gzdoom/src/gamedata/d_dehacked.cpp

3972 lines
105 KiB
C++

/*
** 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 <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stddef.h>
#include "doomtype.h"
#include "doomstat.h"
#include "info.h"
#include "d_dehacked.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gstrings.h"
#include "filesystem.h"
#include "d_player.h"
#include "r_state.h"
#include "c_dispatch.h"
#include "decallib.h"
#include "a_sharedglobal.h"
#include "engineerrors.h"
#include "p_effect.h"
#include "serializer.h"
#include "thingdef.h"
#include "v_text.h"
#include "vmbuilder.h"
#include "types.h"
#include "m_argv.h"
#include "actorptrselect.h"
#include "g_levellocals.h"
extern TArray<PalEntry> TranslationColors;
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<PFunction *> 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<int> 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<int> CodePConv;
// Sprite names in the order Doom originally had them.
struct DEHSprName
{
char c[5];
};
static TArray<DEHSprName> OrgSprNames;
struct StateMapper
{
FState *State;
int StateSpan;
PClassActor *Owner;
bool OwnerIsPickup;
};
static TArray<StateMapper> StateMap;
// Sound equivalences. When a patch tries to change a sound,
// use these sound names.
static TArray<FSoundID> SoundMap;
// Names of different actor types, in original Doom 2 order
static TArray<PClassActor *> InfoNames;
// bit flags for PatchThing (a .bex extension):
struct BitName
{
char Name[20];
uint8_t Bit;
uint8_t WhichFlags;
};
static TArray<BitName> BitNames;
// Render styles
struct StyleName
{
char Name[20];
uint8_t Num;
};
static TArray<StyleName> StyleNames;
static TArray<PClassActor *> AmmoNames;
static TArray<PClassActor *> WeaponNames;
struct MBFArgs
{
int64_t args[8];
int argsused;
};
static TMap<FState*, MBFArgs> stateargs;
static FState* FindState(int statenum);
// DeHackEd trickery to support MBF-style parameters
// List of states that are hacked to use a codepointer
struct MBFParamState
{
FState *state;
int pointer;
int argsused;
int64_t* args;
PClassActor* GetTypeArg(int i)
{
PClassActor* type = nullptr;
int num = (int)args[i];
if (num > 0 && num < int(InfoNames.Size())) type = InfoNames[num-1]; // Dehacked is 1-based.
return type;
}
FState* GetStateArg(int i)
{
int num = (int)args[i];
return FindState(num);
}
int GetIntArg(int i, int def = 0)
{
return argsused & (1 << i)? (int)args[i] : def;
}
int GetSoundArg(int i, int def = 0)
{
int num = argsused & (1 << i) ? (int)args[i] : def;
if (num > 0 && num <= int(SoundMap.Size())) return SoundMap[num-1];
return 0;
}
double GetFloatArg(int i, double def = 0)
{
return argsused & (1 << i) ? FixedToFloat((fixed_t)args[i]) : def;
}
void ValidateArgCount(int num, const char* function)
{
if (argsused >= (1 << num))
{
Printf("Too many args for %s\n", function); // got no line number... :(
}
}
};
static TArray<MBFParamState> MBFParamStates;
// Data on how to correctly modify the codepointers
struct CodePointerAlias
{
FName name;
FString alias;
};
static TArray<CodePointerAlias> MBFCodePointers;
struct AmmoPerAttack
{
ENamedName func;
int ammocount;
VMFunction *ptr;
};
struct DehBits
{
const char* name;
int value;
};
// 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)
DEFINE_FIELD_X(DehInfo, DehInfo, MaxHealth)
// 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<PClassActor *> TouchedActors;
TArray<uint32_t> 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;
FString PatchName;
static int PatchSize;
static char *Line1, *Line2;
static int dversion, pversion;
static bool including, includenotext;
static int LumpFileNum;
static const char *unknown_str = "Unknown key %s encountered in %s %d.\n";
static StringMap EnglishStrings, DehStrings;
// 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)
{
if (TouchedActors.Find(cls) == TouchedActors.Size())
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, MBFParamState* state)
{ // 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, MBFParamState* state)
{ // 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(0); // distance
emitters.AddParameterFloatConst(value2); // 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, MBFParamState* state)
{ // A_Turn
emitters.AddParameterFloatConst(value1); // angle
}
// misc1 = angle (in degrees) (arg +0)
static void CreateFaceFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{ // A_SetAngle
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, MBFParamState* state)
{ // 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, MBFParamState* state)
{ // 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
emitters.AddParameterFloatConst(0.0); // pitch
}
// misc1 = state, misc2 = probability
static void CreateRandomJumpFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{ // 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, MBFParamState* state)
{ // 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
}
static void CreateSpawnObjectFunc(FunctionCallEmitter& emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(8, "A_SpawnObject");
emitters.AddParameterPointerConst(state->GetTypeArg(0));
emitters.AddParameterFloatConst(state->GetFloatArg(1));
emitters.AddParameterFloatConst(state->GetFloatArg(2));
