/* ** compatibility.cpp ** Handles compatibility flags for maps that are unlikely to be updated. ** **--------------------------------------------------------------------------- ** Copyright 2009 Randy Heit ** Copyright 2009-2018 Christoph Oelckers All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** This file is for maps that have been rendered broken by bug fixes or other ** changes that seemed minor at the time, and it is unlikely that the maps ** will be changed. If you are making a map and you know it needs a ** compatibility option to play properly, you are advised to specify so with ** a MAPINFO. */ // HEADER FILES ------------------------------------------------------------ #include "sc_man.h" #include "doomstat.h" #include "c_dispatch.h" #include "gi.h" #include "g_level.h" #include "p_lnspec.h" #include "p_tags.h" #include "w_wad.h" #include "textures.h" #include "g_levellocals.h" #include "vm.h" #include "actor.h" #include "p_setup.h" #include "maploader/maploader.h" // MACROS ------------------------------------------------------------------ // TYPES ------------------------------------------------------------------- union FMD5Holder { uint8_t Bytes[16]; uint32_t DWords[4]; hash_t Hash; }; struct FCompatValues { int CompatFlags[3]; unsigned int ExtCommandIndex; }; struct FMD5HashTraits { hash_t Hash(const FMD5Holder key) { return key.Hash; } int Compare(const FMD5Holder left, const FMD5Holder right) { return left.DWords[0] != right.DWords[0] || left.DWords[1] != right.DWords[1] || left.DWords[2] != right.DWords[2] || left.DWords[3] != right.DWords[3]; } }; struct FCompatOption { const char *Name; uint32_t CompatFlags; int WhichSlot; }; enum { SLOT_COMPAT, SLOT_COMPAT2, SLOT_BCOMPAT }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- static TMap BCompatMap; // PRIVATE DATA DEFINITIONS ------------------------------------------------ static FCompatOption Options[] = { { "setslopeoverflow", BCOMPATF_SETSLOPEOVERFLOW, SLOT_BCOMPAT }, { "resetplayerspeed", BCOMPATF_RESETPLAYERSPEED, SLOT_BCOMPAT }, { "vileghosts", BCOMPATF_VILEGHOSTS, SLOT_BCOMPAT }, { "ignoreteleporttags", BCOMPATF_BADTELEPORTERS, SLOT_BCOMPAT }, { "rebuildnodes", BCOMPATF_REBUILDNODES, SLOT_BCOMPAT }, { "linkfrozenprops", BCOMPATF_LINKFROZENPROPS, SLOT_BCOMPAT }, { "floatbob", BCOMPATF_FLOATBOB, SLOT_BCOMPAT }, { "noslopeid", BCOMPATF_NOSLOPEID, SLOT_BCOMPAT }, { "clipmidtex", BCOMPATF_CLIPMIDTEX, SLOT_BCOMPAT }, // list copied from g_mapinfo.cpp { "shorttex", COMPATF_SHORTTEX, SLOT_COMPAT }, { "stairs", COMPATF_STAIRINDEX, SLOT_COMPAT }, { "limitpain", COMPATF_LIMITPAIN, SLOT_COMPAT }, { "nopassover", COMPATF_NO_PASSMOBJ, SLOT_COMPAT }, { "notossdrops", COMPATF_NOTOSSDROPS, SLOT_COMPAT }, { "useblocking", COMPATF_USEBLOCKING, SLOT_COMPAT }, { "nodoorlight", COMPATF_NODOORLIGHT, SLOT_COMPAT }, { "ravenscroll", COMPATF_RAVENSCROLL, SLOT_COMPAT }, { "soundtarget", COMPATF_SOUNDTARGET, SLOT_COMPAT }, { "dehhealth", COMPATF_DEHHEALTH, SLOT_COMPAT }, { "trace", COMPATF_TRACE, SLOT_COMPAT }, { "dropoff", COMPATF_DROPOFF, SLOT_COMPAT }, { "boomscroll", COMPATF_BOOMSCROLL, SLOT_COMPAT }, { "invisibility", COMPATF_INVISIBILITY, SLOT_COMPAT }, { "silentinstantfloors", COMPATF_SILENT_INSTANT_FLOORS, SLOT_COMPAT }, { "sectorsounds", COMPATF_SECTORSOUNDS, SLOT_COMPAT }, { "missileclip", COMPATF_MISSILECLIP, SLOT_COMPAT }, { "crossdropoff", COMPATF_CROSSDROPOFF, SLOT_COMPAT }, { "wallrun", COMPATF_WALLRUN, SLOT_COMPAT }, // [GZ] Added for CC MAP29 { "anybossdeath", COMPATF_ANYBOSSDEATH, SLOT_COMPAT },// [GZ] Added for UAC_DEAD { "mushroom", COMPATF_MUSHROOM, SLOT_COMPAT }, { "mbfmonstermove", COMPATF_MBFMONSTERMOVE, SLOT_COMPAT }, { "corpsegibs", COMPATF_CORPSEGIBS, SLOT_COMPAT }, { "noblockfriends", COMPATF_NOBLOCKFRIENDS, SLOT_COMPAT }, { "spritesort", COMPATF_SPRITESORT, SLOT_COMPAT }, { "hitscan", COMPATF_HITSCAN, SLOT_COMPAT }, { "lightlevel", COMPATF_LIGHT, SLOT_COMPAT }, { "polyobj", COMPATF_POLYOBJ, SLOT_COMPAT }, { "maskedmidtex", COMPATF_MASKEDMIDTEX, SLOT_COMPAT }, { "badangles", COMPATF2_BADANGLES, SLOT_COMPAT2 }, { "floormove", COMPATF2_FLOORMOVE, SLOT_COMPAT2 }, { "soundcutoff", COMPATF2_SOUNDCUTOFF, SLOT_COMPAT2 }, { "pointonline", COMPATF2_POINTONLINE, SLOT_COMPAT2 }, { "multiexit", COMPATF2_MULTIEXIT, SLOT_COMPAT2 }, { "teleport", COMPATF2_TELEPORT, SLOT_COMPAT2 }, { "disablepushwindowcheck", COMPATF2_PUSHWINDOW, SLOT_COMPAT2 }, { "checkswitchrange", COMPATF2_CHECKSWITCHRANGE, SLOT_COMPAT2 }, { "explode1", COMPATF2_EXPLODE1, SLOT_COMPAT2 }, { "explode2", COMPATF2_EXPLODE2, SLOT_COMPAT2 }, { "railing", COMPATF2_RAILING, SLOT_COMPAT2 }, { NULL, 0, 0 } }; static const char *const LineSides[] = { "Front", "Back", NULL }; static const char *const WallTiers[] = { "Top", "Mid", "Bot", NULL }; static const char *const SectorPlanes[] = { "floor", "ceil", NULL }; // CODE -------------------------------------------------------------------- //========================================================================== // // ParseCompatibility // //========================================================================== void ParseCompatibility() { TArray md5array; FMD5Holder md5; FCompatValues flags; int i, x; unsigned int j; BCompatMap.Clear(); // The contents of this file are not cumulative, as it should not // be present in user-distributed maps. FScanner sc(Wads.GetNumForFullName("compatibility.txt")); while (sc.GetString()) // Get MD5 signature { do { if (strlen(sc.String) != 32) { sc.ScriptError("MD5 signature must be exactly 32 characters long"); } for (i = 0; i < 32; ++i) { if (sc.String[i] >= '0' && sc.String[i] <= '9') { x = sc.String[i] - '0'; } else { sc.String[i] |= 'a' ^ 'A'; if (sc.String[i] >= 'a' && sc.String[i] <= 'f') { x = sc.String[i] - 'a' + 10; } else { x = 0; sc.ScriptError("MD5 signature must be a hexadecimal value"); } } if (!(i & 1)) { md5.Bytes[i / 2] = x << 4; } else { md5.Bytes[i / 2] |= x; } } md5array.Push(md5); sc.MustGetString(); } while (!sc.Compare("{")); memset(flags.CompatFlags, 0, sizeof(flags.CompatFlags)); flags.ExtCommandIndex = ~0u; while (sc.GetString()) { if ((i = sc.MatchString(&Options[0].Name, sizeof(*Options))) >= 0) { flags.CompatFlags[Options[i].WhichSlot] |= Options[i].CompatFlags; } else { sc.UnGet(); break; } } sc.MustGetStringName("}"); for (j = 0; j < md5array.Size(); ++j) { BCompatMap[md5array[j]] = flags; } md5array.Clear(); } } //========================================================================== // // CheckCompatibility // //========================================================================== FName MapLoader::CheckCompatibility(MapData *map) { FMD5Holder md5; FCompatValues *flags; if (BCompatMap.CountUsed() == 0) ParseCompatibility(); Level->ii_compatflags = 0; Level->ii_compatflags2 = 0; Level->ib_compatflags = 0; // When playing Doom IWAD levels force COMPAT_SHORTTEX and COMPATF_LIGHT. // I'm not sure if the IWAD maps actually need COMPATF_LIGHT but it certainly does not hurt. // TNT's MAP31 also needs COMPATF_STAIRINDEX but that only gets activated for TNT.WAD. if (Wads.GetLumpFile(map->lumpnum) == Wads.GetIwadNum() && (gameinfo.flags & GI_COMPATSHORTTEX) && Level->maptype == MAPTYPE_DOOM) { Level->ii_compatflags = COMPATF_SHORTTEX|COMPATF_LIGHT; if (gameinfo.flags & GI_COMPATSTAIRS) Level->ii_compatflags |= COMPATF_STAIRINDEX; } map->GetChecksum(md5.Bytes); flags = BCompatMap.CheckKey(md5); FString hash; for (size_t j = 0; j < sizeof(md5.Bytes); ++j) { hash.AppendFormat("%02X", md5.Bytes[j]); } if (developer >= DMSG_NOTIFY) { Printf("MD5 = %s", hash.GetChars()); if (flags != NULL) { Printf(", cflags = %08x, cflags2 = %08x, bflags = %08x\n", flags->CompatFlags[SLOT_COMPAT], flags->CompatFlags[SLOT_COMPAT2], flags->CompatFlags[SLOT_BCOMPAT]); } else { Printf("\n"); } } if (flags != NULL) { Level->ii_compatflags |= flags->CompatFlags[SLOT_COMPAT]; Level->ii_compatflags2 |= flags->CompatFlags[SLOT_COMPAT2]; Level->ib_compatflags |= flags->CompatFlags[SLOT_BCOMPAT]; } // Reset i_compatflags Level->ApplyCompatibility(); Level->ApplyCompatibility2(); // Set floatbob compatibility for all maps with an original Hexen MAPINFO. if (Level->flags2 & LEVEL2_HEXENHACK) { Level->ib_compatflags |= BCOMPATF_FLOATBOB; } return FName(hash, true); // if this returns NAME_None it means there is no scripted compatibility handler. } //========================================================================== // // SetCompatibilityParams // //========================================================================== class DLevelCompatibility : public DObject { DECLARE_ABSTRACT_CLASS(DLevelCompatibility, DObject) public: MapLoader *loader; FLevelLocals *Level; }; IMPLEMENT_CLASS(DLevelCompatibility, true, false); void MapLoader::SetCompatibilityParams(FName checksum) { auto lc = Create(); lc->loader = this; lc->Level = Level; for(auto cls : PClass::AllClasses) { if (cls->IsDescendantOf(RUNTIME_CLASS(DLevelCompatibility))) { PFunction *const func = dyn_cast(cls->FindSymbol("Apply", false)); if (func != nullptr) { VMValue param[] = { lc, checksum.GetIndex(), &Level->MapName }; VMCall(func->Variants[0].Implementation, param, 3, nullptr, 0); } } } } DEFINE_ACTION_FUNCTION(DLevelCompatibility, OffsetSectorPlane) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(sector); PARAM_INT(planeval); PARAM_FLOAT(delta); if ((unsigned)sector < self->Level->sectors.Size()) { sector_t *sec = &self->Level->sectors[sector]; secplane_t& plane = sector_t::floor == planeval? sec->floorplane : sec->ceilingplane; plane.ChangeHeight(delta); sec->ChangePlaneTexZ(planeval, delta); } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, ClearSectorTags) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(sector); self->Level->tagManager.RemoveSectorTags(sector); return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, AddSectorTag) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(sector); PARAM_INT(tag); if ((unsigned)sector < self->Level->sectors.Size()) { self->Level->tagManager.AddSectorTag(sector, tag); } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, ClearLineIDs) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(line); self->Level->tagManager.RemoveLineIDs(line); return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, AddLineID) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(line); PARAM_INT(tag); if ((unsigned)line < self->Level->lines.Size()) { self->Level->tagManager.AddLineID(line, tag); } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingSkills) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(thing); PARAM_INT(skillmask); if ((unsigned)thing < self->loader->MapThingsConverted.Size()) { self->loader->MapThingsConverted[thing].SkillFilter = skillmask; } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingXY) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(thing); PARAM_FLOAT(x); PARAM_FLOAT(y); if ((unsigned)thing < self->loader->MapThingsConverted.Size()) { auto& pos = self->loader->MapThingsConverted[thing].pos; pos.X = x; pos.Y = y; } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingZ) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(thing); PARAM_FLOAT(z); if ((unsigned)thing < self->loader->MapThingsConverted.Size()) { self->loader->MapThingsConverted[thing].pos.Z = z; } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetThingFlags) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_INT(thing); PARAM_INT(flags); if ((unsigned)thing < self->loader->MapThingsConverted.Size()) { self->loader->MapThingsConverted[thing].flags = flags; } return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetVertex) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_UINT(vertex); PARAM_FLOAT(x); PARAM_FLOAT(y); if (vertex < self->Level->vertexes.Size()) { self->Level->vertexes[vertex].p = DVector2(x, y); } self->loader->ForceNodeBuild = true; return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, SetLineSectorRef) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_UINT(lineidx); PARAM_UINT(sideidx); PARAM_UINT(sectoridx); if ( sideidx < 2 && lineidx < self->Level->lines.Size() && sectoridx < self->Level->sectors.Size()) { line_t *line = &self->Level->lines[lineidx]; side_t *side = line->sidedef[sideidx]; side->sector = &self->Level->sectors[sectoridx]; if (sideidx == 0) line->frontsector = side->sector; else line->backsector = side->sector; } self->loader->ForceNodeBuild = true; return 0; } DEFINE_ACTION_FUNCTION(DLevelCompatibility, GetDefaultActor) { PARAM_SELF_PROLOGUE(DLevelCompatibility); PARAM_NAME(actorclass); ACTION_RETURN_OBJECT(GetDefaultByName(actorclass)); } DEFINE_FIELD(DLevelCompatibility, Level);