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/*
** d_dehacked.cpp
** Parses dehacked/bex patches and changes game structures accordingly
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** 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.
**---------------------------------------------------------------------------
**
** Much of this file is fudging code to compensate for the fact that most of
** what could be changed with Dehacked is no longer in the same state it was
** in as of Doom 1.9. There is a lump in zdoom.wad (DEHSUPP) that stores most
** of the lookup tables used so that they need not be loaded all the time.
** Also, their total size is less in the lump than when they were part of the
** executable, so it saves space on disk as well as in memory.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stddef.h>
#include "doomtype.h"
#include "templates.h"
#include "doomstat.h"
#include "info.h"
#include "d_dehacked.h"
#include "s_sound.h"
#include "g_level.h"
#include "cmdlib.h"
#include "gstrings.h"
#include "m_alloc.h"
#include "m_misc.h"
#include "w_wad.h"
#include "d_player.h"
#include "r_state.h"
#include "gi.h"
#include "c_dispatch.h"
#include "decallib.h"
#include "v_palette.h"
#include "a_sharedglobal.h"
#include "thingdef/thingdef.h"
#include "thingdef/thingdef_exp.h"
#include "vectors.h"
#include "dobject.h"
#include "r_data/r_translate.h"
#include "sc_man.h"
#include "i_system.h"
#include "doomerrors.h"
#include "p_effect.h"
#include "farchive.h"
// [SO] Just the way Randy said to do it :)
// [RH] Made this CVAR_SERVERINFO
CVAR (Int, infighting, 0, CVAR_SERVERINFO)
static bool LoadDehSupp ();
static void UnloadDehSupp ();
// This is a list of all the action functions used by each of Doom's states.
static TArray<PSymbol *> Actions;
// These are the original heights of every Doom 2 thing. They are used if a patch
// specifies that a thing should be hanging from the ceiling but doesn't specify
// a height for the thing, since these are the heights it probably wants.
static TArray<int> OrgHeights;
// DeHackEd made the erroneous assumption that if a state didn't appear in
// Doom with an action function, then it was incorrect to assign it one.
// This is a list of the states that had action functions, so we can figure
// out where in the original list of states a DeHackEd codepointer is.
// (DeHackEd might also have done this for compatibility between Doom
// versions, because states could move around, but actions would never
// disappear, but that doesn't explain why frame patches specify an exact
// state rather than a code pointer.)
static TArray<int> CodePConv;
// Sprite names in the order Doom originally had them.
struct DEHSprName
{
char c[5];
};
static TArray<DEHSprName> OrgSprNames;
struct StateMapper
{
FState *State;
int StateSpan;
const PClass *Owner;
bool OwnerIsPickup;
};
static TArray<StateMapper> StateMap;
// Sound equivalences. When a patch tries to change a sound,
// use these sound names.
static TArray<FSoundID> SoundMap;
// Names of different actor types, in original Doom 2 order
static TArray<const PClass *> InfoNames;
// bit flags for PatchThing (a .bex extension):
struct BitName
{
char Name[20];
BYTE Bit;
BYTE WhichFlags;
};
static TArray<BitName> BitNames;
// Render styles
struct StyleName
{
char Name[20];
BYTE Num;
};
static TArray<StyleName> StyleNames;
static TArray<const PClass *> AmmoNames;
static TArray<const PClass *> WeaponNames;
// DeHackEd trickery to support MBF-style parameters
// List of states that are hacked to use a codepointer
struct MBFParamState
{
FState *state;
int pointer;
};
static TArray<MBFParamState> MBFParamStates;
// Data on how to correctly modify the codepointers
struct CodePointerAlias
{
char name[20];
char alias[20];
BYTE params;
};
static TArray<CodePointerAlias> MBFCodePointers;
struct AmmoPerAttack
{
actionf_p func;
int ammocount;
};
DECLARE_ACTION(A_Punch)
DECLARE_ACTION(A_FirePistol)
DECLARE_ACTION(A_FireShotgun)
DECLARE_ACTION(A_FireShotgun2)
DECLARE_ACTION(A_FireCGun)
DECLARE_ACTION(A_FireMissile)
DECLARE_ACTION_PARAMS(A_Saw)
DECLARE_ACTION(A_FirePlasma)
DECLARE_ACTION(A_FireBFG)
DECLARE_ACTION(A_FireOldBFG)
DECLARE_ACTION(A_FireRailgun)
// Default ammo use of the various weapon attacks
static AmmoPerAttack AmmoPerAttacks[] = {
{ AF_A_Punch, 0},
{ AF_A_FirePistol, 1},
{ AF_A_FireShotgun, 1},
{ AF_A_FireShotgun2, 2},
{ AF_A_FireCGun, 1},
{ AF_A_FireMissile, 1},
{ AFP_A_Saw, 0},
{ AF_A_FirePlasma, 1},
{ AF_A_FireBFG, -1}, // uses deh.BFGCells
{ AF_A_FireOldBFG, 1},
{ AF_A_FireRailgun, 1},
{ NULL, 0}
};
// Miscellaneous info that used to be constant
DehInfo deh =
{
100, // .StartHealth
50, // .StartBullets
100, // .MaxHealth
200, // .MaxArmor
1, // .GreenAC
2, // .BlueAC
200, // .MaxSoulsphere
100, // .SoulsphereHealth
200, // .MegasphereHealth
100, // .GodHealth
200, // .FAArmor
2, // .FAAC
200, // .KFAArmor
2, // .KFAAC
"PLAY", // Name of player sprite
255, // Rocket explosion style, 255=use cvar
FRACUNIT*2/3, // Rocket explosion alpha
false, // .NoAutofreeze
40, // BFG cells per shot
};
// Doom identified pickup items by their sprites. ZDoom prefers to use their
// class type to identify them instead. To support the traditional Doom
// behavior, for every thing touched by dehacked that has the MF_PICKUP flag,
// a new subclass of ADehackedPickup will be created with properties copied
// from the original actor's defaults. The original actor is then changed to
// spawn the new class.
