raze/source/core/postprocessor.cpp
2022-11-15 15:44:33 +01:00

142 lines
4.7 KiB
C++

/*
** postprocessor.cpp
** Level postprocessing
**
**---------------------------------------------------------------------------
** Copyright 2009 Randy Heit
** Copyright 2009-2018 Christoph Oelckers
** Copyright 2019 Alexey Lysiuk
** 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 "dobject.h"
#include "vm.h"
#include "printf.h"
#include "types.h"
#include "maptypes.h"
#include "hw_sections.h"
#include "mapinfo.h"
#include "gamefuncs.h"
//==========================================================================
//
// PostProcessLevel
//
//==========================================================================
class DLevelPostProcessor : public DObject
{
DECLARE_ABSTRACT_CLASS(DLevelPostProcessor, DObject)
public:
SpawnSpriteDef* sprites;
};
IMPLEMENT_CLASS(DLevelPostProcessor, true, false);
void PostProcessLevel(const uint8_t* md4, const FString& mapname, SpawnSpriteDef& sprites)
{
hw_ClearSplitSector();
auto lc = Create<DLevelPostProcessor>();
lc->sprites = &sprites;
char md4string[33];
for (int i = 0; i < 16; i++) mysnprintf(md4string + 2 * i, 3, "%02x", md4[i]);
FName checksum(md4string, true);
if (checksum == NAME_None) return; // we do not have anything so save the work.
for(auto cls : PClass::AllClasses)
{
if (cls->IsDescendantOf(RUNTIME_CLASS(DLevelPostProcessor)))
{
PFunction *const func = dyn_cast<PFunction>(cls->FindSymbol("Apply", false));
if (func == nullptr)
{
Printf("Missing 'Apply' method in class '%s', level compatibility object ignored\n", cls->TypeName.GetChars());
continue;
}
auto argTypes = func->Variants[0].Proto->ArgumentTypes;
if (argTypes.Size() != 3 || argTypes[1] != TypeName || argTypes[2] != TypeString)
{
Printf("Wrong signature of 'Apply' method in class '%s', level compatibility object ignored\n", cls->TypeName.GetChars());
continue;
}
VMValue param[] = { lc, checksum.GetIndex(), &mapname };
VMCall(func->Variants[0].Implementation, param, 3, nullptr, 0);
}
}
}
DEFINE_ACTION_FUNCTION(DLevelPostProcessor, SetSpriteLotag)
{
PARAM_SELF_PROLOGUE(DLevelPostProcessor);
PARAM_UINT(sprite);
PARAM_INT(lotag);
if (sprite < self->sprites->sprites.Size())
self->sprites->sprites[sprite].lotag = lotag;
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelPostProcessor, ChangeSpriteFlags)
{
PARAM_SELF_PROLOGUE(DLevelPostProcessor);
PARAM_UINT(sprite);
PARAM_INT(clearmask);
PARAM_INT(setmask);
if (sprite < self->sprites->sprites.Size())
self->sprites->sprites[sprite].cstat = (self->sprites->sprites[sprite].cstat & ~ESpriteFlags::FromInt(clearmask)) | ESpriteFlags::FromInt(setmask);
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelPostProcessor, SplitSector)
{
PARAM_SELF_PROLOGUE(DLevelPostProcessor);
PARAM_UINT(sectornum);
PARAM_UINT(firstwall);
PARAM_UINT(secondwall);
if (sectornum < sector.Size())
{
unsigned sectstart = wallindex(sector[sectornum].walls.Data());
if (firstwall >= sectstart && firstwall < sectstart + sector[sectornum].walls.Size() &&
secondwall >= sectstart && secondwall < sectstart + sector[sectornum].walls.Size())
hw_SetSplitSector(sectornum, firstwall, secondwall);
}
return 0;
}
DEFINE_ACTION_FUNCTION(DLevelPostProcessor, sw_serp_continue)
{
PARAM_SELF_PROLOGUE(DLevelPostProcessor);
currentLevel->gameflags |= LEVEL_SW_DEATHEXIT_SERPENT_NEXT;
return 0;
}