qzdoom/src/d_dehacked.cpp
Christoph Oelckers 77b9c162e2 - Changed: The texture loader now looks for a TEXTURES lump for text based
texture definitions. HIRESTEX is still supported but deprecated.
- Removed all 16 bit values from texture manager.
- Changed: The texture manager now sorts all textures for a WAD by type
  to avoid priority issues with HIRESTEX defined textures.
- Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is
  always the same for both sides of a linedef. This also makes handling
  this in the UDMF parser easier because the linedef parsing function does
  not need to access the sidedef data.
- Added new ZDoom specific UDMF linedef and sidedef properties to map parser.
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better 
  equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work 
  anymore due to some code rearrangement for UDMF map loading. To keep
  it compatible between all map formats the THINGS lump of binary format
  maps must be loaded before building the nodes. This also means that
  the spawning itself can be done in the same function for all map types
  (except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
  which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
  ammo when being dropped by monsters. To properly handle this the
  handling of spawning Dehacked modified pickups was changed to use
  the DECORATE replacement feature instead of hacking the spawn state
  of the original item and calling a spawn function from there.



SVN r1001 (trunk)
2008-05-30 06:56:50 +00:00

2724 lines
62 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 "templates.h"
#include "doomstat.h"
#include "info.h"
#include "d_dehacked.h"
#include "s_sound.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gstrings.h"
#include "m_alloc.h"
#include "m_misc.h"
#include "w_wad.h"
#include "d_player.h"
#include "r_state.h"
#include "gi.h"
#include "c_dispatch.h"
#include "decallib.h"
#include "r_draw.h"
#include "v_palette.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "vectors.h"
#include "dobject.h"
#include "r_translate.h"
// [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 ();
// Action functions available to patches
struct CodePtrMap
{
short name;
WORD num;
};
static CodePtrMap *CodePtrNames;
static int NumCodePtrs;
static PSymbol ** CodePtrSymbols;
static const char *const AmmoNames[12] =
{
"Clip",
"Shell",
"Cell",
"RocketAmmo",
"GoldWandAmmo",
NULL,
"BlasterAmmo",
"SkullRodAmmo",
"PhoenixRodAmmo",
"MaceAmmo",
"Mana1",
"Mana2"
};
static const char *const WeaponNames[9] =
{
"Fist",
"Pistol",
"Shotgun",
"Chaingun",
"RocketLauncher",
"PlasmaRifle",
"BFG9000",
"Chainsaw",
"SuperShotgun"
};
// 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
FRACUNIT*2/3, // Rocket explosion alpha
false, // .NoAutofreeze
};
// 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 ADehackedPickup will be created with properties copied
// from the original actor's defaults. The original actor is then changed to
// spawn the new class.
IMPLEMENT_POINTY_CLASS (ADehackedPickup)
DECLARE_POINTER (RealPickup)
END_POINTERS
BEGIN_STATELESS_DEFAULTS (ADehackedPickup, Any, -1, 0)
END_DEFAULTS
TArray<PClass *> TouchedActors;
char *UnchangedSpriteNames;
int NumUnchangedSprites;
// Sprite<->Class map for ADehackedPickup::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, *PatchName;
static char *Line1, *Line2;
static int dversion, pversion;
static bool including, includenotext;
static const char *unknown_str = "Unknown key %s encountered in %s %d.\n";
static FStringTable *EnglishStrings;
// 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};
// Every string in DEHSUPP appears in the name table. The name table
// is always in sorted order.
static WORD *NameOffs;
static char *NameBase;
static int NumNames;
// 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 BYTE *OrgHeights;
static int NumOrgHeights;
// This is a list of all the action functions used by each of Doom's states.
static BYTE *ActionList;
static int NumActions;
// 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 short *CodePConv;
static int NumCodeP;
// Sprite names in the order Doom originally had them.
static char **OrgSprNames;
static int NumSprites;
// Map to where the orginal Doom states have moved to
enum EStateBase
{
FirstState,
SpawnState,
DeathState
};
struct StateMapper
{
FState *State;
int StateSpan;
const PClass *Owner;
bool OwnerIsPickup;
};
static StateMapper *StateMap;
static int NumStateMaps;
// Render styles
struct StyleName
{
short Name;
BYTE Num;
};
static StyleName *StyleNames;
static int NumStyleNames;
// Sound equivalences. When a patch tries to change a sound,
// use these sound names.
