mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 00:42:08 +00:00
- added true level compatibility map processing and deleted all related map hack code.
This commit is contained in:
parent
a6af6b88df
commit
0e113dab79
23 changed files with 133 additions and 149 deletions
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@ -163,107 +163,6 @@ static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites)
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}
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}
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}
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else if (sc.Compare("picnum"))
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{
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if (sc.CheckNumber())
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{
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if (currentwall != -1 && validateWall())
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{
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wall[currentwall].picnum = sc.Number;
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}
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else if (currentsprite != -1 && validateSprite())
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{
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sprites.sprites[currentsprite].picnum = sc.Number;
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}
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}
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}
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else if (sc.Compare("overpicnum"))
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{
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if (sc.CheckNumber() && validateWall())
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{
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wall[currentwall].overpicnum = sc.Number;
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}
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}
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else if (sc.Compare("overpicnum"))
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{
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if (sc.CheckNumber() && validateWall())
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{
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wall[currentwall].overpicnum = sc.Number;
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}
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}
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else if (sc.Compare("split"))
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{
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int start = -1, end = -1;
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if (sc.CheckNumber()) start = sc.Number;
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if (sc.CheckNumber()) end = sc.Number;
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if (end >= 0 && validateSector())
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{
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hw_SetSplitSector(currentsector, start, end);
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}
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}
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else if (sc.Compare("dontclip"))
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{
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sector[currentsector].exflags |= SECTOREX_DONTCLIP;
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}
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else if (sc.Compare("clearflags"))
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{
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if (currentsector != -1 && validateSector())
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{
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sc.GetString();
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if (sc.Compare("floor") && sc.CheckNumber())
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{
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sector[currentsector].floorstat &= ESectorFlags::FromInt(~sc.Number);
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}
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else if (sc.Compare("ceiling") && sc.CheckNumber())
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{
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sector[currentsector].ceilingstat &= ESectorFlags::FromInt(~sc.Number);
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}
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else sc.ScriptError("Bad token %s", sc.String);
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}
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else if (sc.CheckNumber())
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{
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if (currentwall != -1 && validateWall())
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{
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wall[currentwall].cstat &= EWallFlags::FromInt(~sc.Number);
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}
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else if (currentsprite != -1 && validateSprite())
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{
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sprites.sprites[currentsprite].cstat &= ESpriteFlags::FromInt(~sc.Number);
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}
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}
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}
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else if (sc.Compare("setflags"))
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{
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if (sc.CheckNumber())
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{
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if (currentwall != -1 && validateWall())
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{
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wall[currentwall].cstat |= EWallFlags::FromInt(sc.Number);
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}
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else if (currentsprite != -1 && validateSprite())
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{
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sprites.sprites[currentsprite].cstat |= ESpriteFlags::FromInt(sc.Number);
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}
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}
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}
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else if (sc.Compare("lotag"))
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{
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if (sc.CheckNumber())
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{
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if (currentwall != -1 && validateWall())
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{
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wall[currentwall].lotag = sc.Number;
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}
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else if (currentsprite != -1 && validateSprite())
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{
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sprites.sprites[currentsprite].lotag = sc.Number;
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}
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}
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}
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else if (sc.Compare("sw_serp_continue")) // This is a hack for SW's Last Warrior mod to continue from L4 to L5.
