gzdoom/src/compatibility.cpp
alexey.lysiuk 6d308ca67e Fixed walkthrough blocker in Sin City 2 via compatibility entry
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
2018-04-28 17:45:15 +02:00

507 lines
14 KiB
C++

/*
** compatibility.cpp
** Handles compatibility flags for maps that are unlikely to be updated.
**
**---------------------------------------------------------------------------
** Copyright 2009 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.
**---------------------------------------------------------------------------
**
** This file is for maps that have been rendered broken by bug fixes or other
** changes that seemed minor at the time, and it is unlikely that the maps
** will be changed. If you are making a map and you know it needs a
** compatibility option to play properly, you are advised to specify so with
** a MAPINFO.
*/
// HEADER FILES ------------------------------------------------------------
#include "compatibility.h"
#include "sc_man.h"
#include "doomstat.h"
#include "c_dispatch.h"
#include "gi.h"
#include "g_level.h"
#include "p_lnspec.h"
#include "p_tags.h"
#include "w_wad.h"
#include "textures.h"
#include "g_levellocals.h"
#include "vm.h"
#include "actor.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
struct FCompatOption
{
const char *Name;
uint32_t CompatFlags;
int WhichSlot;
};
enum
{
SLOT_COMPAT,
SLOT_COMPAT2,
SLOT_BCOMPAT
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern TArray<FMapThing> MapThingsConverted;
extern bool ForceNodeBuild;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
TMap<FMD5Holder, FCompatValues, FMD5HashTraits> BCompatMap;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static FCompatOption Options[] =
{
{ "setslopeoverflow", BCOMPATF_SETSLOPEOVERFLOW, SLOT_BCOMPAT },
{ "resetplayerspeed", BCOMPATF_RESETPLAYERSPEED, SLOT_BCOMPAT },
{ "vileghosts", BCOMPATF_VILEGHOSTS, SLOT_BCOMPAT },
{ "ignoreteleporttags", BCOMPATF_BADTELEPORTERS, SLOT_BCOMPAT },
{ "rebuildnodes", BCOMPATF_REBUILDNODES, SLOT_BCOMPAT },
{ "linkfrozenprops", BCOMPATF_LINKFROZENPROPS, SLOT_BCOMPAT },
{ "floatbob", BCOMPATF_FLOATBOB, SLOT_BCOMPAT },
{ "noslopeid", BCOMPATF_NOSLOPEID, SLOT_BCOMPAT },
{ "clipmidtex", BCOMPATF_CLIPMIDTEX, SLOT_BCOMPAT },
// list copied from g_mapinfo.cpp
{ "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT },
{ "stairs", COMPATF_STAIRINDEX, SLOT_COMPAT },
{ "limitpain", COMPATF_LIMITPAIN, SLOT_COMPAT },
{ "nopassover", COMPATF_NO_PASSMOBJ, SLOT_COMPAT },
{ "notossdrops", COMPATF_NOTOSSDROPS, SLOT_COMPAT },
{ "useblocking", COMPATF_USEBLOCKING, SLOT_COMPAT },
{ "nodoorlight", COMPATF_NODOORLIGHT, SLOT_COMPAT },
{ "ravenscroll", COMPATF_RAVENSCROLL, SLOT_COMPAT },
{ "soundtarget", COMPATF_SOUNDTARGET, SLOT_COMPAT },
{ "dehhealth", COMPATF_DEHHEALTH, SLOT_COMPAT },
{ "trace", COMPATF_TRACE, SLOT_COMPAT },
{ "dropoff", COMPATF_DROPOFF, SLOT_COMPAT },
{ "boomscroll", COMPATF_BOOMSCROLL, SLOT_COMPAT },
{ "invisibility", COMPATF_INVISIBILITY, SLOT_COMPAT },
{ "silentinstantfloors", COMPATF_SILENT_INSTANT_FLOORS, SLOT_COMPAT },
{ "sectorsounds", COMPATF_SECTORSOUNDS, SLOT_COMPAT },
{ "missileclip", COMPATF_MISSILECLIP, SLOT_COMPAT },
{ "crossdropoff", COMPATF_CROSSDROPOFF, SLOT_COMPAT },
{ "wallrun", COMPATF_WALLRUN, SLOT_COMPAT }, // [GZ] Added for CC MAP29
{ "anybossdeath", COMPATF_ANYBOSSDEATH, SLOT_COMPAT },// [GZ] Added for UAC_DEAD
{ "mushroom", COMPATF_MUSHROOM, SLOT_COMPAT },
{ "mbfmonstermove", COMPATF_MBFMONSTERMOVE, SLOT_COMPAT },
{ "corpsegibs", COMPATF_CORPSEGIBS, SLOT_COMPAT },
{ "noblockfriends", COMPATF_NOBLOCKFRIENDS, SLOT_COMPAT },
{ "spritesort", COMPATF_SPRITESORT, SLOT_COMPAT },
{ "hitscan", COMPATF_HITSCAN, SLOT_COMPAT },
{ "lightlevel", COMPATF_LIGHT, SLOT_COMPAT },
{ "polyobj", COMPATF_POLYOBJ, SLOT_COMPAT },
{ "maskedmidtex", COMPATF_MASKEDMIDTEX, SLOT_COMPAT },
{ "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 },
