raze/source/core/maphack.cpp
2022-10-30 16:51:10 +01:00

435 lines
11 KiB
C++

/*
** maphack.cpp
**
** Newly implemented map hack loader, based on sc_man.
**
**---------------------------------------------------------------------------
** Copyright 2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "build.h"
#include "sc_man.h"
#include "printf.h"
#include "c_dispatch.h"
#include "md4.h"
#include "hw_sections.h"
#include "mapinfo.h"
#include "gamefuncs.h"
struct usermaphack_t
{
FString mhkfile;
FString title;
uint8_t md4[16]{};
};
static TArray<usermaphack_t> usermaphacks;
void AddUserMapHack(const FString& title, const FString& mhkfile, uint8_t* md4)
{
usermaphacks.Reserve(1);
usermaphacks.Last().title = title;
usermaphacks.Last().mhkfile = mhkfile;
memcpy(usermaphacks.Last().md4, md4, 16);
}
static int32_t LoadMapHack(const char *filename, SpawnSpriteDef& sprites)
{
int currentsprite = -1;
int currentwall = -1;
int currentsector = -1;
int numsprites = sprites.sprites.Size();
FScanner sc;
int lump = fileSystem.FindFile(filename);
if (lump < 0)
{
return -1;
}
sc.OpenLumpNum(lump);
sprites.sprext.Resize(numsprites);
memset(sprites.sprext.Data(), 0, sizeof(spriteext_t) * sprites.sprext.Size());
while (sc.GetString())
{
FString token = sc.String;
auto validateSprite = [&]()
{
if (currentsprite < 0 || currentsprite >= numsprites)
{
sc.ScriptMessage("Using %s without a valid sprite", token.GetChars());
return false;
}
return true;
};
auto validateWall = [&]()
{
if (currentwall < 0 || currentwall >= (int)wall.Size())
{
sc.ScriptMessage("Using %s without a valid wall", token.GetChars());
return false;
}
return true;
};
auto validateSector = [&]()
{
if (currentsector < 0 || currentsector >= (int)sector.Size())
{
sc.ScriptMessage("Using %s without a valid sector", token.GetChars());
return false;
}
return true;
};
if (sc.Compare("sprite"))
{
currentwall = -1;
currentsector = -1;
if (sc.CheckNumber())
{
currentsprite = sc.Number;
if ((unsigned)currentsprite >= sprites.sprites.Size())
{
sc.ScriptMessage("Invalid sprite number %d", currentsprite);
currentsprite = -1;
}
}
else currentsprite = -1;
}
if (sc.Compare("wall"))
{
currentsprite = -1;
currentsector = -1;
if (sc.CheckNumber())
{
currentwall = sc.Number;
if (!validWallIndex(currentwall))
{
sc.ScriptMessage("Invalid wall number %d", currentwall);
currentwall = -1;
}
}
else currentwall = -1;
}
if (sc.Compare("sector"))
{
currentsprite = -1;
currentwall = -1;
if (sc.CheckNumber())
{
currentsector = sc.Number;
if (!validSectorIndex(currentsector))
{
sc.ScriptMessage("Invalid sector number %d", currentsector);
currentsector = -1;
}
}
else currentsector = -1;
}
else if (sc.Compare("sector"))
{
if (sc.CheckNumber())
{
if (currentsprite != -1 && validateSprite())
{
sprites.sprites[currentsprite].sectp = &sector[sc.Number];
}
}
}
else if (sc.Compare("picnum"))
{
if (sc.CheckNumber())
{
if (currentwall != -1 && validateWall())
{
wall[currentwall].picnum = sc.Number;
}
else if (currentsprite != -1 && validateSprite())
{
sprites.sprites[currentsprite].picnum = sc.Number;
}
}
}
else if (sc.Compare("overpicnum"))
{
if (sc.CheckNumber() && validateWall())
{
wall[currentwall].overpicnum = sc.Number;
}
}
else if (sc.Compare("overpicnum"))
{
if (sc.CheckNumber() && validateWall())
{
wall[currentwall].overpicnum = sc.Number;
}
}
else if (sc.Compare("split"))
{
int start = -1, end = -1;
if (sc.CheckNumber()) start = sc.Number;
if (sc.CheckNumber()) end = sc.Number;
if (end >= 0 && validateSector())
{
hw_SetSplitSector(currentsector, start, end);
}
}
else if (sc.Compare("dontclip"))
{
sector[currentsector].exflags |= SECTOREX_DONTCLIP;
}
else if (sc.Compare("clearflags"))
{
if (currentsector != -1 && validateSector())
{
sc.GetString();
if (sc.Compare("floor") && sc.CheckNumber())
{
sector[currentsector].floorstat &= ESectorFlags::FromInt(~sc.Number);
}
else if (sc.Compare("ceiling") && sc.CheckNumber())
{
sector[currentsector].ceilingstat &= ESectorFlags::FromInt(~sc.Number);
}
else sc.ScriptError("Bad token %s", sc.String);
}
else if (sc.CheckNumber())
{
if (currentwall != -1 && validateWall())
{
wall[currentwall].cstat &= EWallFlags::FromInt(~sc.Number);
}
else if (currentsprite != -1 && validateSprite())
{
sprites.sprites[currentsprite].cstat &= ESpriteFlags::FromInt(~sc.Number);
}
}
}
else if (sc.Compare("setflags"))
{
if (sc.CheckNumber())
{
if (currentwall != -1 && validateWall())
{
wall[currentwall].cstat |= EWallFlags::FromInt(sc.Number);
}
else if (currentsprite != -1 && validateSprite())
{
sprites.sprites[currentsprite].cstat |= ESpriteFlags::FromInt(sc.Number);
}
}
}
else if (sc.Compare("lotag"))
{
if (sc.CheckNumber())
{
if (currentwall != -1 && validateWall())
{
wall[currentwall].lotag = sc.Number;
}
else if (currentsprite != -1 && validateSprite())
{
sprites.sprites[currentsprite].lotag = sc.Number;
}
}
}
else if (sc.Compare("sw_serp_continue")) // This is a hack for SW's Last Warrior mod to continue from L4 to L5.