static short *SoundMap;
static int NumSounds;
// Names of different actor types, in original Doom 2 order
static short *InfoNames;
static int NumInfos;
// bit flags for PatchThing (a .bex extension):
struct BitName
{
short Name;
BYTE Bit;
BYTE WhichFlags;
};
static BitName *BitNames;
static int NumBitNames;
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 DoInclude (int);
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 },
{ 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 const char *GetName (int name)
{
return NameBase + NameOffs[name];
}
// Names are conveniently stored in sorted order
int FindName (const char *name)
{
int min = 0;
int max = NumNames - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexx = stricmp (GetName (mid), name);
if (lexx == 0)
{
return mid;
}
else if (lexx < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return -1;
}
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 *)(((BYTE *)structure) + keys->offset)) = value;
return false;
}
return true;
}
static int FindSprite (const char *sprname)
{
int i;
DWORD nameint = *((DWORD *)sprname);
for (i = 0; i < NumUnchangedSprites; ++i)
{
if (*((DWORD *)&UnchangedSpriteNames[i*4]) == nameint)
{
return i;
}
}
return -1;
}
static FState *FindState (int statenum)
{
int i;
int stateacc;
if (statenum == 0)
return NULL;
for (i = 0, stateacc = 1; i < NumStateMaps; i++)
{
if (stateacc <= statenum && stateacc + StateMap[i].StateSpan > statenum)
{
if (StateMap[i].OwnerIsPickup)
{
TouchedActors.Push (const_cast<PClass *>(StateMap[i].Owner));
}
return StateMap[i].State + statenum - stateacc;
}
stateacc += StateMap[i].StateSpan;
}
return NULL;
}
int FindStyle (const char *namestr)
{
int min = 0;
int max = NumStyleNames - 1;
int name = FindName (Line2);
if (name != -1)
{
while (min <= max)
{
int mid = (min + max) / 2;
if (StyleNames[mid].Name == name)
{
return StyleNames[mid].Num;
}
else if (StyleNames[mid].Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
}
DPrintf("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);
*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)
{
char *line;
if (*PatchPt == '\0')
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;
}
}
static int PatchThing (int thingy)
{
enum
{
MF_TRANSLATION = 0x0c000000, // if 0x4 0x8 or 0xc, use a translation
MF_TRANSSHIFT = 26, // table for player colormaps
};
int result;
AActor *info;
BYTE dummy[sizeof(AActor)];
bool hadHeight = false;
bool hadTranslucency = false;
bool hadStyle = false;
bool patchedStates = false;
int oldflags;
const PClass *type;
SWORD *ednum, dummyed;
type = NULL;
info = (AActor *)&dummy;
ednum = &dummyed;
if (thingy > NumInfos || thingy <= 0)
{
Printf ("Thing %d out of range.\n", thingy);
}
else
{
DPrintf ("Thing %d\n", thingy);
if (thingy > 0)
{
type = PClass::FindClass (GetName (InfoNames[thingy - 1]));
if (type == NULL)
{
info = (AActor *)&dummy;
ednum = &dummyed;
Printf ("Could not find thing %s (index %d)\n",
GetName (InfoNames[thingy - 1]), thingy);
}
else
{
info = GetDefaultByType (type);
ednum = &type->ActorInfo->DoomEdNum;
}
}
}
oldflags = info->flags;
while ((result = GetLine ()) == 1)
{
char *endptr;
unsigned long val = strtoul (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 = val;
}
else if (linelen == 12 && stricmp (Line1, "Translucency") == 0)
{
info->alpha = val;
info->RenderStyle = STYLE_Translucent;
hadTranslucency = true;
hadStyle = true;
}
else if (linelen == 6 && stricmp (Line1, "Height") == 0)
{
info->height = val;
hadHeight = true;
}
else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
{
info->Damage = val;
}
else if (linelen == 5)
{
if (stricmp (Line1, "Speed") == 0)
{
info->Speed = val;
}
else if (stricmp (Line1, "Width") == 0)
{
info->radius = val;
}
else if (stricmp (Line1, "Alpha") == 0)
{
info->alpha = (fixed_t)(atof (Line2) * FRACUNIT);
hadTranslucency = true;
}
else if (stricmp (Line1, "Scale") == 0)
{
info->scaleY = info->scaleX = clamp<fixed_t> (FLOAT2FIXED(atof (Line2)), 1, 256*FRACUNIT);
}
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 > 6)
{
if (linelen == 12 && stricmp (Line1, "No Ice Death") == 0)
{
if (val)
{
info->flags4 |= MF4_NOICEDEATH;
}
else
{
info->flags4 &= ~MF4_NOICEDEATH;
}
}
else if (stricmp (Line1 + linelen - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != NULL && !patchedStates)
{
MakeStateDefines(type->ActorInfo->StateList);
patchedStates = true;
}
if (!strnicmp (Line1, "Initial", 7))
AddState("Spawn", state ? state : GetDefault<AActor>()->SpawnState);
else if (!strnicmp (Line1, "First moving", 12))
AddState("See", state);
else if (!strnicmp (Line1, "Injury", 6))
AddState("Pain", state);
else if (!strnicmp (Line1, "Close attack", 12))
{
if (thingy != 1) // Not for players!
{
AddState("Melee", state);
}
}
else if (!strnicmp (Line1, "Far attack", 10))
{
if (thingy != 1) // Not for players!
{
AddState("Missile", state);
}
}
else if (!strnicmp (Line1, "Death", 5))
AddState("Death", state);
else if (!strnicmp (Line1, "Exploding", 9))
AddState("XDeath", state);
else if (!strnicmp (Line1, "Respawn", 7))
AddState("Raise", state);
}
else if (stricmp (Line1 + linelen - 6, " sound") == 0)
{
int snd;
if (val == 0 || val >= (unsigned long)NumSounds)
{
if (endptr == Line2)
{ // Sound was not a (valid) number,
// so treat it as an actual sound name.
stripwhite (Line2);
snd = S_FindSound (Line2);
}
else
{
snd = 0;
}
}
else
{
snd = S_FindSound (GetName (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 (linelen == 4)
{
if (stricmp (Line1, "Mass") == 0)
{
info->Mass = val;
}
else if (stricmp (Line1, "Bits") == 0)
{
DWORD value[4] = { 0, 0, 0 };
bool vchanged[4] = { false, false, false };
char *strval;
for (strval = Line2; (strval = strtok (strval, ",+| \t\f\r")); strval = NULL)
{
if (IsNum (strval))
{
// Force the top 4 bits to 0 so that the user is forced
// to use the mnemonics to change them. And MF_SLIDE doesn't
// exist anymore, so 0 that too.
value[0] |= atoi(strval) & 0x0fffdfff;
vchanged[0] = true;
}
else
{
int min, max;
int name = FindName (strval);
if (name == -1)
{
DPrintf ("Unknown bit mnemonic %s\n", strval);
}
else
{
min = 0;
max = NumBitNames - 1;
while (min <= max)
{
int mid = (min + max) / 2;
if (BitNames[mid].Name == name)
{
vchanged[BitNames[mid].WhichFlags] = true;
value[BitNames[mid].WhichFlags] |= 1 << BitNames[mid].Bit;
break;
}
else if (BitNames[mid].Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
if (min > max)
{
DPrintf("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;
}
info->flags = value[0];
}
if (vchanged[1])
{
info->flags2 = value[1];
if (info->flags2 & MF2_BOUNCE1)
{ // If a bex patch specifies FLOORBOUNCE, also set
// BOUNCE2, because otherwise it will get HERETICBOUNCE
// instead of DOOMBOUNCE.
