mirror of
https://github.com/ZDoom/Raze.git
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1fde9f2173
This disables the boss's death in L4 ending the game and just advances to the next level. This seems to be the intent with this mod as the second episode starting at L5 is not defined and the first episode's subtitle advertises the full game.
428 lines
14 KiB
C++
428 lines
14 KiB
C++
/*
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** maphack.cpp
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**
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** Newly implemented map hack loader, based on sc_man.
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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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 "build.h"
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#include "sc_man.h"
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#include "printf.h"
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#include "c_dispatch.h"
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#include "md4.h"
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#include "hw_sections.h"
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#include "mapinfo.h"
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static TArray<usermaphack_t> usermaphacks;
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TArray<int> blockingpairs[MAXWALLS];
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void AddUserMapHack(usermaphack_t& mhk)
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{
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usermaphacks.Push(mhk);
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}
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static int32_t LoadMapHack(const char *filename)
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{
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int currentsprite = -1;
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int currentwall = -1;
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int currentsector = -1;
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FScanner sc;
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int lump = fileSystem.FindFile(filename);
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if (lump < 0)
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{
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return -1;
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}
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sc.OpenLumpNum(lump);
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while (sc.GetString())
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{
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FString token = sc.String;
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auto validateSprite = [&]()
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{
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if (currentsprite < 0)
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{
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sc.ScriptMessage("Using %s without a valid sprite", token.GetChars());
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return false;
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}
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return true;
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};
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auto validateWall = [&]()
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{
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if (currentwall < 0)
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{
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sc.ScriptMessage("Using %s without a valid wall", token.GetChars());
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return false;
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}
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return true;
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};
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auto validateSector = [&]()
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{
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if (currentsector < 0)
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{
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sc.ScriptMessage("Using %s without a valid sector", token.GetChars());
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return false;
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}
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return true;
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};
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if (sc.Compare("sprite"))
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{
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currentwall = -1;
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currentsector = -1;
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if (sc.CheckNumber())
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{
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currentsprite = sc.Number;
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if (currentsprite < 0 || currentsprite >= MAXSPRITES)
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{
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sc.ScriptMessage("Invalid sprite number %d", currentsprite);
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currentsprite = -1;
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}
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}
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else currentsprite = -1;
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}
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if (sc.Compare("wall"))
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{
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currentsprite = -1;
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currentsector = -1;
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if (sc.CheckNumber())
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{
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currentwall = sc.Number;
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if (currentwall < 0 || currentwall >= MAXWALLS)
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{
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sc.ScriptMessage("Invalid wall number %d", currentwall);
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currentwall = -1;
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}
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}
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else currentwall = -1;
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}
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if (sc.Compare("sector"))
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{
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currentsprite = -1;
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currentwall = -1;
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if (sc.CheckNumber())
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{
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currentsector = sc.Number;
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if (currentsector < 0 || currentsector >= MAXSECTORS)
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{
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sc.ScriptMessage("Invalid sector number %d", currentsector);
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currentsector = -1;
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}
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}
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else currentsector = -1;
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}
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else if (sc.Compare("blocks"))
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{
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if (sc.CheckNumber() && validateWall())
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{
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blockingpairs[currentwall].Push(sc.Number);
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}
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}
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else if (sc.Compare("sector"))
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{
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if (sc.CheckNumber())
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{
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if (currentsprite != -1 && validateSprite())
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{
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sprite[currentsprite].sectnum = sc.Number;
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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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sprite[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("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 &= ~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 &= ~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 &= ~sc.Number;
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}
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else if (currentsprite != -1 && validateSprite())
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{
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sprite[currentsprite].cstat &= ~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 |= sc.Number;
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}
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else if (currentsprite != -1 && validateSprite())
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{
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sprite[currentsprite].cstat |= 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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sprite[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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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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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].angoff = (int16_t)sc.Number;
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}
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else if (sc.Compare("notmd") || sc.Compare("notmd2") || sc.Compare("notmd3"))
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{
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if (validateSprite())
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spriteext[currentsprite].flags |= SPREXT_NOTMD;