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{
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if (currentLevel) currentLevel->gameflags |= LEVEL_SW_DEATHEXIT_SERPENT_NEXT;
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}
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else if (sc.Compare("angleoff") || sc.Compare("angoff"))
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{
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@ -383,8 +282,6 @@ static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites)
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void loadMapHack(const char* filename, const uint8_t* md4, SpawnSpriteDef& sprites)
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{
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hw_ClearSplitSector();
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FString internal = "engine/compatibility/";
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for (int j = 0; j < 16; ++j)
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{
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@ -543,6 +543,7 @@ void loadMap(const char* filename, int flags, DVector3* pos, int16_t* ang, secto
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auto buffer = fr.Read();
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uint8_t md4[16];
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md4once(buffer.Data(), buffer.Size(), md4);
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PostProcessLevel(md4, filename, sprites);
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loadMapHack(filename, md4, sprites);
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setWallSectors();
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hw_CreateSections();
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@ -698,6 +698,7 @@ TArray<walltype> loadMapWalls(const char* filename);
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void loadMapBackup(const char* filename);
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void loadMapHack(const char* filename, const uint8_t*, SpawnSpriteDef& sprites);
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void validateStartSector(const char* filename, const DVector3& pos, sectortype** cursectnum, unsigned numsectors, bool noabort = false);
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void PostProcessLevel(const uint8_t* checksum, const FString& mapname, SpawnSpriteDef& sprites);
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// should only be used to read angles from map-loaded data (for proper documentation)
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constexpr DAngle mapangle(int mapang)
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@ -37,6 +37,9 @@
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#include "vm.h"
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#include "printf.h"
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#include "types.h"
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#include "maptypes.h"
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#include "hw_sections.h"
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#include "mapinfo.h"
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//==========================================================================
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//
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@ -48,13 +51,21 @@ class DLevelPostProcessor : public DObject
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{
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DECLARE_ABSTRACT_CLASS(DLevelPostProcessor, DObject)
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public:
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SpawnSpriteDef* sprites;
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};
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IMPLEMENT_CLASS(DLevelPostProcessor, true, false);
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void PostProcessLevel(FName checksum, const FString& mapname)
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void PostProcessLevel(const uint8_t* md4, const FString& mapname, SpawnSpriteDef& sprites)
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{
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hw_ClearSplitSector();
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auto lc = Create<DLevelPostProcessor>();
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lc->sprites = &sprites;
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char md4string[33];
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for (int i = 0; i < 16; i++) mysnprintf(md4string + 2 * i, 3, "%02x", md4[i]);
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FName checksum(md4string, true);
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if (checksum == NAME_None) return; // we do not have anything so save the work.
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for(auto cls : PClass::AllClasses)
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{
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@ -83,21 +94,47 @@ void PostProcessLevel(FName checksum, const FString& mapname)
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DEFINE_ACTION_FUNCTION(DLevelPostProcessor, SetSpriteLotag)
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{
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PARAM_SELF_PROLOGUE(DLevelPostProcessor);
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PARAM_INT(sprite);
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PARAM_UINT(sprite);
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PARAM_INT(lotag);
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if (sprite < self->sprites->sprites.Size())
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self->sprites->sprites[sprite].lotag = lotag;
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// todo
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelPostProcessor, ChangeSpriteFlags)
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{
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PARAM_SELF_PROLOGUE(DLevelPostProcessor);
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PARAM_INT(sprite);
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PARAM_UINT(sprite);
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PARAM_INT(clearmask);
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PARAM_INT(setflag);
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PARAM_INT(setmask);
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if (sprite < self->sprites->sprites.Size())
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self->sprites->sprites[sprite].cstat = (self->sprites->sprites[sprite].cstat & ~ESpriteFlags::FromInt(clearmask)) | ESpriteFlags::FromInt(setmask);
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// todo
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelPostProcessor, SplitSector)
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{
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PARAM_SELF_PROLOGUE(DLevelPostProcessor);
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PARAM_UINT(sectornum);
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PARAM_INT(firstwall);
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PARAM_INT(secondwall);
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if (sectornum < sector.Size())
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{
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if (firstwall >= sector[sectornum].wallptr && firstwall < sector[sectornum].wallptr + sector[sectornum].wallnum &&
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secondwall >= sector[sectornum].wallptr && secondwall < sector[sectornum].wallptr + sector[sectornum].wallnum)
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hw_SetSplitSector(sectornum, firstwall, secondwall);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION(DLevelPostProcessor, sw_serp_continue)
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{