info->flags2 |= MF2_BOUNCE2;
}
// Damage types that once were flags but now are not
if (info->flags2 & 0x20000000)
{
info->DamageType = NAME_Ice;
info->flags2 &= ~0x20000000;
}
if (info->flags2 & 0x10000)
{
info->DamageType = NAME_Fire;
info->flags2 &= ~0x10000;
}
if (info->flags2 & 1)
{
info->gravity = FRACUNIT/4;
info->flags2 &= ~1;
}
}
if (vchanged[2])
{
if (value[2] & 7)
{
hadTranslucency = true;
if (value[2] & 1)
info->alpha = TRANSLUC25;
else if (value[2] & 2)
info->alpha = TRANSLUC50;
else if (value[2] & 4)
info->alpha = TRANSLUC75;
info->RenderStyle = STYLE_Translucent;
}
if (value[2] & 8)
info->renderflags |= RF_INVISIBLE;
else
info->renderflags &= ~RF_INVISIBLE;
}
DPrintf ("Bits: %d,%d (0x%08x,0x%08x)\n", info->flags, info->flags2,
info->flags, info->flags2);
}
else if (stricmp (Line1, "ID #") == 0)
{
*ednum = 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 <= NumOrgHeights && thingy > 0)
{
info->height = OrgHeights[thingy - 1] * FRACUNIT;
}
// 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 = FRACUNIT/5;
}
else
{ // changed from shadow
if (!hadStyle)
info->RenderStyle = STYLE_Normal;
}
}
// If this thing's speed is really low (i.e. meant to be a monster),
// bump it up, because all speeds are fixed point now.
if (abs(info->Speed) < 256)
{
info->Speed <<= FRACBITS;
}
if (info->flags & MF_SPECIAL)
{
TouchedActors.Push (const_cast<PClass *>(type));
}
// Make MF3_ISMONSTER match MF_COUNTKILL
if (info->flags & MF_COUNTKILL)
{
info->flags3 |= MF3_ISMONSTER;
}
else
{
info->flags3 &= ~MF3_ISMONSTER;
}
if (patchedStates)
{
InstallStates(type->ActorInfo, 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;
}
static int PatchFrame (int frameNum)
{
int result;
int tics, misc1, frame;
FState *info, dummy;
info = FindState (frameNum);
if (info)
{
DPrintf ("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)
{
int val = atoi (Line2);
size_t keylen = strlen (Line1);
if (keylen == 8 && stricmp (Line1, "Duration") == 0)
{
tics = clamp (val, -1, 65534);
}
else if (keylen == 9 && stricmp (Line1, "Unknown 1") == 0)
{
if (val < -128 || val > 127)
{
Printf ("Frame %d: misc1 is out of range\n", frameNum);
}
else
{
misc1 = val;
}
}
else if (keylen == 9 && stricmp (Line1, "Unknown 2") == 0)
{
if (val < 0 || val > 255)
{
Printf ("Frame %d: misc2 is out of range\n", frameNum);
}
else
{
info->Misc2 = val;
}
}
else if (keylen == 13 && stricmp (Line1, "Sprite number") == 0)
{
unsigned int i;
if (val < NumSprites)
{
for (i = 0; i < sprites.Size(); i++)
{
if (memcmp (OrgSprNames[val], sprites[i].name, 4) == 0)
{
info->sprite.index = (int)i;
break;
}
}
if (i == sprites.Size ())
{
Printf ("Frame %d: Sprite %d (%s) is undefined\n",
frameNum, val, OrgSprNames[val]);
}
}
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);
}
else if (keylen == 16 && stricmp (Line1, "Sprite subnumber") == 0)
{
frame = val;
}
else
{
Printf (unknown_str, Line1, "Frame", frameNum);
}
}
if (info != &dummy)
{
if (misc1 != 0 && tics > 254)
{
Printf ("Frame %d: Misc1 must be 0 if tics >254\n", frameNum);
misc1 = 0;
}
if ((unsigned)(frame & 0x7fff) > 63)
{
Printf ("Frame %d: Subnumber must be in range [0,63]\n", frameNum);
}
info->Tics = (tics+1) & 255;
info->Misc1 = ((tics+1)>>8) | misc1;
info->Frame = (frame & 0x3f) |
(frame & 0x8000 ? SF_FULLBRIGHT : 0) |
(tics > 254 ? SF_BIGTIC : 0);
}
return result;
}
static int PatchSprite (int sprNum)
{
int result;
int offset = 0;
if (sprNum >= 0 && sprNum < NumSprites)
{
DPrintf ("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 (offset >= 0 && offset < NumSprites)
{
sprNum = FindSprite (OrgSprNames[sprNum]);
if (sprNum != -1)
strncpy (sprites[sprNum].name, OrgSprNames[offset], 4);
}
else
{
Printf ("Sprite name %d out of range.\n", offset);
}
}
return result;
}
static int PatchAmmo (int ammoNum)
{
const PClass *ammoType;
AAmmo *defaultAmmo;
int result;
int *max;
int *per;
int oldclip;
int dummy;
if (ammoNum >= 0 && ammoNum < 4)
{
DPrintf ("Ammo %d.\n", ammoNum);
ammoType = PClass::FindClass (AmmoNames[ammoNum]);
defaultAmmo = (AAmmo *)GetDefaultByType (ammoType);
max = &defaultAmmo->MaxAmount;
per = &defaultAmmo->Amount;
}
else
{
Printf ("Ammo %d out of range.\n", ammoNum);
ammoType = NULL;
max = per = &dummy;
defaultAmmo = NULL;
}
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->BackpackMaxAmount = defaultAmmo->MaxAmount * 2;
defaultAmmo->BackpackAmount = defaultAmmo->Amount;
}
// Fix per-ammo/max-ammo amounts for descendants of the base ammo class
if (oldclip != *per)
{
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *type = PClass::m_Types[i];
if (type == ammoType)
continue;
if (type->IsDescendantOf (ammoType))
{
defaultAmmo = (AAmmo *)GetDefaultByType (type);