emitters.AddParameterFloatConst(state->GetFloatArg(3));
emitters.AddParameterFloatConst(state->GetFloatArg(4));
emitters.AddParameterFloatConst(state->GetFloatArg(5));
emitters.AddParameterFloatConst(state->GetFloatArg(6));
emitters.AddParameterFloatConst(state->GetFloatArg(7));
}
static void CreateMonsterProjectileFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(5, "A_MonsterProjectile");
emitters.AddParameterPointerConst(state->GetTypeArg(0));
emitters.AddParameterFloatConst(state->GetFloatArg(1));
emitters.AddParameterFloatConst(state->GetFloatArg(2));
emitters.AddParameterFloatConst(state->GetFloatArg(3));
emitters.AddParameterFloatConst(state->GetFloatArg(4));
}
static void CreateMonsterBulletAttackFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(5, "A_MonsterBulletAttack");
emitters.AddParameterFloatConst(state->GetFloatArg(0));
emitters.AddParameterFloatConst(state->GetFloatArg(1));
emitters.AddParameterIntConst(state->GetIntArg(2, 1));
emitters.AddParameterIntConst(state->GetIntArg(3, 3));
emitters.AddParameterIntConst(state->GetIntArg(4, 5));
}
static void CreateMonsterMeleeAttackFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(4, "A_MonsterMeleeAttack");
emitters.AddParameterIntConst(state->GetIntArg(0, 3));
emitters.AddParameterIntConst(state->GetIntArg(1, 8));
emitters.AddParameterIntConst(state->GetIntArg(2, 0));
emitters.AddParameterFloatConst(state->GetFloatArg(3));
}
static void CreateRadiusDamageFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_RadiusDamage");
emitters.AddParameterIntConst(state->GetIntArg(0, 0));
emitters.AddParameterIntConst(state->GetIntArg(1, 0));
}
static void CreateHealChaseFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_HealChase");
emitters.AddParameterPointerConst(state->GetStateArg(0));
emitters.AddParameterIntConst(state->GetSoundArg(1));
}
static void CreateSeekTracerFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_SeekTracer");
emitters.AddParameterFloatConst(state->GetFloatArg(0, 0));
emitters.AddParameterFloatConst(state->GetFloatArg(1, 0));
}
static void CreateFindTracerFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_FindTracer");
emitters.AddParameterFloatConst(state->GetFloatArg(0));
emitters.AddParameterIntConst(state->GetIntArg(1, 10));
}
static void CreateJumpIfHealthBelowFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_JumpIfHealthBelow");
emitters.AddParameterPointerConst(state->GetStateArg(0));
emitters.AddParameterIntConst(state->GetIntArg(1));
}
static void CreateJumpIfFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_JumpIf..");
emitters.AddParameterPointerConst(state->GetStateArg(0));
emitters.AddParameterFloatConst(state->GetFloatArg(1));
}
static void CreateJumpIfFlagSetFunc(FunctionCallEmitter& emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_JumpIfFlagsSet");
emitters.AddParameterPointerConst(state->GetStateArg(0));
emitters.AddParameterIntConst(state->GetIntArg(1));
emitters.AddParameterIntConst(state->GetIntArg(2));
}
static void CreateFlagSetFunc(FunctionCallEmitter& emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_...Flags");
emitters.AddParameterIntConst(state->GetIntArg(0));
emitters.AddParameterIntConst(state->GetIntArg(1));
}
static void CreateWeaponProjectileFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(5, "A_WeaponProjectile");
emitters.AddParameterPointerConst(state->GetTypeArg(0));
emitters.AddParameterFloatConst(state->GetFloatArg(1));
emitters.AddParameterFloatConst(state->GetFloatArg(2));
emitters.AddParameterFloatConst(state->GetFloatArg(3));
emitters.AddParameterFloatConst(state->GetFloatArg(4));
}
static void CreateWeaponBulletAttackFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(5, "A_WeaponBulletAttack");
emitters.AddParameterFloatConst(state->GetFloatArg(0));
emitters.AddParameterFloatConst(state->GetFloatArg(1));
emitters.AddParameterIntConst(state->GetIntArg(2, 1));
emitters.AddParameterIntConst(state->GetIntArg(3, 5));
emitters.AddParameterIntConst(state->GetIntArg(4, 3));
}
static void CreateWeaponMeleeAttackFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(5, "A_WeaponBulletAttack");
emitters.AddParameterIntConst(state->GetIntArg(0, 2));
emitters.AddParameterIntConst(state->GetIntArg(1, 10));
emitters.AddParameterFloatConst(state->GetFloatArg(2, 1));
emitters.AddParameterIntConst(state->GetIntArg(3));
emitters.AddParameterIntConst(state->GetIntArg(4));
}
static void CreateWeaponSoundFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_WeaponSound");
emitters.AddParameterIntConst(state->GetSoundArg(0));
emitters.AddParameterIntConst(state->GetIntArg(1));
}
static void CreateWeaponJumpFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(2, "A_WeaponJump");
emitters.AddParameterPointerConst(state->GetStateArg(0));
emitters.AddParameterIntConst(state->GetIntArg(1));
}
static void CreateConsumeAmmoFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(1, "A_ConsumeAmmo");
emitters.AddParameterIntConst(state->GetIntArg(0));
}
// This array must be in sync with the Aliases array in DEHSUPP.
static void (*MBFCodePointerFactories[])(FunctionCallEmitter&, int, int, MBFParamState*) =
{
// Die and Detonate are not in this list because these codepointers have
// no dehacked arguments and therefore do not need special handling.