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PARAM_SELF_PROLOGUE(DLevelPostProcessor);
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currentLevel->gameflags |= LEVEL_SW_DEATHEXIT_SERPENT_NEXT;
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return 0;
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}
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@ -293,7 +293,7 @@ void InitThingdef()
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//secplanestruct->Size = sizeof(secplane_t);
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//secplanestruct->Align = alignof(secplane_t);
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auto sectorstruct = NewStruct("Sector", nullptr, true);
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auto sectorstruct = NewStruct("sectortype", nullptr, true);
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sectorstruct->Size = sizeof(sectortype);
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sectorstruct->Align = alignof(sectortype);
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NewPointer(sectorstruct, false)->InstallHandlers(
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@ -308,7 +308,7 @@ void InitThingdef()
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}
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);
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auto linestruct = NewStruct("Wall", nullptr, true);
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auto linestruct = NewStruct("walltype", nullptr, true);
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linestruct->Size = sizeof(walltype);
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linestruct->Align = alignof(walltype);
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NewPointer(linestruct, false)->InstallHandlers(
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@ -35,6 +35,7 @@
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#include "maptypes.h"
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#include "vm.h"
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#include "gamefuncs.h"
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//=============================================================================
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//
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return 0;
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}
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void wall_dragpoint(walltype* wal, double x, double y)
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{
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if (!wal) ThrowAbortException(X_READ_NIL, nullptr);
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dragpoint(wal, DVector2(x, y));
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}
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DEFINE_ACTION_FUNCTION_NATIVE(_walltype, dragpoint, wall_dragpoint)
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{
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PARAM_SELF_STRUCT_PROLOGUE(walltype);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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wall_dragpoint(self, x, y);
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return 0;
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}
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int wall_twosided(walltype* wal)
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{
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if (!wal) ThrowAbortException(X_READ_NIL, nullptr);
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@ -593,6 +593,7 @@ void dbLoadMap(const char* pPath, DVector3& pos, short* pAngle, sectortype** cur
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auto buffer = fr.Read();
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uint8_t md4[16];
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md4once(buffer.Data(), buffer.Size(), md4);
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PostProcessLevel(md4, mapname, sprites);
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loadMapHack(mapname, md4, sprites);
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if (CalcCRC32(buffer.Data(), buffer.Size() - 4) != nCRC)
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@ -421,11 +421,6 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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prelevel_common(g);
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p = &ps[screenpeek];
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if (currentLevel->levelNumber == 1001 && wall.Size() > 4687 && wall[4592].pos.X == 1612 && wall[4592].pos.Y == -2714) // fix sector overlap in E1L1 Taylor Town
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{
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dragpoint(&wall[4592], { 1615., -2715. });
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}
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if (currentLevel->gameflags & LEVEL_RR_CLEARMOONSHINE)
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ps[myconnectindex].steroids_amount = 0;
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@ -1,2 +0,0 @@
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// RR E1L1.map sector bleeds into another area.
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sector 47 split 367 375
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@ -1,2 +0,0 @@
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// Wanton Destruction $auto.map - workaround for sector object overlapping with an outer wall.
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sector 152 dontclip
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@ -1,4 +0,0 @@
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// bad sky setting in WT's $volcano.map (original version)
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sector 118 clearflags ceiling 1
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sector 57 clearflags ceiling 1
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sector 281 clearflags ceiling 1
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@ -1,2 +0,0 @@
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// missing texture in RR E1L2.
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wall 3312 setflags 2
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@ -1,3 +0,0 @@
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// SW $plax1.map sector bleeds into another area.
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sector 64 split 281 283
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@ -1,3 +0,0 @@
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// SW $bath.ap sector bleeds into another area.
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sector 198 split 1105 1125
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@ -1,4 +0,0 @@
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// bad sky setting in WT's $volcano.map (fixed version)
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sector 118 clearflags ceiling 1
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sector 57 clearflags ceiling 1
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sector 281 clearflags ceiling 1
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@ -1,2 +0,0 @@
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// SW's Last Warrior level 4. Do not make the serpent's death end the game. The menu has no second episode so this needs to continue.
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sw_serp_continue
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@ -1,3 +0,0 @@
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// SW $outpost.map
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// silence a misplaced and *very* annoying ambient sound.
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sprite 442 lotag -1
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@ -1,2 +0,0 @@
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// CP07 sector bleeds into another area.