defaultAmmo->MaxAmount = *max;
defaultAmmo->Amount = Scale (defaultAmmo->Amount, *per, oldclip);
}
else if (type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
AWeapon *defWeap = (AWeapon *)GetDefaultByType (type);
if (defWeap->AmmoType1 == ammoType)
{
defWeap->AmmoGive1 = Scale (defWeap->AmmoGive1, *per, oldclip);
}
if (defWeap->AmmoType2 == ammoType)
{
defWeap->AmmoGive2 = Scale (defWeap->AmmoGive2, *per, oldclip);
}
}
}
}
return result;
}
static int PatchWeapon (int weapNum)
{
int result;
const PClass *type;
AWeapon *info;
BYTE dummy[sizeof(AWeapon)];
bool patchedStates = false;
if (weapNum >= 0 && weapNum < 9)
{
type = PClass::FindClass(WeaponNames[weapNum]);
info = (AWeapon *)GetDefaultByType (type);
DPrintf ("Weapon %d\n", weapNum);
}
else
{
info = (AWeapon *)&dummy;
type = NULL;
Printf ("Weapon %d out of range.\n", weapNum);
}
while ((result = GetLine ()) == 1)
{
int val = atoi (Line2);
if (strlen (Line1) >= 9)
{
if (stricmp (Line1 + strlen (Line1) - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != NULL && !patchedStates)
{
MakeStateDefines(type->ActorInfo->StateList);
patchedStates = true;
}
if (strnicmp (Line1, "Deselect", 8) == 0)
AddState("Select", state);
else if (strnicmp (Line1, "Select", 6) == 0)
AddState("Deselect", state);
else if (strnicmp (Line1, "Bobbing", 7) == 0)
AddState("Ready", state);
else if (strnicmp (Line1, "Shooting", 8) == 0)
AddState("Fire", state);
else if (strnicmp (Line1, "Firing", 6) == 0)
AddState("Flash", state);
}
else if (stricmp (Line1, "Ammo type") == 0)
{
if (val < 0 || val >= 12)
{
val = 5;
}
info->AmmoType1 = PClass::FindClass (AmmoNames[val]);
if (info->AmmoType1 != NULL)
{
info->AmmoGive1 = ((AAmmo*)GetDefaultByType (info->AmmoType1))->Amount * 2;
if (info->AmmoUse1 == 0)
{
info->AmmoUse1 = 1;
}
}
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
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 ("Weapon %d: Unknown decal %s\n", weapNum, Line2);
}
}
else if (stricmp (Line1, "Ammo use") == 0 || stricmp (Line1, "Ammo per shot") == 0)
{
info->AmmoUse1 = val;
}
else if (stricmp (Line1, "Min ammo") == 0)
{
info->MinAmmo1 = val;
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
if (info->AmmoType1 == NULL)
{
info->AmmoUse1 = 0;
}
if (patchedStates)
{
InstallStates(type->ActorInfo, info);
}
return result;
}
static void SetPointer(FState *state, PSymbol *sym)
{
if (sym==NULL)
{
state->Action = NULL;
state->ParameterIndex=0;
}
else switch (sym->SymbolType)
{
case SYM_ActionFunction:
state->Action = static_cast<PSymbolActionFunction*>(sym)->Function;
state->ParameterIndex=0; // No parameters for patched code pointers
break;
/*
case SYM_ExternalFunction:
state->Action = A_CallExtFunction;
state->ParameterIndex = static_cast<PSymbolExternalFunction*>(sym->Data);
break;
*/
default:
state->Action = NULL;
state->ParameterIndex=0;
}
}
static int PatchPointer (int ptrNum)
{
int result;
if (ptrNum >= 0 && ptrNum < 448) {
DPrintf ("Pointer %d\n", ptrNum);
} else {
Printf ("Pointer %d out of range.\n", ptrNum);
ptrNum = -1;
}
while ((result = GetLine ()) == 1)
{
if ((unsigned)ptrNum < (unsigned)NumCodeP && (!stricmp (Line1, "Codep Frame")))
{
FState *state = FindState (CodePConv[ptrNum]);
if (state)
{
int index = atoi(Line2);
if ((unsigned)(index) >= (unsigned)NumActions)
state->Action = NULL;
else
{
SetPointer(state, CodePtrSymbols[ActionList[index]]);
}
}
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 ("Cheats (support removed by request)\n");
while ((result = GetLine ()) == 1)
{
}
return result;
}
static int PatchMisc (int dummy)
{
static const struct Key keys[] = {
{ "Initial Health", myoffsetof(struct DehInfo,StartHealth) },
{ "Initial Bullets", myoffsetof(struct DehInfo,StartBullets) },
{ "Max Health", myoffsetof(struct DehInfo,MaxHealth) },
{ "Max Armor", myoffsetof(struct DehInfo,MaxArmor) },
{ "Green Armor Class", myoffsetof(struct DehInfo,GreenAC) },
{ "Blue Armor Class", myoffsetof(struct DehInfo,BlueAC) },
{ "Max Soulsphere", myoffsetof(struct DehInfo,MaxSoulsphere) },
{ "Soulsphere Health", myoffsetof(struct DehInfo,SoulsphereHealth) },
{ "Megasphere Health", myoffsetof(struct DehInfo,MegasphereHealth) },
{ "God Mode Health", myoffsetof(struct DehInfo,GodHealth) },
{ "IDFA Armor", myoffsetof(struct DehInfo,FAArmor) },
{ "IDFA Armor Class", myoffsetof(struct DehInfo,FAAC) },
{ "IDKFA Armor", myoffsetof(struct DehInfo,KFAArmor) },
{ "IDKFA Armor Class", myoffsetof(struct DehInfo,KFAAC) },
{ "No Autofreeze", myoffsetof(struct DehInfo,NoAutofreeze) },
{ NULL, }
};
int result;
DPrintf ("Misc\n");
while ((result = GetLine()) == 1)
{
if (HandleKey (keys, &deh, Line1, atoi (Line2)))
{
if (stricmp (Line1, "BFG Cells/Shot") == 0)
{