{ "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 },
{ "soundcutoff", COMPATF2_SOUNDCUTOFF, SLOT_COMPAT2 },
{ "pointonline", COMPATF2_POINTONLINE, SLOT_COMPAT2 },
{ "multiexit", COMPATF2_MULTIEXIT, SLOT_COMPAT2 },
{ "teleport", COMPATF2_TELEPORT, SLOT_COMPAT2 },
{ "disablepushwindowcheck", COMPATF2_PUSHWINDOW, SLOT_COMPAT2 },
{ NULL, 0, 0 }
};
static const char *const LineSides[] =
{
"Front", "Back", NULL
};
static const char *const WallTiers[] =
{
"Top", "Mid", "Bot", NULL
};
static const char *const SectorPlanes[] =
{
"floor", "ceil", NULL
};
// CODE --------------------------------------------------------------------
//==========================================================================
//
// ParseCompatibility
//
//==========================================================================
void ParseCompatibility()
{
TArray<FMD5Holder> md5array;
FMD5Holder md5;
FCompatValues flags;
int i, x;
unsigned int j;
BCompatMap.Clear();
// The contents of this file are not cumulative, as it should not
// be present in user-distributed maps.
FScanner sc(Wads.GetNumForFullName("compatibility.txt"));
while (sc.GetString()) // Get MD5 signature
{
do
{
if (strlen(sc.String) != 32)
{
sc.ScriptError("MD5 signature must be exactly 32 characters long");
}
for (i = 0; i < 32; ++i)
{
if (sc.String[i] >= '0' && sc.String[i] <= '9')
{
x = sc.String[i] - '0';
}
else
{
sc.String[i] |= 'a' ^ 'A';
if (sc.String[i] >= 'a' && sc.String[i] <= 'f')
{
x = sc.String[i] - 'a' + 10;
}
else
{
x = 0;
sc.ScriptError("MD5 signature must be a hexadecimal value");
}
}
if (!(i & 1))
{
md5.Bytes[i / 2] = x << 4;
}
else
{
md5.Bytes[i / 2] |= x;
}
}
md5array.Push(md5);
sc.MustGetString();
} while (!sc.Compare("{"));
memset(flags.CompatFlags, 0, sizeof(flags.CompatFlags));
flags.ExtCommandIndex = ~0u;
while (sc.GetString())
{
if ((i = sc.MatchString(&Options[0].Name, sizeof(*Options))) >= 0)
{
flags.CompatFlags[Options[i].WhichSlot] |= Options[i].CompatFlags;
}
else
{
sc.UnGet();
break;
}
}
sc.MustGetStringName("}");
for (j = 0; j < md5array.Size(); ++j)
{
BCompatMap[md5array[j]] = flags;
}
md5array.Clear();
}
}
//==========================================================================
//
// CheckCompatibility
//
//==========================================================================
FName CheckCompatibility(MapData *map)
{
FMD5Holder md5;
FCompatValues *flags;
ii_compatflags = 0;
ii_compatflags2 = 0;
ib_compatflags = 0;
// When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT.
// I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt.
// TNT's MAP31 also needs COMPATF_STAIRINDEX but that only gets activated for TNT.WAD.
if (Wads.GetLumpFile(map->lumpnum) == Wads.GetIwadNum() && (gameinfo.flags & GI_COMPATSHORTTEX) && level.maptype == MAPTYPE_DOOM)
{
ii_compatflags = COMPATF_SHORTTEX|COMPATF_LIGHT;
if (gameinfo.flags & GI_COMPATSTAIRS) ii_compatflags |= COMPATF_STAIRINDEX;
}
map->GetChecksum(md5.Bytes);
flags = BCompatMap.CheckKey(md5);
FString hash;
for (size_t j = 0; j < sizeof(md5.Bytes); ++j)
{
hash.AppendFormat("%02X", md5.Bytes[j]);
}
if (developer >= DMSG_NOTIFY)
{
Printf("MD5 = %s", hash.GetChars());
if (flags != NULL)
{
Printf(", cflags = %08x, cflags2 = %08x, bflags = %08x\n",
flags->CompatFlags[SLOT_COMPAT], flags->CompatFlags[SLOT_COMPAT2], flags->CompatFlags[SLOT_BCOMPAT]);
}
else
{
Printf("\n");
}
}
if (flags != NULL)
{
ii_compatflags |= flags->CompatFlags[SLOT_COMPAT];
ii_compatflags2 |= flags->CompatFlags[SLOT_COMPAT2];
ib_compatflags |= flags->CompatFlags[SLOT_BCOMPAT];
}
// Reset i_compatflags
compatflags.Callback();
compatflags2.Callback();
// Set floatbob compatibility for all maps with an original Hexen MAPINFO.
if (level.flags2 & LEVEL2_HEXENHACK)
{
ib_compatflags |= BCOMPATF_FLOATBOB;
}
return FName(hash, true); // if this returns NAME_None it means there is no scripted compatibility handler.
