qzdoom-gpl/src/p_xlat.cpp

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/*
** p_xlat.cpp
** Translate old Doom format maps to the Hexen format
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 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.
**---------------------------------------------------------------------------
**
** The linedef translations are read from a WAD lump (DOOMX or HERETICX),
** so most of this file's behavior can be easily customized without
** recompiling.
*/
#include "doomtype.h"
#include "g_level.h"
#include "p_lnspec.h"
#include "doomdata.h"
#include "r_data.h"
#include "m_swap.h"
#include "p_spec.h"
#include "p_local.h"
#include "a_sharedglobal.h"
#include "gi.h"
#include "w_wad.h"
// define names for the TriggerType field of the general linedefs
typedef enum
{
WalkOnce,
WalkMany,
SwitchOnce,
SwitchMany,
GunOnce,
GunMany,
PushOnce,
PushMany,
} triggertype_e;
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld)
{
static FMemLump tlatebase;
const BYTE *tlate;
short special = LittleShort(mld->special);
short tag = LittleShort(mld->tag);
DWORD flags = LittleShort(mld->flags);
BOOL passthrough;
int i;
if (flags & ML_TRANSLUCENT_STRIFE)
{
ld->alpha = 255*3/4;
}
if (gameinfo.gametype == GAME_Strife)
{
// It might be useful to make these usable by all games.
// Unfortunately, there aren't enough flag bits left to do that,
// so they're Strife-only.
if (flags & ML_RAILING_STRIFE)
{
flags |= ML_RAILING;
}
if (flags & ML_BLOCK_FLOATERS_STRIFE)
{
flags |= ML_BLOCK_FLOATERS;
}
passthrough = 0;
}
else
{
passthrough = (flags & ML_PASSUSE_BOOM);
}
flags = flags & 0xFFFF01FF; // Ignore flags unknown to DOOM
// For purposes of maintaining BOOM compatibility, each
// line also needs to have its ID set to the same as its tag.
// An external conversion program would need to do this more
// intelligently.
ld->id = tag;
// 0 specials are never translated.
if (special == 0)
{
ld->special = 0;
ld->flags = flags;
ld->args[0] = mld->tag;
memset (ld->args+1, 0, sizeof(ld->args)-sizeof(ld->args[0]));
return;
}
if (tlatebase.GetMem() == NULL)
{
if (gameinfo.gametype == GAME_Doom)
{
tlatebase = Wads.ReadLump ("DOOMX");
}
else if (gameinfo.gametype == GAME_Strife)
{
tlatebase = Wads.ReadLump ("STRIFEX");
}
else
{
tlatebase = Wads.ReadLump ("HERETICX");
}
}
tlate = (const BYTE *)tlatebase.GetMem();
// Check if this is a regular linetype
if (tlate[0] == 'N' && tlate[1] == 'O' && tlate[2] == 'R' && tlate[3] == 'M')
{
int count = (tlate[4] << 8) | tlate[5];
tlate += 6;
while (count)
{
int low = (tlate[0] << 8) | tlate[1];
int high = (tlate[2] << 8) | tlate[3];
tlate += 4;
if (special >= low && special <= high)
{ // found it, so use the LUT
const BYTE *specialmap = tlate + (special - low) * 7;
ld->flags = flags | ((specialmap[0] & 0x1f) << 9);
if (passthrough && (GET_SPAC(ld->flags) == SPAC_USE))
{
ld->flags &= ~ML_SPAC_MASK;
ld->flags |= SPAC_USETHROUGH << ML_SPAC_SHIFT;
}
ld->special = specialmap[1];
ld->args[0] = specialmap[2];
ld->args[1] = specialmap[3];
ld->args[2] = specialmap[4];
ld->args[3] = specialmap[5];
ld->args[4] = specialmap[6];
switch (specialmap[0] & 0xe0)
{
case 7<<5: // First two arguments are tags
ld->args[1] = tag;
case 1<<5: case 6<<5: // First argument is a tag
ld->args[0] = tag;
break;
case 2<<5: // Second argument is a tag
ld->args[1] = tag;
break;
case 3<<5: // Third argument is a tag
ld->args[2] = tag;
break;
case 4<<5: // Fourth argument is a tag
ld->args[3] = tag;
break;
case 5<<5: // Fifth argument is a tag
ld->args[4] = tag;
break;
}
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. SVN r20 (trunk)
2006-03-14 06:11:39 +00:00
if ((ld->flags & ML_SECRET) && (GET_SPAC(ld->flags) == SPAC_USE || GET_SPAC(ld->flags) == SPAC_USETHROUGH))
{
ld->flags &= ~ML_MONSTERSCANACTIVATE;
}
return;
}
tlate += (high - low + 1) * 7;
count--;
}
}
// Check if this is a BOOM generalized linetype
if (tlate[0] == 'B' && tlate[1] == 'O' && tlate[2] == 'O' && tlate[3] == 'M')
{
int count = (tlate[4] << 8) | tlate[5];
tlate += 6;
// BOOM translators are stored on disk as:
//
// WORD <first linetype in range>
// WORD <last linetype in range>
// BYTE <new special>
// repeat [BYTE op BYTES parms]
//
// op consists of some bits:
//
// 76543210
// ||||||++-- Dest is arg[(op&3)+1] (arg[0] is always tag)
// |||||+---- 0 = store, 1 = or with existing value
// ||||+----- 0 = this is normal, 1 = x-op in next byte
// ++++------ # of elements in list, or 0 to always use a constant value
//
// If a constant value is used, parms is a single byte containing that value.