((AWeapon*)GetDefaultByName ("BFG9000"))->AmmoUse1 = 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 = (fixed_t)(atof (Line2) * FRACUNIT);
}
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 PClass * const types[] =
{
RUNTIME_CLASS(APowerInvulnerable),
RUNTIME_CLASS(APowerStrength),
RUNTIME_CLASS(APowerInvisibility),
RUNTIME_CLASS(APowerIronFeet),
RUNTIME_CLASS(APowerLightAmp),
RUNTIME_CLASS(APowerWeaponLevel2),
RUNTIME_CLASS(APowerSpeed),
RUNTIME_CLASS(APowerMinotaur)
};
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
{
static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = PalEntry(
BYTE(clamp(a,0.f,1.f)*255.f),
clamp(r,0,255),
clamp(g,0,255),
clamp(b,0,255));
}
}
}
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!
ABasicArmorPickup *armor;
armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("GreenArmor"));
if (armor!=NULL)
{
armor->SaveAmount = 100 * deh.GreenAC;
armor->SavePercent = deh.GreenAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
}
armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("BlueArmor"));
if (armor!=NULL)
{
armor->SaveAmount = 100 * deh.BlueAC;
armor->SavePercent = deh.BlueAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
}
ABasicArmorBonus *barmor;
barmor = static_cast<ABasicArmorBonus *> (GetDefaultByName ("ArmorBonus"));
if (barmor!=NULL)
{
barmor->MaxSaveAmount = deh.MaxArmor;
}
AHealth *health;
health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
if (health!=NULL)
{
health->MaxAmount = 2 * deh.MaxHealth;
}
health = static_cast<AHealth *> (GetDefaultByName ("Soulsphere"));
if (health!=NULL)
{
health->Amount = deh.SoulsphereHealth;
health->MaxAmount = deh.MaxSoulsphere;
}
health = static_cast<AHealth *> (GetDefaultByName ("MegasphereHealth"));
if (health!=NULL)
{
health->Amount = health->MaxAmount = deh.MegasphereHealth;
}
APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
if (player != NULL)
{
player->health = deh.StartHealth;
FDropItem * di = GetDropItems(PClass::FindClass(NAME_DoomPlayer));
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 ("[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;
space = strchr (Line2, ' ');
if (!space) {
Printf ("Need data after par.\n");
continue;
}
*space++ = '\0';
while (*space && isspace(*space))
space++;
moredata = strchr (space, ' ');
if (moredata) {
// At least 3 items on this line, must be E?M? format
sprintf (mapname, "E%cM%c", *Line2, *space);
par = atoi (moredata + 1);
} else {
// Only 2 items, must be MAP?? format
sprintf (mapname, "MAP%02d", atoi(Line2) % 100);
par = atoi (space);
}
if (!(info = FindLevelInfo (mapname)) ) {
Printf ("No map %s\n", mapname);
continue;
}
info->partime = par;
DPrintf ("Par for %s changed to %d\n", mapname, par);
}
return result;
}
static int PatchCodePtrs (int dummy)
{
int result;
DPrintf ("[CodePtr]\n");
while ((result = GetLine()) == 1)
{
if (!strnicmp ("Frame", Line1, 5) && isspace(Line1[5]))
{
int frame = atoi (Line1 + 5);
FState *state = FindState (frame);
if (state == NULL)
{
Printf ("Frame %d out of range\n", frame);
}
else
{
int name;
stripwhite (Line2);
if ((Line2[0] == 'A' || Line2[0] == 'a') && Line2[1] == '_')
name = FindName (Line2 + 2);
else
name = FindName (Line2);
if (name == -1)
{
state->Action = NULL;
Printf ("Frame %d: Unknown code pointer: %s\n", frame, Line2);
}
else
{
int min, max, mid;
min = 0;
max = NumCodePtrs - 1;
while (min <= max)
{
mid = (min + max) / 2;
if (CodePtrNames[mid].name == name)
break;
else if (CodePtrNames[mid].name < name)
min = mid + 1;
else
max = mid - 1;
}
if (min > max)
{
state->Action = NULL;
Printf ("Frame %d: Unknown code pointer: %s\n", frame, Line2);
}
else
{
SetPointer(state, CodePtrSymbols[CodePtrNames[mid].num]);
DPrintf ("Frame %d set to %s\n", frame, GetName (CodePtrNames[mid].name));
}
}
}
}
}
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);
oldStr = new char[oldSize + 1];
newStr = new char[newSize + 1];
if (!oldStr || !newStr)
{
Printf ("Out of memory.\n");
goto donewithtext;
}
good = ReadChars (&oldStr, oldSize);
good += ReadChars (&newStr, newSize);
if (!good)
{
delete[] newStr;
delete[] oldStr;
Printf ("Unexpected end-of-file.\n");
return 0;
}
if (includenotext)
{
Printf ("Skipping text chunk in included patch.\n");
goto donewithtext;
}
DPrintf ("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);
}
// 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)
{
swap (DehSpriteMappings[i-1], DehSpriteMappings[i]);
--i;
}
while ((size_t)i < countof(DehSpriteMappings)-1 &&
strncmp (DehSpriteMappings[i+1].Sprite, newStr, 4) < 0)
{
swap (DehSpriteMappings[i+1], DehSpriteMappings[i]);
++i;
}
break;
}
}
goto donewithtext;
}
}
#if 0
// Search through music names.