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sector 33 split 192 196
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@ -1,3 +0,0 @@
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// flip inverted keyholes in TD's $shore.map
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sprite 298 clearflags 8
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sprite 307 clearflags 8
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@ -1,2 +0,0 @@
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// flip the inverted card reader in TD's level 10.
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sprite 179 clearflags 12
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@ -7,6 +7,64 @@ class LevelCompatibility : LevelPostProcessor
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{
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case 'none':
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return;
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case 'c3bfb6a6e7cded2e5fe16cea86632d79': // CP07
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SplitSector(33, 192, 196); // sector bleeds into another area.
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break;
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case '24c7b1434070dbe01fa83c6a48926ed9': // RR E1L1.map
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SplitSector(47, 367, 375); // sector bleeds into another area.
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wall[4592].dragpoint((1615., -2715.)); // fix overlapping sectors
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break;
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case 'd7bf49213531cd2607e0459b950ac454': // RR E2L7.map
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// need to add a sprite with picnum 11 (RRJAILDOOR) lotag = 48, hitag = 32, sector = 534
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// see premap_r.cpp, line 477.
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break;
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case '491a04a732cd5aa253703216ff2feff4': // RR E1L2.map
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wall[3312].cstat |= CSTAT_WALL_BOTTOM_SWAP; // missing lower texture .
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break;
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case '4f2233ed8fb32f6a3deebc7803dbed69': // SW $plax.map
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SplitSector(64, 281, 283); // sector bleeds into another area.
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break;
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case '5e49c7f6c496e337d59d0c072ed1879b': // SW $bath.map
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SplitSector(198, 1105, 1125); // sector bleeds into another area.
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break;
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case 'b4ee363e9d15adc5c9becd01520acd23': // SW $outpost.map
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SetSpriteLotag(442, -1); // silence a misplaced and *very* annoying ambient sound.
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break;
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case '25d4164814f10cd71d26d52d494c4fb8': // WT $auto.map
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sector[152].exflags |= SECTOREX_DONTCLIP; // workaround for sector object overlapping with an outer wall.
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break;
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case '2bac4971499306ee6c86462e6a03dae8': // WT $volcano.map (original version)
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case '67207fb90130ad561479301c0970c7ba': // WT $volcano.map (fixed version)
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sector[118].ceilingstat &= ~CSTAT_SECTOR_SKY;
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sector[57].ceilingstat &= ~CSTAT_SECTOR_SKY;
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sector[281].ceilingstat &= ~CSTAT_SECTOR_SKY;
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break;
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case '745182e393945e0d308e8e0a5ee80c3c': // SW Last Warrior level 4.
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sw_serp_continue(); // Do not make the serpent's death end the game. The menu has no second episode so this needs to continue.
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break;
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case 'c6f9e49e397c0b424e8030abc23ac003': // TD $shore.map
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ChangeSpriteFlags(298, CSTAT_SPRITE_YFLIP, 0); // flip inverted keyhole
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ChangeSpriteFlags(307, CSTAT_SPRITE_YFLIP, 0); // flip inverted keyhole
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break;
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case 'ef6331237eb36c84a4f7b9f5c3cd225d': // TD level 10
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ChangeSpriteFlags(179, CSTAT_SPRITE_XFLIP | CSTAT_SPRITE_YFLIP, 0); // flip the inverted card reader
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break;
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}
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}
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}
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@ -7,4 +7,6 @@ class LevelPostProcessor native play
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protected native void SetSpriteLotag(int sprite, int tag);
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protected native void ChangeSpriteFlags(int sprite, int set, int clear);
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protected native void sw_serp_continue();
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protected native void SplitSector(int sect, int wal1, int wal2);
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}
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@ -99,6 +99,13 @@ enum ETSprFlags
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TSPR_SLOPESPRITE = 8, // render as sloped sprite
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}
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enum ESectorExBits
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{
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SECTOREX_CLOUDSCROLL = 1,
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SECTOREX_DRAGGED = 2,
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SECTOREX_DONTCLIP = 4,
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};
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//=============================================================================
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@ -262,6 +269,7 @@ struct walltype native
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native double Length();
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native void move(Vector2 vec);
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native void dragpoint(Vector2 vec);
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}
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//=============================================================================
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