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}
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else if (sc.Compare("nomdanim") || sc.Compare("nomd2anim") || sc.Compare("nomd3anim"))
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{
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if (validateSprite())
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spriteext[currentsprite].flags |= SPREXT_NOMDANIM;
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}
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else if (sc.Compare("pitch"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].pitch = (int16_t)sc.Number;
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}
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else if (sc.Compare("roll"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].roll = (int16_t)sc.Number;
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}
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else if (sc.Compare("mdxoff") || sc.Compare("mdpivxoff") || sc.Compare("mdpivotxoff"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].pivot_offset.x = sc.Number;
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}
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else if (sc.Compare("mdyoff") || sc.Compare("mdpivyoff") || sc.Compare("mdpivotyoff"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].pivot_offset.y = sc.Number;
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}
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else if (sc.Compare("mdzoff") || sc.Compare("mdpivzoff") || sc.Compare("mdpivotzoff"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].pivot_offset.z = sc.Number;
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}
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else if (sc.Compare("mdposxoff") || sc.Compare("mdpositionxoff"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].position_offset.x = sc.Number;
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}
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else if (sc.Compare("mdposyoff") || sc.Compare("mdpositionyoff"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].position_offset.x = sc.Number;
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}
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else if (sc.Compare("mdposzoff") || sc.Compare("mdpositionzoff"))
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{
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if (sc.CheckNumber() && validateSprite())
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spriteext[currentsprite].position_offset.x = sc.Number;
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}
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else if (sc.Compare("away1"))
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{
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if (validateSprite())
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spriteext[currentsprite].flags |= SPREXT_AWAY1;
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}
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else if (sc.Compare("away2"))
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{
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if (validateSprite())
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spriteext[currentsprite].flags |= SPREXT_AWAY2;
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}
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else if (sc.Compare("mhkreset"))
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{
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if (validateSprite())
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{
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auto& sx = spriteext[currentsprite];
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sx.angoff = 0;
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sx.flags &= ~(SPREXT_NOTMD | SPREXT_NOMDANIM | SPREXT_AWAY1 | SPREXT_AWAY2);
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sx.pitch = 0;
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sx.roll = 0;
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sx.pivot_offset = {};
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sx.position_offset = {};
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}
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}
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else if (sc.Compare("light"))
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{
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// skip over it - once lights are working this should be reactivated. Assignments were kept as documentation.
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sc.MustGetNumber();
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//light.sector= sc.Number;
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sc.MustGetNumber();
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//light.x= sc.Number;
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sc.MustGetNumber();
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//light.y= sc.Number;
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sc.MustGetNumber();
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//light.z= sc.Number;
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sc.MustGetNumber();
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//light.range= sc.Number;
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sc.MustGetNumber();
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//light.color[0]= sc.Number;
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sc.MustGetNumber();
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//light.color[1]= sc.Number;
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sc.MustGetNumber();
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//light.color[2]= sc.Number;
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sc.MustGetNumber();
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//light.radius= sc.Number;
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sc.MustGetNumber();
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//light.faderadius= sc.Number;
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sc.MustGetNumber();
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//light.angle= sc.Number;
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sc.MustGetNumber();
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//light.horiz= sc.Number;
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sc.MustGetNumber();
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//light.minshade= sc.Number;
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sc.MustGetNumber();
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//light.maxshade= sc.Number;
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sc.MustGetNumber();
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//light.priority= sc.Number;
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sc.MustGetString();
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//light.tilenum= sc.Number;
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}
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}
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return 0;
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}
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void G_LoadMapHack(const char* filename, const unsigned char* md4)
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{
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hw_ClearSplitSector();
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for (auto& p : blockingpairs) p.Clear();
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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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internal.AppendFormat("%02x", md4[j]);
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}
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LoadMapHack(internal + ".mhk");
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FString hack = StripExtension(filename) + ".mhk";
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if (LoadMapHack(hack))
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{
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for (auto& mhk : usermaphacks)
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{
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if (!memcmp(md4, mhk.md4, 16))
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{
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LoadMapHack(mhk.mhkfile);
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}
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}
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}
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}
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// Map hacks use MD4 instead of MD5. Oh, well...
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CCMD(md4sum)
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{
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if (argv.argc() < 2)
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{
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Printf("Usage: md4sum <file> ...\n");
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}
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for (int i = 1; i < argv.argc(); ++i)
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{
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FileReader fr = fileSystem.OpenFileReader(argv[i]);
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if (!fr.isOpen())
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{
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Printf("%s: %s\n", argv[i], strerror(errno));
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}
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else
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{
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auto data = fr.Read();
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uint8_t digest[16];
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md4once(data.Data(), data.Size(), digest);
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for (int j = 0; j < 16; ++j)
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{
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Printf("%02x", digest[j]);
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}
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Printf(" //*%s\n", argv[i]);
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}
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}
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}
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