{
if (currentLevel) currentLevel->gameflags |= LEVEL_SW_DEATHEXIT_SERPENT_NEXT;
}
else if (sc.Compare("angleoff") || sc.Compare("angoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].rot.Yaw = mapangle(sc.Number);
}
else if (sc.Compare("notmd") || sc.Compare("notmd2") || sc.Compare("notmd3"))
{
if (validateSprite())
sprites.sprext[currentsprite].renderflags |= SPREXT_NOTMD;
}
else if (sc.Compare("nomdanim") || sc.Compare("nomd2anim") || sc.Compare("nomd3anim"))
{
if (validateSprite())
sprites.sprext[currentsprite].renderflags |= SPREXT_NOMDANIM;
}
else if (sc.Compare("pitch"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].rot.Pitch = mapangle(sc.Number);
}
else if (sc.Compare("roll"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].rot.Roll = mapangle(sc.Number);
}
else if (sc.Compare("mdxoff") || sc.Compare("mdpivxoff") || sc.Compare("mdpivotxoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].pivot_offset.X = sc.Number;
}
else if (sc.Compare("mdyoff") || sc.Compare("mdpivyoff") || sc.Compare("mdpivotyoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].pivot_offset.Y = sc.Number;
}
else if (sc.Compare("mdzoff") || sc.Compare("mdpivzoff") || sc.Compare("mdpivotzoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].pivot_offset.Z = sc.Number;
}
else if (sc.Compare("mdposxoff") || sc.Compare("mdpositionxoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].position_offset.X = sc.Number * maptoworld;
}
else if (sc.Compare("mdposyoff") || sc.Compare("mdpositionyoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].position_offset.X = sc.Number * maptoworld;
}
else if (sc.Compare("mdposzoff") || sc.Compare("mdpositionzoff"))
{
if (sc.CheckNumber() && validateSprite())
sprites.sprext[currentsprite].position_offset.X = sc.Number * zmaptoworld;
}
else if (sc.Compare("away1"))
{
if (validateSprite())
sprites.sprext[currentsprite].renderflags |= SPREXT_AWAY1;
}
else if (sc.Compare("away2"))
{
if (validateSprite())
sprites.sprext[currentsprite].renderflags |= SPREXT_AWAY2;
}
else if (sc.Compare("mhkreset"))
{
if (validateSprite())
{
auto& sx = sprites.sprext[currentsprite];
sx.rot = {};
sx.renderflags &= ~(SPREXT_NOTMD | SPREXT_NOMDANIM | SPREXT_AWAY1 | SPREXT_AWAY2);
sx.pivot_offset = {};
sx.position_offset = {};
}
}
else if (sc.Compare("light"))
{
// skip over it - once lights are working this should be reactivated. Assignments were kept as documentation.
sc.MustGetNumber();
//light.sector= sc.Number;
sc.MustGetNumber();
//light.x= sc.Number;
sc.MustGetNumber();
//light.y= sc.Number;
sc.MustGetNumber();
//light.z= sc.Number;
sc.MustGetNumber();
//light.range= sc.Number;
sc.MustGetNumber();
//light.color[0]= sc.Number;
sc.MustGetNumber();
//light.color[1]= sc.Number;
sc.MustGetNumber();
//light.color[2]= sc.Number;
sc.MustGetNumber();
//light.radius= sc.Number;
sc.MustGetNumber();
//light.faderadius= sc.Number;
sc.MustGetNumber();
//light.angle= sc.Number;
sc.MustGetNumber();
//light.horiz= sc.Number;
sc.MustGetNumber();
//light.minshade= sc.Number;
sc.MustGetNumber();
//light.maxshade= sc.Number;
sc.MustGetNumber();
//light.priority= sc.Number;
sc.MustGetString();
//light.tilenum= sc.Number;
}
}
return 0;
}
void loadMapHack(const char* filename, const uint8_t* md4, SpawnSpriteDef& sprites)
{
hw_ClearSplitSector();
FString internal = "engine/compatibility/";
for (int j = 0; j < 16; ++j)
{
internal.AppendFormat("%02x", md4[j]);
}
LoadMapHack(internal + ".mhk", sprites);
FString hack = StripExtension(filename) + ".mhk";
if (LoadMapHack(hack, sprites))
{
for (auto& mhk : usermaphacks)
{
if (!memcmp(md4, mhk.md4, 16))
{
LoadMapHack(mhk.mhkfile, sprites);
}
}
}
}
// Map hacks use MD4 instead of MD5. Oh, well...
CCMD(md4sum)
{
if (argv.argc() < 2)
{
Printf("Usage: md4sum <file> ...\n");
}
for (int i = 1; i < argv.argc(); ++i)
{
FileReader fr = fileSystem.OpenFileReader(argv[i]);
if (!fr.isOpen())
{
Printf("%s: %s\n", argv[i], strerror(errno));
}
else
{
auto data = fr.Read();
uint8_t digest[16];
md4once(data.Data(), data.Size(), digest);
for (int j = 0; j < 16; ++j)
{
Printf("%02x", digest[j]);
}
Printf(" //*%s\n", argv[i]);
}
}
}