CreateMushroomFunc,
CreateSpawnFunc,
CreateTurnFunc,
CreateFaceFunc,
CreateScratchFunc,
CreatePlaySoundFunc,
CreateRandomJumpFunc,
CreateLineEffectFunc,
CreateSpawnObjectFunc,
CreateMonsterProjectileFunc,
CreateMonsterBulletAttackFunc,
CreateMonsterMeleeAttackFunc,
CreateRadiusDamageFunc,
CreateHealChaseFunc,
CreateSeekTracerFunc,
CreateFindTracerFunc,
CreateJumpIfHealthBelowFunc,
CreateJumpIfFunc,
CreateJumpIfFunc,
CreateJumpIfFunc,
CreateJumpIfFunc,
CreateWeaponProjectileFunc,
CreateWeaponBulletAttackFunc,
CreateWeaponMeleeAttackFunc,
CreateWeaponSoundFunc,
CreateWeaponJumpFunc,
CreateConsumeAmmoFunc,
CreateWeaponJumpFunc,
CreateWeaponJumpFunc,
CreateWeaponJumpFunc,
CreateJumpIfFlagSetFunc,
CreateFlagSetFunc,
CreateFlagSetFunc
};
// Creates new functions for the given state so as to convert MBF-args (misc1 and misc2) into real args.
static void SetDehParams(FState *state, int codepointer, VMDisassemblyDumper &disasmdump, MBFParamState* pstate)
{
static const uint8_t regts[] = { REGT_POINTER, REGT_POINTER, REGT_POINTER };
int value1 = state->GetMisc1();
int value2 = state->GetMisc2();
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<PFunction>(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
{
MBFArgs scratchargs{};
auto args = stateargs.CheckKey(pstate->state);
if (!args) args = &scratchargs;
pstate->args = args->args;
pstate->argsused = args->argsused;
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, pstate);
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);
disasmdump.Write(sfunc, sfunc->PrintableName);
#ifdef HAVE_VM_JIT
if (Args->CheckParm("-dumpjit"))
{
FILE *dump = fopen("dumpjit.txt", "a");
if (dump != nullptr)
{
JitDumpLog(dump, sfunc);
}
fclose(dump);
}
#endif // HAVE_VM_JIT
}
}
struct DehFlags2
{
const char* name;
void (*setter)(AActor* defaults);
};
// not all of these map to real flags so this table needs handler callbacks.
static const struct DehFlags2 deh_mobjflags_mbf21[] = {
{"LOGRAV", [](AActor* defaults) { defaults->Gravity = 1. / 8.; }}, // low gravity
{"SHORTMRANGE", [](AActor* defaults) { defaults->maxtargetrange = 896.; }}, // short missile range
{"DMGIGNORED", [](AActor* defaults) { defaults->flags3 |= MF3_NOTARGET; }}, // other things ignore its attacks
{"NORADIUSDMG", [](AActor* defaults) { defaults->flags3 |= MF3_NORADIUSDMG; }}, // doesn't take splash damage
{"FORCERADIUSDMG", [](AActor* defaults) { defaults->flags4 |= MF4_FORCERADIUSDMG; }}, // causes splash damage even if target immune
{"HIGHERMPROB", [](AActor* defaults) { defaults->MinMissileChance = 160; }}, // higher missile attack probability
{"RANGEHALF", [](AActor* defaults) { defaults->flags4 |= MF4_MISSILEMORE; }}, // use half distance for missile attack probability
{"NOTHRESHOLD", [](AActor* defaults) { defaults->flags4 |= MF4_QUICKTORETALIATE; }}, // no targeting threshold
{"LONGMELEE", [](AActor* defaults) { defaults->meleethreshold = 196; }}, // long melee range
{"BOSS", [](AActor* defaults) { defaults->flags2 |= MF2_BOSS; }}, // full volume see / death sound + splash immunity
{"MAP07BOSS1", [](AActor* defaults) { defaults->flags8 |= MF8_MAP07BOSS1; }}, // Tag 666 "boss" on doom 2 map 7
{"MAP07BOSS2", [](AActor* defaults) { defaults->flags8 |= MF8_MAP07BOSS2; }}, // Tag 667 "boss" on doom 2 map 7
{"E1M8BOSS", [](AActor* defaults) { defaults->flags8 |= MF8_E1M8BOSS; }}, // E1M8 boss
{"E2M8BOSS", [](AActor* defaults) { defaults->flags8 |= MF8_E2M8BOSS; }}, // E2M8 boss
{"E3M8BOSS", [](AActor* defaults) { defaults->flags8 |= MF8_E3M8BOSS; }}, // E3M8 boss
{"E4M6BOSS", [](AActor* defaults) { defaults->flags8 |= MF8_E4M6BOSS; }}, // E4M6 boss
{"E4M8BOSS", [](AActor* defaults) { defaults->flags8 |= MF8_E4M8BOSS; }}, // E4M8 boss
{"RIP", [](AActor* defaults) { defaults->flags2 |= MF2_RIP; }}, // projectile rips through targets
{"FULLVOLSOUNDS", [](AActor* defaults) { defaults->flags8 |= MF8_FULLVOLSEE; defaults->flags3 |= MF3_FULLVOLDEATH; } }, // full volume see / death sound
};
static void ClearBits2Stuff(AActor* defaults)
{
defaults->Gravity = 1.;
defaults->maxtargetrange = 0;
defaults->MinMissileChance = 200;
defaults->meleethreshold = 0;
defaults->flags2 &= ~(MF2_BOSS | MF2_RIP);
defaults->flags3 &= ~(MF3_NOTARGET | MF3_NORADIUSDMG | MF3_FULLVOLDEATH);
defaults->flags4 &= ~(MF4_MISSILEMORE | MF4_QUICKTORETALIATE | MF4_FORCERADIUSDMG);
defaults->flags8 &= ~(MF8_E1M8BOSS | MF8_E2M8BOSS | MF8_E3M8BOSS | MF8_E4M8BOSS | MF8_E4M6BOSS | MF8_MAP07BOSS1 | MF8_MAP07BOSS2 | MF8_FULLVOLSEE);
}
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;
uint32_t val = (uint32_t)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;
info->renderflags &= ~RF_ZDOOMTRANS;
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 <FDecalTemplate *>(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 == 12 && stricmp(Line1, "No Ice Death") == 0)
{
if (val)
{
info->flags4 |= MF4_NOICEDEATH;
}
else
{
info->flags4 &= ~MF4_NOICEDEATH;
}
}
else if (linelen == 16 && stricmp(Line1, "infighting group") == 0)
{
if (val < 0)
{
Printf("Infighting groups must be >= 0 (check your dehacked)\n");
val = 0;
}
type->ActorInfo()->infighting_group = val;
}
else if (linelen == 16 && stricmp(Line1, "projectile group") == 0)
{
if (val < 0) val = -1;
type->ActorInfo()->projectile_group = val;
}
else if (linelen == 12 && stricmp(Line1, "splash group") == 0)
{
if (val < 0)
{
Printf("Splash groups must be >= 0 (check your dehacked)\n");
val = 0;
}
type->ActorInfo()->splash_group = val;
}
else if (linelen == 10 && stricmp(Line1, "fast speed") == 0)
{
double fval = val >= 256 ? DEHToDouble(val) : val;
info->FloatVar(NAME_FastSpeed) = fval;
}
else if (linelen == 11 && stricmp(Line1, "melee range") == 0)
{
info->meleerange = DEHToDouble(val) - 20; // -20 is needed because DSDA subtracts it in P_CheckMeleeRange, while GZDoom does not.