// Otherwise, parms has the format:
//
// WORD <value to AND with linetype>
// repeat [WORD <if result is this> BYTE <use this>]
//
// These x-ops are defined:
//
// 0 = end of this BOOM translator
// 1 = dest is flags
while (count)
{
int low = (tlate[0] << 8) | tlate[1];
int high = (tlate[2] << 8) | tlate[3];
tlate += 4;
DWORD oflags = flags;
// Assume we found it and translate
switch (special & 0x0007)
{
case WalkMany:
flags |= ML_REPEAT_SPECIAL;
case WalkOnce:
flags |= SPAC_CROSS << ML_SPAC_SHIFT;
break;
case SwitchMany:
case PushMany:
flags |= ML_REPEAT_SPECIAL;
case SwitchOnce:
case PushOnce:
if (passthrough)
flags |= SPAC_USETHROUGH << ML_SPAC_SHIFT;
else
flags |= SPAC_USE << ML_SPAC_SHIFT;
break;
case GunMany:
flags |= ML_REPEAT_SPECIAL;
case GunOnce:
flags |= SPAC_IMPACT << ML_SPAC_SHIFT;
break;
}
ld->args[0] = tag;
ld->args[1] = ld->args[2] = ld->args[3] = ld->args[4] = 0;
ld->special = *tlate++;
for (;;)
{
2006-04-16 13:29:50 +00:00
int *destp;
int flagtemp;
BYTE op = *tlate++;
BYTE dest;
BYTE val = 0; // quiet, GCC
bool found;
int lsize;
dest = op & 3;
if (op & 8)
{
BYTE xop = *tlate++;
if (xop == 0)
break;
else if (xop == 1)
dest = 4;
}
if (dest < 4)
{
destp = &ld->args[dest+1];
}
else
{
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flagtemp = ((flags >> 9) & 0x3f);
destp = &flagtemp;
}
lsize = op >> 4;
if (lsize == 0)
{
val = *tlate++;
found = true;
}
else
{
WORD mask = (tlate[0] << 8) | tlate[1];
tlate += 2;
found = false;
for (i = 0; i < lsize; i++)
{
WORD filter = (tlate[0] << 8) | tlate[1];
if ((special & mask) == filter)
{
val = tlate[2];
found = true;
}
tlate += 3;
}
}
if (found)
{
if (op & 4)
{
*destp |= val;
}
else
{
*destp = val;
}
if (dest == 4)
{
flags = (flags & ~0x7e00) | (flagtemp << 9);
}
}
}
if (special >= low && special <= high)
{ // Really found it, so we're done
// We treat push triggers like switch triggers with zero tags.
if ((special & 7) == PushMany || (special & 7) == PushOnce)
{
if (ld->special == Generic_Door)
{
ld->args[2] |= 128;
}
else
{
ld->args[0] = 0;
}
}
ld->flags = flags;
return;
}
flags = oflags;
count--;
}
}
// Don't know what to do, so 0 it
ld->special = 0;
ld->flags = flags;
memset (ld->args, 0, sizeof(ld->args));
}
// Now that ZDoom again gives the option of using Doom's original teleport
// behavior, only teleport dests in a sector with a 0 tag need to be
// given a TID. And since Doom format maps don't have TIDs, we can safely
// give them TID 1.
void P_TranslateTeleportThings ()
{
ATeleportDest *dest;
TThinkerIterator<ATeleportDest> iterator;
bool foundSomething = false;
while ( (dest = iterator.Next()) )
{
if (dest->Sector->tag == 0)
{
dest->tid = 1;
dest->AddToHash ();
foundSomething = true;
}
}
if (foundSomething)
{
for (int i = 0; i < numlines; ++i)
{
if (lines[i].special == Teleport)
{
if (lines[i].args[1] == 0)
{
lines[i].args[0] = 1;
}
}
else if (lines[i].special == Teleport_NoFog)
{
if (lines[i].args[2] == 0)
{
lines[i].args[0] = 1;
}
}
2006-04-11 08:36:23 +00:00
else if (lines[i].special == Teleport_ZombieChanger)
{
if (lines[i].args[2] == 0)
{
lines[i].args[0] = 1;
}
}
}
}
}
int P_TranslateSectorSpecial (int special)
{
int high;
// Allow any supported sector special by or-ing 0x8000 to it in Doom format maps
// That's for those who like to mess around with existing maps. ;)
if (special & 0x8000)
{
return special & 0x7fff;
}
if (special == 9)
{
return SECRET_MASK;
}
if (gameinfo.gametype == GAME_Doom || gameinfo.gametype == GAME_Strife)
{
// This supports phased lighting with specials 21-24
high = (special & 0xfe0) << 3;
special &= 0x1f;
if (special < 21)
{
if (gameinfo.gametype == GAME_Strife)
{
if (special == 4 || special == 5 || special == 15 || special == 16 || special == 18)
{
return high | (special + 100);
}
}
else if (level.flags & LEVEL_CAVERNS_OF_DARKNESS)
{
// CoD uses 18 as an instant death sector type and 19 for healing the player
if (special == 18) return high | Damage_InstantDeath;
if (special == 19) return high | Sector_Heal;
}
return high | (special + 64);
}
else if (special < 40)
{
return high | (special - 20);
}
}
else
{
high = (special & 0xfc0) << 3;
special &= 0x3f;
if (special == 5)
{
return high | dDamage_LavaWimpy;
}
else if (special == 16)
{
return high | dDamage_LavaHefty;
}
else if (special == 4)
{
return high | dScroll_EastLavaDamage;
}
else if (special < 20)
{
return high | (special + 64);
}
else if (special < 40)
{
return high | (special + 205);
}
}
return high | special;
}