qzdoom/src/d_dehacked.cpp

2723 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_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 "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
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);
static void PushTouchedActor(PClass *cls)
{
for(unsigned i = 0; i < TouchedActors.Size(); i++)
{
if (TouchedActors[i] == cls) return;
}
TouchedActors.Push(cls);
}
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)
{
PushTouchedActor(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;
FStateDefinitions statedef;
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;
info->projectilepassheight = 0; // needs to be disabled
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)
{
statedef.MakeStateDefines(type);
patchedStates = 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;
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 = Line2;
}
}
else
{
snd = 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;
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 = 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)
{
PushTouchedActor(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)
{
statedef.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 = (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;
info->Misc1 = misc1;
info->Frame = (frame & 0x3f) |
(frame & 0x8000 ? SF_FULLBRIGHT : 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;
FStateDefinitions statedef;
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)
{
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)
{
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)
{
statedef.InstallStates(type->ActorInfo, info);
}
return result;
}
static void SetPointer(FState *state, PSymbol *sym)
{
if (sym==NULL)
{
state->SetAction(NULL);
}
else switch (sym->SymbolType)
{
case SYM_ActionFunction:
state->SetAction(static_cast<PSymbolActionFunction*>(sym));
break;
/*
case SYM_ExternalFunction:
state->Action = A_CallExtFunction;
break;
*/
default:
state->SetAction(NULL);
}
}
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->SetAction(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;
// Hm... I'm not sure that this is the right way to change this info...
unsigned int index = PClass::FindClass(NAME_DoomPlayer)->Meta.GetMetaInt (ACMETA_DropItems) - 1;
if (index >= 0 && index < DropItemList.Size())
{
FDropItem * di = DropItemList[index];
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
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 ("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->SetAction(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->SetAction(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;
mysnprintf (musname, countof(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, int lump)
{
char file[256];
int cont;
int filelen = 0; // Be quiet, gcc
PatchFile = NULL;
PatchName = NULL;
if (lump < 0)
{
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;
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];
mysnprintf (typeNameBuilder, countof(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 replaced class's state labels
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
// If this is a hacked non-inventory item we must also copy AInventory's special states
statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
}
statedef.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;
}
}
void ModifyDropAmount(AInventory *inv, int dropamount);
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 adjusted.
if (droppedbymonster)
{
ModifyDropAmount(RealPickup, 0);
}
if (!RealPickup->CallTryPickup (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;
}