if (oldSize < 7)
{ // Music names are never >6 chars
char musname[9];
level_info_t *info = LevelInfos;
sprintf (musname, "d_%s", oldStr);
while (info->level_name)
{
if (info->music && stricmp (info->music, musname) == 0)
{
good = true;
strcpy (info->music, musname);
}
info++;
}
}
#endif
if (good)
goto donewithtext;
// Search through most other texts
const char *str;
str = EnglishStrings->MatchString (oldStr);
if (str != NULL)
{
GStrings.SetString (str, newStr);
good = true;
}
if (!good)
DPrintf (" (Unmatched)\n");
donewithtext:
if (newStr)
delete[] newStr;
if (oldStr)
delete[] oldStr;
// Fetch next identifier for main loop
while ((result = GetLine ()) == 1)
;
return result;
}
static int PatchStrings (int dummy)
{
int result;
DPrintf ("[Strings]\n");
while ((result = GetLine()) == 1)
{
FString holdstring;
do
{
holdstring += skipwhite (Line2);
holdstring.StripRight();
if (holdstring.Len() > 0 && holdstring[holdstring.Len()-1] == '\\')
{
holdstring.Truncate((long)holdstring.Len()-1);
Line2 = igets ();
}
else
{
Line2 = NULL;
}
} while (Line2 && *Line2);
ReplaceSpecialChars (holdstring.LockBuffer());
holdstring.UnlockBuffer();
GStrings.SetString (Line1, holdstring);
DPrintf ("%s set to:\n%s\n", Line1, holdstring.GetChars());
}
return result;
}
static int DoInclude (int dummy)
{
char *data;
int savedversion, savepversion;
char *savepatchfile, *savepatchpt, *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 ("Including %s\n", data);
savepatchname = PatchName;
savepatchfile = PatchFile;
savepatchpt = PatchPt;
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 = savepatchname ? strrchr (savepatchname, '/') : NULL;
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;
}
}
DoDehPatch (path, false);
if (data != path)
{
delete[] path;
}
DPrintf ("Done with include\n");
PatchName = savepatchname;
PatchFile = savepatchfile;
PatchPt = savepatchpt;
dversion = savedversion;
pversion = savepversion;
}
including = false;
includenotext = false;
return GetLine();
}
void DoDehPatch (const char *patchfile, bool autoloading)
{
char file[256];
int cont;
int filelen = 0; // Be quiet, gcc
int lump;
PatchFile = NULL;
PatchName = NULL;
lump = Wads.CheckNumForName ("DEHACKED");
if (lump >= 0 && autoloading)
{
// Execute the DEHACKED lump as a patch.
strcpy (file, "DEHACKED lump");
filelen = Wads.LumpLength (lump);
if ( (PatchFile = new char[filelen + 1]) )
{
Wads.ReadLump (lump, PatchFile);
}
else
{
Printf ("Not enough memory to apply patch\n");
return;
}
}
else if (patchfile)
{
// Try to use patchfile as a patch.
FILE *deh;
strcpy (file, patchfile);
FixPathSeperator (file);
DefaultExtension (file, ".deh");
if ( !(deh = fopen (file, "rb")) )
{
strcpy (file, patchfile);
FixPathSeperator (file);
DefaultExtension (file, ".bex");
deh = fopen (file, "rb");
}
if (deh)
{
filelen = Q_filelength (deh);
if ( (PatchFile = new char[filelen + 1]) )
{
fread (PatchFile, 1, filelen, deh);
fclose (deh);
PatchName = copystring (patchfile);
FixPathSeperator (PatchName);
}
}
if (!PatchFile)
{
// Couldn't find it on disk, try reading it from a lump
lump = Wads.CheckNumForFullName(patchfile, true);
if (lump == -1)
{
// Compatibility fallback. It's just here because
// some WAD may need it. Should be deleted it it can
// be confirmed that nothing uses this case.
FString filebase(ExtractFileBase (patchfile));
lump = Wads.CheckNumForName (filebase);
}
if (lump >= 0)
{
filelen = Wads.LumpLength (lump);
if ( (PatchFile = new char[filelen + 1]) )
{
Wads.ReadLump (lump, PatchFile);
}
else
{
Printf ("Not enough memory to apply patch\n");
return;
}
}
}
if (!PatchFile)
{
Printf ("Could not open DeHackEd patch \"%s\"\n", file);
return;
}
}
else
{
// Nothing to do.
