAT },
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{ "trace", COMPATF_TRACE, SLOT_COMPAT },
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{ "dropoff", COMPATF_DROPOFF, SLOT_COMPAT },
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{ "boomscroll", COMPATF_BOOMSCROLL, SLOT_COMPAT },
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{ "invisibility", COMPATF_INVISIBILITY, SLOT_COMPAT },
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{ "silentinstantfloors", COMPATF_SILENT_INSTANT_FLOORS, SLOT_COMPAT },
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{ "sectorsounds", COMPATF_SECTORSOUNDS, SLOT_COMPAT },
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{ "missileclip", COMPATF_MISSILECLIP, SLOT_COMPAT },
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{ "crossdropoff", COMPATF_CROSSDROPOFF, SLOT_COMPAT },
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{ "wallrun", COMPATF_WALLRUN, SLOT_COMPAT }, // [GZ] Added for CC MAP29
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{ "anybossdeath", COMPATF_ANYBOSSDEATH, SLOT_COMPAT },// [GZ] Added for UAC_DEAD
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{ "mushroom", COMPATF_MUSHROOM, SLOT_COMPAT },
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{ "mbfmonstermove", COMPATF_MBFMONSTERMOVE, SLOT_COMPAT },
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{ "corpsegibs", COMPATF_CORPSEGIBS, SLOT_COMPAT },
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{ "noblockfriends", COMPATF_NOBLOCKFRIENDS, SLOT_COMPAT },
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{ "spritesort", COMPATF_SPRITESORT, SLOT_COMPAT },
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{ "hitscan", COMPATF_HITSCAN, SLOT_COMPAT },
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{ "lightlevel", COMPATF_LIGHT, SLOT_COMPAT },
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{ "polyobj", COMPATF_POLYOBJ, SLOT_COMPAT },
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{ "maskedmidtex", COMPATF_MASKEDMIDTEX, SLOT_COMPAT },
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{ "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 },
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{ "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 },
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{ "soundcutoff", COMPATF2_SOUNDCUTOFF, SLOT_COMPAT2 },
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{ "pointonline", COMPATF2_POINTONLINE, SLOT_COMPAT2 },
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{ "multiexit", COMPATF2_MULTIEXIT, SLOT_COMPAT2 },
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{ "teleport", COMPATF2_TELEPORT, SLOT_COMPAT2 },
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{ "disablepushwindowcheck", COMPATF2_PUSHWINDOW, SLOT_COMPAT2 },
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{ NULL, 0, 0 }
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};
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static const char *const LineSides[] =
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{
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"Front", "Back", NULL
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};
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static const char *const WallTiers[] =
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{
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"Top", "Mid", "Bot", NULL
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};
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static const char *const SectorPlanes[] =
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{
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"floor", "ceil", NULL
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};
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// ParseCompatibility
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//
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//==========================================================================
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void ParseCompatibility()
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{
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TArray<FMD5Holder> md5array;
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FMD5Holder md5;
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FCompatValues flags;
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int i, x;
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unsigned int j;
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BCompatMap.Clear();
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// The contents of this file are not cumulative, as it should not
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// be present in user-distributed maps.
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FScanner sc(Wads.GetNumForFullName("compatibility.txt"));
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while (sc.GetString()) // Get MD5 signature
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{
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do
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{
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if (strlen(sc.String) != 32)
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{
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sc.ScriptError("MD5 signature must be exactly 32 characters long");
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}
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for (i = 0; i < 32; ++i)
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{
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if (sc.String[i] >= '0' && sc.String[i] <= '9')
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{
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x = sc.String[i] - '0';
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}
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else
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{
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sc.String[i] |= 'a' ^ 'A';
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if (sc.String[i] >= 'a' && sc.String[i] <= 'f')
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{
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x = sc.String[i] - 'a' + 10;
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}
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else
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{
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x = 0;
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sc.ScriptError("MD5 signature must be a hexadecimal value");
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}
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}
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if (!(i & 1))
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{
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md5.Bytes[i / 2] = x << 4;
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}
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else
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{
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md5.Bytes[i / 2] |= x;
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}
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}
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md5array.Push(md5);
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sc.MustGetString();
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} while (!sc.Compare("{"));
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memset(flags.CompatFlags, 0, sizeof(flags.CompatFlags));
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flags.ExtCommandIndex = ~0u;
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while (sc.GetString())
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{
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if ((i = sc.MatchString(&Options[0].Name, sizeof(*Options))) >= 0)
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{
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flags.CompatFlags[Options[i].WhichSlot] |= Options[i].CompatFlags;
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}
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else
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{
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sc.UnGet();
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break;
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}
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}
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sc.MustGetStringName("}");
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for (j = 0; j < md5array.Size(); ++j)
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{
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BCompatMap[md5array[j]] = flags;
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}
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md5array.Clear();
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}
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}
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//==========================================================================
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//
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// CheckCompatibility
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//
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//==========================================================================
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FName CheckCompatibility(MapData *map)
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{
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FMD5Holder md5;
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FCompatValues *flags;
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ii_compatflags = 0;
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ii_compatflags2 = 0;
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ib_compatflags = 0;
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// When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT.
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// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt.
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// TNT's MAP31 also needs COMPATF_STAIRINDEX but that only gets activated for TNT.WAD.