}
else if (linelen == 12 && stricmp(Line1, "dropped item") == 0)
{
if ((unsigned)val < InfoNames.Size())
{
FDropItem* di = (FDropItem*)ClassDataAllocator.Alloc(sizeof(FDropItem));
di->Name = InfoNames[val]->TypeName.GetChars();
di->Probability = 255;
di->Amount = -1;
info->GetInfo()->DropItems = di;
}
}
else if (linelen == 11 && stricmp(Line1, "blood color") == 0)
{
static const unsigned int bloodcolor[] = {
0, // 0 - Red (normal)
0xffcccccc, // 1 - Grey
0xff63af57, // 2 - Green
0xff6357af, // 3 - Blue
0xffffd300, // 4 - Yellow
0xff333333, // 5 - Black
0xffff30ff, // 6 - Purple
0xffffffff, // 7 - White
0xffff8000, // 8 - Orange
};
if (val < 0 || val > 8) val = 0;
unsigned color = bloodcolor[val];
info->BloodColor = color;
info->BloodTranslation = val == 0? 0 : TRANSLATION(TRANSLATION_Blood, CreateBloodTranslation(color));
}
else if (linelen == 10 && stricmp(Line1, "MBF21 Bits") == 0)
{
uint32_t value = 0;
bool vchanged = false;
char* strval;
for (strval = Line2; (strval = strtok(strval, ",+| \t\f\r")); strval = NULL)
{
if (IsNum(strval))
{
value |= (unsigned long)strtoll(strval, NULL, 10);
vchanged = true;
}
else
{
unsigned i;
for (i = 0; i < countof(deh_mobjflags_mbf21); i++)
{
if (!stricmp(strval, deh_mobjflags_mbf21[i].name))
{
vchanged = true;
value |= 1 << i;
break;
}
}
if (i == countof(deh_mobjflags_mbf21))
{
DPrintf(DMSG_ERROR, "Unknown bit mnemonic %s\n", strval);
}
}
}
if (vchanged)
{
ClearBits2Stuff(info);
for (size_t i = 0; i < countof(deh_mobjflags_mbf21); i++)
{
if (value & (1 << i))
{
deh_mobjflags_mbf21[i].setter(info);
}
}
}
DPrintf(DMSG_SPAMMY, "MBF21 Bits: %d (0x%08x)\n", info->flags.GetValue(), info->flags.GetValue());
}
else if (linelen > 6)
{
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<AActor>()->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 = 0;
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 (!strnicmp(Line1, "Rip", 3))
info->SoundVar(NAME_RipSound) = 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_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 | BOUNCE_DEH;
// 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 | BOUNCE_DEH;
// 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
}
// bounce factors are dynamic, we only set some defaults here.
info->bouncefactor = 0.45;
info->wallbouncefactor = 0.85;
if (!info->IsSentient())
{
// Non sentient actors can be damaged but they shouldn't bleed.