return;
}
// End file with a NULL for our parser
PatchFile[filelen] = 0;
dversion = pversion = -1;
/*
if (gameinfo.gametype != GAME_Doom)
{
Printf ("DeHackEd/BEX patches are only supported for DOOM mode\n");
delete[] PatchFile;
return;
}
*/
cont = 0;
if (0 == strncmp (PatchFile, "Patch File for DeHackEd v", 25))
{
if (PatchFile[25] < '3')
{
if (PatchName != NULL) delete[] PatchName;
delete[] PatchFile;
Printf (PRINT_BOLD, "\"%s\" is an old and unsupported DeHackEd patch\n", file);
return;
}
PatchPt = strchr (PatchFile, '\n');
while ((cont = GetLine()) == 1)
{
CHECKKEY ("Doom version", dversion)
else CHECKKEY ("Patch format", pversion)
}
if (!cont || dversion == -1 || pversion == -1)
{
if (PatchName != NULL) delete[] PatchName;
delete[] PatchFile;
Printf (PRINT_BOLD, "\"%s\" is not a DeHackEd patch file\n", file);
return;
}
}
else
{
DPrintf ("Patch does not have DeHackEd signature. Assuming .bex\n");
dversion = 19;
pversion = 6;
PatchPt = PatchFile;
while ((cont = GetLine()) == 1)
;
}
if (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");
if (PatchName != NULL) delete[] PatchName;
delete[] PatchFile;
UnloadDehSupp ();
return;
}
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 ();
if (PatchName != NULL) delete[] PatchName;
delete[] PatchFile;
Printf ("Patch installed\n");
}
static inline bool CompareLabel (const char *want, const BYTE *have)
{
return *(DWORD *)want == *(DWORD *)have;
}
static inline short GetWord (const BYTE *in)
{
return (in[0] << 8) | (in[1]);
}
static short *GetWordSpace (void *in, size_t size)
{
short *ptr;
size_t i;
ptr = (short *)in;
for (i = 0; i < size; i++)
{
ptr[i] = GetWord ((BYTE *)in + i*2);
}
return ptr;
}
static int DehUseCount;
static BYTE *DehSuppLump;
static void UnloadDehSupp ()
{
if (--DehUseCount <= 0)
{
// 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;
delete[] DehSuppLump;
DehSuppLump = NULL;
if (CodePtrSymbols != NULL)
{
delete[] CodePtrSymbols;
CodePtrSymbols = NULL;
}
if (OrgSprNames != NULL)
{
delete[] OrgSprNames[0];
delete[] OrgSprNames;
OrgSprNames = NULL;
}
if (BitNames != NULL)
{
delete[] BitNames;
BitNames = NULL;
}
if (StyleNames != NULL)
{
delete[] StyleNames;
StyleNames = NULL;
}
if (UnchangedSpriteNames != NULL)
{
delete[] UnchangedSpriteNames;
UnchangedSpriteNames = NULL;
NumUnchangedSprites = 0;
}
if (EnglishStrings != NULL)
{
delete EnglishStrings;
EnglishStrings = NULL;
}
}
}
static bool LoadDehSupp ()
{
int lump = Wads.CheckNumForName ("DEHSUPP");
bool gotnames = false;
int i;
BYTE *supp;
if (lump == -1)
{
return false;
}
if (++DehUseCount > 1)
{
return true;
}
if (EnglishStrings == NULL)
{
EnglishStrings = new FStringTable;
EnglishStrings->LoadStrings (true);
}
if (UnchangedSpriteNames == NULL)
{
UnchangedSpriteNames = new char[sprites.Size()*4];
NumUnchangedSprites = sprites.Size();
for (i = 0; i < NumUnchangedSprites; ++i)
{
memcpy (UnchangedSpriteNames+i*4, &sprites[i].name, 4);
}
}
if (DehSuppLump != NULL)
{
supp = DehSuppLump;
}
else
{
int len = Wads.LumpLength (lump);
supp = new BYTE[len];
Wads.ReadLump (lump, supp);
DehSuppLump = supp;
}
for (;;)
{
if (CompareLabel ("NAME", supp))
{
gotnames = true;
NumNames = GetWord (supp + 6);
NameBase = (char *)(supp + 8 + NumNames * 2);
NameOffs = (WORD *)GetWordSpace (supp + 8, NumNames);
supp += GetWord (supp + 4) + 6;
}
else if (CompareLabel ("HIGH", supp))
{
NumOrgHeights = GetWord (supp + 4);
OrgHeights = supp + 6;
supp += NumOrgHeights + 6;
}
else if (CompareLabel ("ACTF", supp))
{
NumCodePtrs = GetWord (supp + 4);
CodePtrNames = (CodePtrMap *)GetWordSpace (supp + 6, NumCodePtrs*2);
CodePtrSymbols = new PSymbol*[NumCodePtrs];
for(int i=0;i<NumCodePtrs;i++)
{
// all relevant code pointers are either defined in AInventory
// or AActor so this will find all of them.