}
//==========================================================================
//
// SetCompatibilityParams
//
//==========================================================================
void SetCompatibilityParams(FName checksum)
{
if (checksum != NAME_None)
{
PClass *const cls = PClass::FindClass("LevelCompatibility");
if (cls != nullptr)
{
PFunction *const func = dyn_cast<PFunction>(cls->FindSymbol("Apply", true));
if (func != nullptr)
{
VMValue param = { (int)checksum };
VMCall(func->Variants[0].Implementation, &param, 1, nullptr, 0);
}
}
}
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, OffsetSectorPlane)
{
PARAM_PROLOGUE;
PARAM_INT(sector);
PARAM_INT(planeval);
PARAM_FLOAT(delta);
sector_t *sec = &level.sectors[sector];
secplane_t& plane = sector_t::floor == planeval? sec->floorplane : sec->ceilingplane;
plane.ChangeHeight(delta);
sec->ChangePlaneTexZ(planeval, delta);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, ClearSectorTags)
{
PARAM_PROLOGUE;
PARAM_INT(sector);
tagManager.RemoveSectorTags(sector);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, AddSectorTag)
{
PARAM_PROLOGUE;
PARAM_INT(sector);
PARAM_INT(tag);
tagManager.AddSectorTag(sector, tag);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingSkills)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_INT(skillmask);
if ((unsigned)thing < MapThingsConverted.Size())
{
MapThingsConverted[thing].SkillFilter = skillmask;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingXY)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
if ((unsigned)thing < MapThingsConverted.Size())
{
auto& pos = MapThingsConverted[thing].pos;
pos.X = x;
pos.Y = y;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingZ)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_FLOAT(z);
if ((unsigned)thing < MapThingsConverted.Size())
{
MapThingsConverted[thing].pos.Z = z;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingFlags)
{
PARAM_PROLOGUE;
PARAM_INT(thing);
PARAM_INT(flags);
if ((unsigned)thing < MapThingsConverted.Size())
{
MapThingsConverted[thing].flags = flags;
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetVertex)
{
PARAM_PROLOGUE;
PARAM_UINT(vertex);
PARAM_FLOAT(x);
PARAM_FLOAT(y);
if (vertex < level.vertexes.Size())
{
level.vertexes[vertex].p = DVector2(x, y);
}
ForceNodeBuild = true;
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetLineSectorRef)
{
PARAM_PROLOGUE;
PARAM_UINT(lineidx);
PARAM_UINT(sideidx);
PARAM_UINT(sectoridx);
if ( sideidx < 2
&& lineidx < level.lines.Size()
&& sectoridx < level.sectors.Size())
{
line_t *line = &level.lines[lineidx];
side_t *side = line->sidedef[sideidx];
side->sector = &level.sectors[sectoridx];
if (sideidx == 0) line->frontsector = side->sector;
else line->backsector = side->sector;
}
ForceNodeBuild = true;
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelCompatibility, GetDefaultActor)
{
PARAM_PROLOGUE;
PARAM_NAME(actorclass);
ACTION_RETURN_OBJECT(GetDefaultByName(actorclass));
}
//==========================================================================
//
// CCMD mapchecksum
//
//==========================================================================
CCMD (mapchecksum)
{
MapData *map;
uint8_t cksum[16];
if (argv.argc() < 2)
{
Printf("Usage: mapchecksum <map> ...\n");
}
for (int i = 1; i < argv.argc(); ++i)
{
map = P_OpenMapData(argv[i], true);
if (map == NULL)
{
Printf("Cannot load %s as a map\n", argv[i]);
}
else
{
map->GetChecksum(cksum);
const char *wadname = Wads.GetWadName(Wads.GetLumpFile(map->lumpnum));
delete map;
for (size_t j = 0; j < sizeof(cksum); ++j)
{
Printf("%02X", cksum[j]);
}
Printf(" // %s %s\n", wadname, argv[i]);
}
}
}
//==========================================================================
//
// CCMD hiddencompatflags
//
//==========================================================================
CCMD (hiddencompatflags)
{
Printf("%08x %08x %08x\n", ii_compatflags, ii_compatflags2, ib_compatflags);
}