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;
info->renderflags &= ~RF_ZDOOMTRANS;
}
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<PClassActor *>(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;
}
DehBits sbits[] = {
{ "SKILL5FAST", STF_FAST }
};
static int PatchFrame (int frameNum)
{
MBFArgs args{};
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)
{
int64_t val64 = atoll(Line2);
int val = int(val64);
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 if (keylen == 5 && strnicmp(Line1, "Args", 4) == 0)
{
int arg = Line1[4] - '1';
if (arg < 0 || arg >= 8)
{
Printf("Invalid frame arg %d\n", arg);
}
else
{
args.args[arg] = val64;
args.argsused |= (1 << arg);
}
}
else if (stricmp(Line1, "MBF21 Bits") == 0)
{
uint32_t value = 0;
bool vchanged = false;
char* strval;
for (strval = Line2; (strval = strtok(strval, ",+| \t\f\r")); strval = NULL)
{
if (IsNum(strval))
{
value |= (unsigned long)strtoll(strval, NULL, 10);
vchanged = true;
}
else
{
unsigned i;
for (i = 0; i < countof(sbits); i++)
{
if (!stricmp(strval, sbits[i].name))
{
vchanged = true;
value |= 1 << i;
break;
}
}
if (i == countof(sbits))
{
DPrintf(DMSG_ERROR, "Unknown bit mnemonic %s\n", strval);
}
}
}
if (vchanged)
{
int flags = 0;
int mask = 0;
for (size_t i = 0; i < countof(sbits); i++)
{
mask |= sbits[i].value;
if (value & (1 << i))
{
flags |= sbits[i].value;
}
}
info->StateFlags = (info->StateFlags & ~mask) | flags;
}
DPrintf(DMSG_SPAMMY, "MBF21 Bits: %d (0x%08x)\n", info->StateFlags, info->StateFlags);
}
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;
stateargs.Insert(info, args);
}
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<PClassActor>(NAME_AmmoType1) == ammoType)
{
auto &AmmoGive1 = defWeap->IntVar(NAME_AmmoGive1);
AmmoGive1 = Scale (AmmoGive1, *per, oldclip);
}
if (defWeap->PointerVar<PClassActor>(NAME_AmmoType2) == ammoType)
{
auto &AmmoGive2 = defWeap->IntVar(NAME_AmmoGive2);
AmmoGive2 = Scale (AmmoGive2, *per, oldclip);
}
}
}
}
return result;
}
DehBits wbits[] = {
{ "NOTHRUST", -1 }, // i.e. set kickback to 0
{ "SILENT", WIF_NOALERT },
{ "NOAUTOFIRE", WIF_NOAUTOFIRE },
{ "FLEEMELEE", WIF_MELEEWEAPON },
{ "AUTOSWITCHFROM", WIF_WIMPY_WEAPON }, // ugh, I wish I could change this stupid name...
{ "NOAUTOSWITCHTO", WIF_NOAUTOSWITCHTO }
};
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);
size_t len = strlen(Line1);
if (len > 6 && stricmp (Line1 + len - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != nullptr && !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<PClassActor>(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 if (stricmp (Line1, "Decal") == 0)
{
stripwhite (Line2);
const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
if (decal != nullptr)
{
if (info) info->DecalGenerator = const_cast <FDecalTemplate *>(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 if (stricmp(Line1, "MBF21 Bits") == 0)
{
uint32_t value = 0;
bool vchanged = false;
char* strval;
for (strval = Line2; (strval = strtok(strval, ",+| \t\f\r")); strval = NULL)
{
if (IsNum(strval))
{
value |= (unsigned long)strtoll(strval, NULL, 10);
vchanged = true;
}
else
{
unsigned i;
for (i = 0; i < countof(wbits); i++)
{
if (!stricmp(strval, wbits[i].name))
{
vchanged = true;
value |= 1 << i;
break;
}
}
if (i == countof(wbits))
{
DPrintf(DMSG_ERROR, "Unknown bit mnemonic %s\n", strval);
}
}
}
if (vchanged)
{
int kickback = 100;
int flags = 0;
for (size_t i = 0; i < countof(wbits); i++)
{
if (value & (1 << i))
{
int val = wbits[i].value;
if (val == -1) kickback = 0;
else flags |= wbits[i].value;
}
}
info->IntVar(NAME_Kickback) = kickback;
info->IntVar(NAME_WeaponFlags) = flags;
}
DPrintf(DMSG_SPAMMY, "MBF21 Bits: %d (0x%08x)\n", info->flags.GetValue(), info->flags.GetValue());
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
if (info)
{
if (info->PointerVar<PClassActor>(NAME_AmmoType1) == nullptr)
{
info->IntVar(NAME_AmmoUse1) = 0;
}
if (patchedStates)
{
statedef.InstallStates(type, info);
}
}
return result;
}
static int SetPointer(FState *state, PFunction *sym, int frame = 0)
{
if (sym == NULL)
{
state->ClearAction();
}
else
{
state->SetAction(sym->Variants[0].Implementation);
for (unsigned int i = 0; i < MBFCodePointers.Size(); i++)
{
if (sym->SymbolName == MBFCodePointers[i].name)
{
MBFParamState newstate = { state, int(i) };
return MBFParamStates.Push(newstate);
}
}
}
return -1;
}
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<ptrdiff_t>(myoffsetof(struct DehInfo,StartHealth)) },
{ "Initial Bullets", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,StartBullets)) },
{ "Max Health", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,MaxHealth)) },
{ "Max Armor", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,MaxArmor)) },
{ "Green Armor Class", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,GreenAC)) },
{ "Blue Armor Class", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,BlueAC)) },
{ "Max Soulsphere", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,MaxSoulsphere)) },
{ "Soulsphere Health", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,SoulsphereHealth)) },
{ "Megasphere Health", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,MegasphereHealth)) },
{ "God Mode Health", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,GodHealth)) },
{ "IDFA Armor", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,FAArmor)) },
{ "IDFA Armor Class", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,FAAC)) },
{ "IDKFA Armor", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,KFAArmor)) },
{ "IDKFA Armor Class", static_cast<ptrdiff_t>(myoffsetof(struct DehInfo,KFAAC)) },
{ "No Autofreeze", static_cast<ptrdiff_t>(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;
}
AActor *player = 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 (*str != '\r' && 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.GetChars();