FString name = "A_";
name << GetName(CodePtrNames[i].name);
CodePtrSymbols[CodePtrNames[i].num] = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(name, true);
}
supp += 6 + NumCodePtrs * 4;
}
else if (CompareLabel ("ACTM", supp))
{
NumActions = GetWord (supp + 4);
ActionList = supp + 6;
supp += NumActions + 6;
}
else if (CompareLabel ("CODP", supp))
{
NumCodeP = GetWord (supp + 4);
CodePConv = GetWordSpace (supp + 6, NumCodeP);
supp += 6 + NumCodeP * 2;
}
else if (CompareLabel ("SPRN", supp))
{
char *sprites;
NumSprites = GetWord (supp + 4);
OrgSprNames = new char *[NumSprites];
sprites = new char[NumSprites*5];
for (i = 0; i < NumSprites; i++)
{
sprites[i*5+0] = supp[6+i*4+0];
sprites[i*5+1] = supp[6+i*4+1];
sprites[i*5+2] = supp[6+i*4+2];
sprites[i*5+3] = supp[6+i*4+3];
sprites[i*5+4] = 0;
OrgSprNames[i] = sprites + i*5;
}
supp += 6 + NumSprites * 4;
}
else if (CompareLabel ("STAT", supp))
{
if (!gotnames)
{
Printf ("Names must come before state map\n");
return false;
}
if (StateMap == NULL)
{
NumStateMaps = GetWord (supp + 4);
StateMap = new StateMapper[NumStateMaps];
for (i = 0; i < NumStateMaps; i++)
{
const char *name = GetName (GetWord (supp + 6 + i*4));
const PClass *type = PClass::FindClass (name);
if (type == NULL)
{
Printf ("Can't find type %s\n", name);
return false;
}
else if (type->ActorInfo == NULL)
{
Printf ("%s has no ActorInfo\n", name);
return false;
}
else
{
AActor *def = GetDefaultByType (type);
switch (supp[6 + i*4 + 2])
{
case FirstState:
StateMap[i].State = type->ActorInfo->OwnedStates;
break;
case SpawnState:
StateMap[i].State = def->SpawnState;
break;
case DeathState:
StateMap[i].State = type->ActorInfo->FindState(NAME_Death);
break;
}
StateMap[i].StateSpan = supp[6+i*4+3];
StateMap[i].Owner = type;
StateMap[i].OwnerIsPickup = (def->flags & MF_SPECIAL) != 0;
}
}
}
supp += 6 + NumStateMaps * 4;
}
else if (CompareLabel ("SND ", supp))
{
NumSounds = GetWord (supp + 4);
SoundMap = GetWordSpace (supp + 6, NumSounds);
supp += 6 + NumSounds * 2;
}
else if (CompareLabel ("INFN", supp))
{
NumInfos = GetWord (supp + 4);
InfoNames = GetWordSpace (supp + 6, NumInfos);
supp += 6 + NumInfos * 2;
}
else if (CompareLabel ("TBIT", supp))
{
NumBitNames = GetWord (supp + 4);
BitNames = new BitName[NumBitNames];
for (i = 0; i < NumBitNames; i++)
{
BitNames[i].Name = GetWord (supp + 6 + i*3);
BitNames[i].Bit = supp[6+i*3+2] & 0x1f;
BitNames[i].WhichFlags = clamp (supp[6+i*3+2] >> 5, 0, 3);
}
supp += 6 + NumBitNames * 3;
}
else if (CompareLabel ("REND", supp))
{
NumStyleNames = GetWord (supp + 4);
StyleNames = new StyleName[NumStyleNames];
for (i = 0; i < NumStyleNames; i++)
{
StyleNames[i].Name = GetWord (supp + 6 + i*3);
StyleNames[i].Num = supp[6+i*3+2];
}
supp += 6 + NumStyleNames * 3;
}
else if (CompareLabel ("END ", supp))
{
return true;
}
else
{
Printf ("Unknown block %c%c%c%c in DEHSUPP\n",
supp[0], supp[1], supp[2], supp[3]);
return false;
}
}
}
void FinishDehPatch ()
{
unsigned int touchedIndex;
for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
{
PClass *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];
sprintf (typeNameBuilder, "DehackedPickup%d", touchedIndex);
PClass *subclass = RUNTIME_CLASS(ADehackedPickup)->CreateDerivedClass
(typeNameBuilder, sizeof(ADehackedPickup));
AActor *defaults2 = GetDefaultByType (subclass);
memcpy (defaults2, defaults1, sizeof(AActor));
// Make a copy the state labels
MakeStateDefines(type->ActorInfo->StateList);
InstallStates(subclass->ActorInfo, defaults2);
// Use the DECORATE replacement feature to redirect all spawns
// of the original class to the new one.
type->ActorInfo->Replacement = subclass->ActorInfo;
subclass->ActorInfo->Replacee = type->ActorInfo;
DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
}
// Now that all Dehacked patches have been processed, it's okay to free StateMap.
if (StateMap != NULL)
{
delete[] StateMap;
StateMap = NULL;
}
}
bool ADehackedPickup::TryPickup (AActor *toucher)
{
const PClass *type = DetermineType ();
if (type == NULL)
{
return false;
}
RealPickup = static_cast<AInventory *>(Spawn (type, x, y, z, NO_REPLACE));
if (RealPickup != NULL)
{
if (!(flags & MF_DROPPED))
{
RealPickup->flags &= ~MF_DROPPED;
}
// If this item has been dropped by a monster the
// amount of ammo this gives must be halved.
if (droppedbymonster)
{
if (RealPickup->IsKindOf(RUNTIME_CLASS(AWeapon)))
{
static_cast<AWeapon *>(RealPickup)->AmmoGive1 /= 2;
static_cast<AWeapon *>(RealPickup)->AmmoGive2 /= 2;
}
else if (RealPickup->IsKindOf(RUNTIME_CLASS(AAmmo)))
{
RealPickup->Amount /= 2;
}
}
if (!RealPickup->TryPickup (toucher))
{
RealPickup->Destroy ();
RealPickup = NULL;
return false;
}
GoAwayAndDie ();
return true;
}
return false;
}
const char *ADehackedPickup::PickupMessage ()
{
return RealPickup->PickupMessage ();
}
bool ADehackedPickup::ShouldStay ()
{
return RealPickup->ShouldStay ();
}
bool ADehackedPickup::ShouldRespawn ()
{
return RealPickup->ShouldRespawn ();
}
void ADehackedPickup::PlayPickupSound (AActor *toucher)
{
RealPickup->PlayPickupSound (toucher);
}
void ADehackedPickup::DoPickupSpecial (AActor *toucher)
{
Super::DoPickupSpecial (toucher);
// If the real pickup hasn't joined the toucher's inventory, make sure it
// doesn't stick around.
if (RealPickup->Owner != toucher)
{
RealPickup->Destroy ();
}
RealPickup = NULL;
}
void ADehackedPickup::Destroy ()
{
if (RealPickup != NULL)
{
RealPickup->Destroy ();
RealPickup = NULL;
}
Super::Destroy ();
}
const PClass *ADehackedPickup::DetermineType ()
{
// 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[sprite].name, 4);
if (lex == 0)
{
return PClass::FindClass (DehSpriteMappings[mid].ClassName);
}
else if (lex < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
void ADehackedPickup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << droppedbymonster;
}