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if (Wads.GetLumpFile(map->lumpnum) == Wads.GetIwadNum() && (gameinfo.flags & GI_COMPATSHORTTEX) && level.maptype == MAPTYPE_DOOM)
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{
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ii_compatflags = COMPATF_SHORTTEX|COMPATF_LIGHT;
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if (gameinfo.flags & GI_COMPATSTAIRS) ii_compatflags |= COMPATF_STAIRINDEX;
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}
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map->GetChecksum(md5.Bytes);
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flags = BCompatMap.CheckKey(md5);
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FString hash;
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for (size_t j = 0; j < sizeof(md5.Bytes); ++j)
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{
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hash.AppendFormat("%02X", md5.Bytes[j]);
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}
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if (developer >= DMSG_NOTIFY)
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{
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Printf("MD5 = %s", hash.GetChars());
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if (flags != NULL)
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{
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Printf(", cflags = %08x, cflags2 = %08x, bflags = %08x\n",
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flags->CompatFlags[SLOT_COMPAT], flags->CompatFlags[SLOT_COMPAT2], flags->CompatFlags[SLOT_BCOMPAT]);
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}
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else
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{
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Printf("\n");
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}
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}
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if (flags != NULL)
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{
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ii_compatflags |= flags->CompatFlags[SLOT_COMPAT];
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ii_compatflags2 |= flags->CompatFlags[SLOT_COMPAT2];
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ib_compatflags |= flags->CompatFlags[SLOT_BCOMPAT];
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}
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// Reset i_compatflags
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compatflags.Callback();
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compatflags2.Callback();
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// Set floatbob compatibility for all maps with an original Hexen MAPINFO.
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if (level.flags2 & LEVEL2_HEXENHACK)
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{
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ib_compatflags |= BCOMPATF_FLOATBOB;
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}
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return FName(hash, true); // if this returns NAME_None it means there is no scripted compatibility handler.
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}
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//==========================================================================
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//
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// SetCompatibilityParams
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//
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//==========================================================================
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void SetCompatibilityParams(FName checksum)
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{
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if (checksum != NAME_None)
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{
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PClass *const cls = PClass::FindClass("LevelCompatibility");
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if (cls != nullptr)
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{
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PFunction *const func = dyn_cast<PFunction>(cls->FindSymbol("Apply", true));
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if (func != nullptr)
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{
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VMValue param = { (int)checksum };
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VMCall(func->Variants[0].Implementation, ¶m, 1, nullptr, 0);
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}
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}
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}
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, OffsetSectorPlane)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sector);
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PARAM_INT(planeval);
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PARAM_FLOAT(delta);
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sector_t *sec = &level.sectors[sector];
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secplane_t& plane = sector_t::floor == planeval? sec->floorplane : sec->ceilingplane;
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plane.ChangeHeight(delta);
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sec->ChangePlaneTexZ(planeval, delta);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, ClearSectorTags)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sector);
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tagManager.RemoveSectorTags(sector);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, AddSectorTag)
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{
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PARAM_PROLOGUE;
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PARAM_INT(sector);
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PARAM_INT(tag);
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tagManager.AddSectorTag(sector, tag);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingSkills)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_INT(skillmask);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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MapThingsConverted[thing].SkillFilter = skillmask;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingXY)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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auto& pos = MapThingsConverted[thing].pos;
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pos.X = x;
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pos.Y = y;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingZ)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_FLOAT(z);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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MapThingsConverted[thing].pos.Z = z;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingFlags)
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{
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PARAM_PROLOGUE;
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PARAM_INT(thing);
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PARAM_INT(flags);
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if ((unsigned)thing < MapThingsConverted.Size())
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{
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MapThingsConverted[thing].flags = flags;
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetVertex)
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{
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PARAM_PROLOGUE;
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PARAM_UINT(vertex);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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if (vertex < level.vertexes.Size())
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{
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level.vertexes[vertex].p = DVector2(x, y);
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}
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ForceNodeBuild = true;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetLineSectorRef)
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{
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PARAM_PROLOGUE;
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PARAM_UINT(lineidx);
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PARAM_UINT(sideidx);
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PARAM_UINT(sectoridx);
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if ( sideidx < 2
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&& lineidx < level.lines.Size()
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&& sectoridx < level.sectors.Size())
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{
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line_t *line = &level.lines[lineidx];
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side_t *side = line->sidedef[sideidx];
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side->sector = &level.sectors[sectoridx];
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if (sideidx == 0) line->frontsector = side->sector;
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else line->backsector = side->sector;
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}
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ForceNodeBuild = true;
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelCompatibility, GetDefaultActor)
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{
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PARAM_PROLOGUE;
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PARAM_NAME(actorclass);
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ACTION_RETURN_OBJECT(GetDefaultByName(actorclass));
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}
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//==========================================================================
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//
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// CCMD mapchecksum
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//
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//==========================================================================
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CCMD (mapchecksum)
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{
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MapData *map;
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uint8_t cksum[16];
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if (argv.argc() < 2)
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{
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Printf("Usage: mapchecksum <map> ...\n");
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}
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for (int i = 1; i < argv.argc(); ++i)
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{
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map = P_OpenMapData(argv[i], true);
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if (map == NULL)
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{
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Printf("Cannot load %s as a map\n", argv[i]);
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}
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else
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{
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map->GetChecksum(cksum);
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const char *wadname = Wads.GetWadName(Wads.GetLumpFile(map->lumpnum));
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delete map;
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for (size_t j = 0; j < sizeof(cksum); ++j)
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{
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Printf("%02X", cksum[j]);
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}
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Printf(" // %s %s\n", wadname, argv[i]);
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}
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}
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}
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//==========================================================================
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//
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// CCMD hiddencompatflags
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//
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//==========================================================================
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CCMD (hiddencompatflags)
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{
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Printf("%08x %08x %08x\n", ii_compatflags, ii_compatflags2, ib_compatflags);
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}
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