DPrintf(DMSG_SPAMMY, "%s --> %s\n", MBFCodePointers[i].alias.GetChars(), 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<PFunction>(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<uint32_t> &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)
{
FString newname = skipwhite (Line2);
FString keystring;
keystring << "MUSIC_" << Line1;
TableElement te = { LumpFileNum, { newname, newname, newname, newname } };
DehStrings.Insert(keystring, te);
DPrintf (DMSG_SPAMMY, "Music %s set to:\n%s\n", keystring.GetChars(), newname.GetChars());
}
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);
FString oldStrData, newStrData;
oldStr = oldStrData.LockNewBuffer(oldSize + 1);
newStr = newStrData.LockNewBuffer(newSize + 1);
good = ReadChars (&oldStr, oldSize);
good += ReadChars (&newStr, newSize);
oldStrData.UnlockBuffer();
newStrData.UnlockBuffer();
if (!good)
{
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)
{
std::swap (DehSpriteMappings[i-1], DehSpriteMappings[i]);
--i;
}
while ((size_t)i < countof(DehSpriteMappings)-1 &&
strncmp (DehSpriteMappings[i+1].Sprite, newStr, 4) < 0)
{
std::swap (DehSpriteMappings[i+1], DehSpriteMappings[i]);
++i;
}
break;
}
}
goto donewithtext;
}
}
// Search through most other texts
const char *str;
do
{
oldStrData.MergeChars(' ');
str = EnglishStrings.MatchString(oldStr);
if (str != NULL)
{
TableElement te = { LumpFileNum, { newStrData, newStrData, newStrData, newStrData } };
DehStrings.Insert(str, te);
EnglishStrings.Remove(str); // remove entry 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:
// 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";
TableElement te = { LumpFileNum, { holdstring, holdstring, holdstring, holdstring } };
DehStrings.Insert(ll, te);
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;
FString 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 = strrchr(savepatchname, '/');
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 = fileSystem.GetFileFullName(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 = fileSystem.FindLump("DEHACKED", &lastlump)) >= 0)
{
const int filenum = fileSystem.GetFileContainer(lumpnum);
if (FromIWAD == source && filenum > fileSystem.GetMaxIwadNum())
{
// No more DEHACKED lumps in IWAD
break;
}
else if (FromPWADs == source && filenum <= fileSystem.GetMaxIwadNum())
{
// 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 = fileSystem.GetNumEntries(); lumpnum < lastlump; ++lumpnum)
{
if (isDehFile(lumpnum))
{
count += D_LoadDehLump(lumpnum);
}
}
}
else // only load the last .DEH lump that is found.
{
for (lumpnum = fileSystem.GetNumEntries()-1; lumpnum >=0; --lumpnum)
{
if (isDehFile(lumpnum))
{
count += D_LoadDehLump(lumpnum);
break;
}
}
}
}
return count;
}
bool D_LoadDehLump(int lumpnum)
{
auto ls = LumpFileNum;
LumpFileNum = fileSystem.GetFileContainer(lumpnum);
PatchSize = fileSystem.FileLength(lumpnum);
PatchName = fileSystem.GetFileFullPath(lumpnum);
PatchFile = new char[PatchSize + 1];
fileSystem.ReadFile(lumpnum, PatchFile);
PatchFile[PatchSize] = '\0'; // terminate with a '\0' character
auto res = DoDehPatch();
LumpFileNum = ls;
return res;
}
bool D_LoadDehFile(const char *patchfile)
{
FileReader fr;
if (fr.OpenFile(patchfile))
{
PatchSize = (int)fr.GetLength();
PatchName = 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 = fileSystem.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 = fileSystem.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.GetChars());
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.GetChars());
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.GetChars());
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 ();
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 ();
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)
{
VMDisassemblyDumper disasmdump(VMDisassemblyDumper::Append);
// 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, disasmdump, &MBFParamStates[i]);
}
stateargs.Clear();
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();
}
}
static bool LoadDehSupp ()
{
try
{
// Make sure we only get the DEHSUPP lump from zdoom.pk3
// User modifications are not supported!
int lump = fileSystem.CheckNumForName("DEHSUPP");
if (lump == -1)
{
return false;
}
if (fileSystem.GetFileContainer(lump) > 0)
{
Printf("Warning: DEHSUPP no longer supported. DEHACKED patch disabled.\n");
return false;
}
bool gotnames = false;
if (++DehUseCount > 1)
{
return true;
}
if (EnglishStrings.CountUsed() == 0)
EnglishStrings = GStrings.GetDefaultStrings();
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<PFunction>(wcls->FindSymbol(name, true));
if (sym == NULL)
{
sc.ScriptError("Unknown code pointer '%s'", sc.String);
}
else
{
TArray<uint32_t> &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<PClassActor *>(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<PClassActor *>(cls));
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("Aliases"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
CodePointerAlias temp;
sc.MustGetString();
temp.alias = sc.String;
sc.MustGetStringName(",");
sc.MustGetString();
temp.name = sc.String;
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 compatibility all potentially altered actors now using A_SkullFly need to be set to the original slamming behavior.
// Since this flag does not affect anything else let's just set it for everything, it will just be ignored by non-charging things.
for (auto cls : InfoNames)
{
GetDefaultByType(cls)->flags8 |= MF8_RETARGETAFTERSLAM;
}
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++);
bool newlycreated;
subclass = static_cast<PClassActor *>(dehtype->CreateDerivedClass(typeNameBuilder, dehtype->Size, &newlycreated));
if (newlycreated) subclass->InitializeDefaults();
}
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.Reset();
TouchedActors.Reset();
EnglishStrings.Clear();
GStrings.SetOverrideStrings(std::move(DehStrings));
// 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<FState*, bool> 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<PFunction>(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);
}
// Handling the flags is not as trivial as it seems...
