mirror of
https://github.com/ZDoom/Raze.git
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142 lines
4.7 KiB
C++
142 lines
4.7 KiB
C++
/*
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** postprocessor.cpp
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** Level postprocessing
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**
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**---------------------------------------------------------------------------
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** Copyright 2009 Randy Heit
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** Copyright 2009-2018 Christoph Oelckers
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** Copyright 2019 Alexey Lysiuk
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "dobject.h"
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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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#include "gamefuncs.h"
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//==========================================================================
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//
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// PostProcessLevel
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//
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//==========================================================================
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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(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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if (cls->IsDescendantOf(RUNTIME_CLASS(DLevelPostProcessor)))
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{
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PFunction *const func = dyn_cast<PFunction>(cls->FindSymbol("Apply", false));
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if (func == nullptr)
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{
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Printf("Missing 'Apply' method in class '%s', level compatibility object ignored\n", cls->TypeName.GetChars());
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continue;
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}
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auto argTypes = func->Variants[0].Proto->ArgumentTypes;
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if (argTypes.Size() != 3 || argTypes[1] != TypeName || argTypes[2] != TypeString)
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{
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Printf("Wrong signature of 'Apply' method in class '%s', level compatibility object ignored\n", cls->TypeName.GetChars());
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continue;
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}
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VMValue param[] = { lc, checksum.GetIndex(), &mapname };
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VMCall(func->Variants[0].Implementation, param, 3, nullptr, 0);
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}
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}
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}
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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_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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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_UINT(sprite);
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PARAM_INT(clearmask);
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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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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_UINT(firstwall);
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PARAM_UINT(secondwall);
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if (sectornum < sector.Size())
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{
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unsigned sectstart = wallindex(sector[sectornum].walls.Data());
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if (firstwall >= sectstart && firstwall < sectstart + sector[sectornum].walls.Size() &&
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secondwall >= sectstart && secondwall < sectstart + sector[sectornum].walls.Size())
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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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