struct FlagHandler
{
void (*setter)(AActor*);
void (*clearer)(AActor*);
bool (*checker)(AActor*);
};
// cut down on boilerplate
#define F(flag) { [](AActor* a) { a->flags |= flag; }, [](AActor* a) { a->flags &= ~flag; }, [](AActor* a)->bool { return a->flags & flag; } }
#define F2(flag) { [](AActor* a) { a->flags2 |= flag; }, [](AActor* a) { a->flags2 &= ~flag; }, [](AActor* a)->bool { return a->flags2 & flag; } }
#define F3(flag) { [](AActor* a) { a->flags3 |= flag; }, [](AActor* a) { a->flags3 &= ~flag; }, [](AActor* a)->bool { return a->flags3 & flag; } }
#define F4(flag) { [](AActor* a) { a->flags4 |= flag; }, [](AActor* a) { a->flags4 &= ~flag; }, [](AActor* a)->bool { return a->flags4 & flag; } }
#define F6(flag) { [](AActor* a) { a->flags6 |= flag; }, [](AActor* a) { a->flags6 &= ~flag; }, [](AActor* a)->bool { return a->flags6 & flag; } }
#define F8(flag) { [](AActor* a) { a->flags8 |= flag; }, [](AActor* a) { a->flags8 &= ~flag; }, [](AActor* a)->bool { return a->flags8 & flag; } }
#define DEPF(flag) { [](AActor* a) { HandleDeprecatedFlags(a, nullptr, true, flag); }, [](AActor* a) { HandleDeprecatedFlags(a, nullptr, false, flag); }, [](AActor* a)->bool { return CheckDeprecatedFlags(a, nullptr, flag); } }
void SetNoSector(AActor* a)
{
a->UnlinkFromWorld(nullptr);
a->flags |= MF_NOSECTOR;
a->LinkToWorld(nullptr);
}
void ClearNoSector(AActor* a)
{
a->UnlinkFromWorld(nullptr);
a->flags &= ~MF_NOSECTOR;
a->LinkToWorld(nullptr);
}
void SetNoBlockmap(AActor* a)
{
a->UnlinkFromWorld(nullptr);
a->flags |= MF_NOBLOCKMAP;
a->LinkToWorld(nullptr);
}
void ClearNoBlockmap(AActor* a)
{
a->UnlinkFromWorld(nullptr);
a->flags &= ~MF_NOBLOCKMAP;
a->LinkToWorld(nullptr);
}
void SetCountkill(AActor* a)
{
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters--;
a->flags |= MF_COUNTKILL;
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters++;
}
void ClearCountkill(AActor* a)
{
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters--;
a->flags &= ~MF_COUNTKILL;
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters++;
}
void SetCountitem(AActor* a)
{
if (!(a->flags & MF_COUNTITEM))
{
a->flags |= MF_COUNTITEM;
a->Level->total_items++;
}
}
void ClearCountitem(AActor* a)
{
if (a->flags & MF_COUNTITEM)
{
a->flags |= MF_COUNTITEM;
a->Level->total_items--;
}
}
void SetFriendly(AActor* a)
{
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters--;
a->flags |= MF_FRIENDLY;
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters++;
}
void ClearFriendly(AActor* a)
{
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters--;
a->flags &= ~MF_FRIENDLY;
if (a->CountsAsKill() && a->health > 0) a->Level->total_monsters++;
}
void SetFullVol(AActor* a)
{
a->flags8 |= MF8_FULLVOLSEE;
a->flags3 |= MF3_FULLVOLDEATH;
}
void ClearFullVol(AActor* a)
{
a->flags8 &= ~MF8_FULLVOLSEE;
a->flags3 &= ~MF3_FULLVOLDEATH;
}
void SetTranslucent(AActor* a)
{
a->RenderStyle = STYLE_Translucent;
a->Alpha = 0.5;
a->renderflags &= ~RF_ZDOOMTRANS;
}
void ClearTranslucent(AActor* a)
{
a->RenderStyle = STYLE_Normal;
a->Alpha = 1;
a->renderflags &= ~RF_ZDOOMTRANS;
}
bool CheckTranslucent(AActor* a)
{
// This is solely for MBF21. It will treat all objects with ZDOOMTRANS as non-translucent to ensure consistent results.
// This also means that all translucency changes via Dehacked need to clear this flag.
return !(a->renderflags & RF_ZDOOMTRANS) && a->Alpha < 1 - FLT_EPSILON;
}
constexpr int t0 = 0;
constexpr int t1 = TRANSLATION(TRANSLATION_Standard, 0);
constexpr int t2 = TRANSLATION(TRANSLATION_Standard, 1);
constexpr int t3 = TRANSLATION(TRANSLATION_Standard, 2);
void SetTranslation1(AActor* a)
{
if (a->Translation == t2 || a->Translation == t3) a->Translation = t3;
else a->Translation = t1;
}
void ClearTranslation1(AActor* a)
{
if (a->Translation == t3 || a->Translation == t2) a->Translation = t2;
else a->Translation = t0;
}
bool CheckTranslation1(AActor* a)
{
return a->Translation == t1 || a->Translation == t3;
}
void SetTranslation2(AActor* a)
{
if (a->Translation == t1 || a->Translation == t3) a->Translation = t3;
else a->Translation = t2;
}
void ClearTranslation2(AActor* a)
{
if (a->Translation == t3 || a->Translation == t1) a->Translation = t1;
else a->Translation = t0;
}
bool CheckTranslation2(AActor* a)
{
return a->Translation == t2 || a->Translation == t3;
}
// Bounces is very complex...
void SetBounces(AActor* info)
{
info->flags6 |= MF6_VULNERABLE;
info->flags3 |= MF3_NOBLOCKMONST;
info->flags4 |= (MF4_FORCERADIUSDMG | MF4_DONTHARMCLASS);
info->effects &= ~FX_ROCKET; // disable rocket trail if set.
if (info->flags & MF_MISSILE) info->BounceFlags = BOUNCE_Classic | BOUNCE_DEH;
else info->BounceFlags = BOUNCE_Grenade | BOUNCE_DEH;
}
void ClearBounces(AActor* info)
{
info->flags6 &= ~MF6_VULNERABLE;
info->flags3 &= ~MF3_NOBLOCKMONST;
info->flags4 &= ~(MF4_FORCERADIUSDMG | MF4_DONTHARMCLASS);
info->BounceFlags = 0;
}
// The missile flag affects the bouncing mode.
void SetMissile(AActor* info)
{
info->flags |= MF_MISSILE;
if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Classic | BOUNCE_DEH;
}
void ClearMissile(AActor* info)
{
info->flags &= ~MF_MISSILE;
if (info->BounceFlags & BOUNCE_DEH) info->BounceFlags = BOUNCE_Grenade | BOUNCE_DEH;
}
static FlagHandler flag1handlers[32] = {
F(MF_SPECIAL),
F(MF_SOLID),
F(MF_SHOOTABLE),
{ SetNoSector, ClearNoSector, [](AActor* a)->bool { return a->flags & MF_NOSECTOR; } },
{ SetNoBlockmap, ClearNoBlockmap, [](AActor* a)->bool { return a->flags & MF_NOBLOCKMAP; } },
F(MF_AMBUSH),
F(MF_JUSTHIT),
F(MF_JUSTATTACKED),
F(MF_SPAWNCEILING),
F(MF_NOGRAVITY),
F(MF_DROPOFF),
F(MF_PICKUP),
F(MF_NOCLIP),
F(MF_SLIDE),
F(MF_FLOAT),
F(MF_TELEPORT),
{ SetMissile, ClearMissile, [](AActor* a)->bool { return a->flags & MF_MISSILE; } },
F(MF_DROPPED),
F(MF_SHADOW),
F(MF_NOBLOOD),
F(MF_CORPSE),
F(MF_INFLOAT),
{ SetCountkill, ClearCountkill, [](AActor* a)->bool { return a->flags & MF_COUNTKILL; } },
{ SetCountitem, ClearCountitem, [](AActor* a)->bool { return a->flags & MF_COUNTITEM; } },
F(MF_SKULLFLY),
F(MF_NOTDMATCH),
{ SetTranslation1, ClearTranslation1, CheckTranslation1 },
{ SetTranslation2, ClearTranslation2, CheckTranslation2 },
F6(MF6_TOUCHY),
{ SetBounces, ClearBounces, [](AActor* a)->bool { return a->BounceFlags & BOUNCE_DEH; } },
F(MF_FRIENDLY),
{ SetTranslucent, ClearTranslucent, CheckTranslucent }
};
static FlagHandler flag2handlers[32] = {
DEPF(DEPF_LOWGRAVITY),
DEPF(DEPF_SHORTMISSILERANGE),
F3(MF3_NOTARGET),
F3(MF3_NORADIUSDMG),
F4(MF4_FORCERADIUSDMG),
DEPF(DEPF_HIGHERMPROB),
F4(MF4_MISSILEMORE),
F4(MF4_QUICKTORETALIATE),
DEPF(DEPF_LONGMELEERANGE),
F2(MF2_BOSS),
F8(MF8_MAP07BOSS1),
F8(MF8_MAP07BOSS2),
F8(MF8_E1M8BOSS),
F8(MF8_E2M8BOSS),
F8(MF8_E3M8BOSS),
F8(MF8_E4M6BOSS),
F8(MF8_E4M8BOSS),
F2(MF2_RIP),
{ SetFullVol, ClearFullVol, [](AActor* a)->bool { return a->flags8 & MF8_FULLVOLSEE; } }, // checking one of the two flags should suffice here.
};
//
// A_JumpIfFlagsSet
// Jumps to a state if caller has the specified thing flags set.
// args[0]: State to jump to
// args[1]: Standard Flag(s) to check
// args[2]: MBF21 Flag(s) to check
//
DEFINE_ACTION_FUNCTION(AActor, MBF21_JumpIfFlagsSet)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER(tstate, FState);
PARAM_INT(flags);
PARAM_INT(flags2);
for (int i = 0; i < 32; i++)
{
if (flags & (1 << i) && flag1handlers[i].checker)
{
if (!flag1handlers[i].checker(self)) return 0;
}
if (flags2 & (1 << i) && flag2handlers[i].checker)
{
if (!flag2handlers[i].checker(self)) return 0;
}
}
self->SetState(tstate);
return 0;
}
//
// A_AddFlags
// Adds the specified thing flags to the caller.
// args[0]: Standard Flag(s) to add
// args[1]: MBF21 Flag(s) to add
//
DEFINE_ACTION_FUNCTION(AActor, MBF21_AddFlags)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
PARAM_INT(flags2);
for (int i = 0; i < 32; i++)
{
if (flags & (1 << i) && flag1handlers[i].setter)
{
flag1handlers[i].setter(self);
}
if (flags2 & (1 << i) && flag2handlers[i].setter)
{
flag2handlers[i].setter(self);
}
}
return 0;
}
//
// A_RemoveFlags
// Removes the specified thing flags from the caller.
// args[0]: Flag(s) to remove
// args[1]: MBF21 Flag(s) to remove
//
DEFINE_ACTION_FUNCTION(AActor, MBF21_RemoveFlags)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(flags);
PARAM_INT(flags2);
for (int i = 0; i < 32; i++)
{
if (flags & (1 << i) && flag1handlers[i].clearer)
{
flag1handlers[i].clearer(self);
}
if (flags2 & (1 << i) && flag2handlers[i].clearer)
{
flag2handlers[i].clearer(self);
}
}
return 0;
}