IMPLEMENT_POINTY_CLASS (ADehackedPickup)
DECLARE_POINTER (RealPickup)
END_POINTERS
TArray<PClass *> TouchedActors;
char *UnchangedSpriteNames;
int NumUnchangedSprites;
// Sprite<->Class map for ADehackedPickup::DetermineType
static struct DehSpriteMap
{
char Sprite[5];
const char *ClassName;
}
DehSpriteMappings[] =
{
{ "AMMO", "ClipBox" },
{ "ARM1", "GreenArmor" },
{ "ARM2", "BlueArmor" },
{ "BFUG", "BFG9000" },
{ "BKEY", "BlueCard" },
{ "BON1", "HealthBonus" },
{ "BON2", "ArmorBonus" },
{ "BPAK", "Backpack" },
{ "BROK", "RocketBox" },
{ "BSKU", "BlueSkull" },
{ "CELL", "Cell" },
{ "CELP", "CellPack" },
{ "CLIP", "Clip" },
{ "CSAW", "Chainsaw" },
{ "LAUN", "RocketLauncher" },
{ "MEDI", "Medikit" },
{ "MEGA", "Megasphere" },
{ "MGUN", "Chaingun" },
{ "PINS", "BlurSphere" },
{ "PINV", "InvulnerabilitySphere" },
{ "PLAS", "PlasmaRifle" },
{ "PMAP", "Allmap" },
{ "PSTR", "Berserk" },
{ "PVIS", "Infrared" },
{ "RKEY", "RedCard" },
{ "ROCK", "RocketAmmo" },
{ "RSKU", "RedSkull" },
{ "SBOX", "ShellBox" },
{ "SGN2", "SuperShotgun" },
{ "SHEL", "Shell" },
{ "SHOT", "Shotgun" },
{ "SOUL", "Soulsphere" },
{ "STIM", "Stimpack" },
{ "SUIT", "RadSuit" },
{ "YKEY", "YellowCard" },
{ "YSKU", "YellowSkull" }
};
#define LINESIZE 2048
#define CHECKKEY(a,b) if (!stricmp (Line1, (a))) (b) = atoi(Line2);
static char *PatchFile, *PatchPt, *PatchName;
static int PatchSize;
static char *Line1, *Line2;
static int dversion, pversion;
static bool including, includenotext;
static const char *unknown_str = "Unknown key %s encountered in %s %d.\n";
static FStringTable *EnglishStrings;
// This is an offset to be used for computing the text stuff.
// Straight from the DeHackEd source which was
// Written by Greg Lewis, gregl@umich.edu.
static int toff[] = {129044, 129044, 129044, 129284, 129380};
struct Key {
const char *name;
ptrdiff_t offset;
};
static int PatchThing (int);
static int PatchSound (int);
static int PatchFrame (int);
static int PatchSprite (int);
static int PatchAmmo (int);
static int PatchWeapon (int);
static int PatchPointer (int);
static int PatchCheats (int);
static int PatchMisc (int);
static int PatchText (int);
static int PatchStrings (int);
static int PatchPars (int);
static int PatchCodePtrs (int);
static int PatchMusic (int);
static int DoInclude (int);
static bool DoDehPatch();
static const struct {
const char *name;
int (*func)(int);
} Modes[] = {
// These appear in .deh and .bex files
{ "Thing", PatchThing },
{ "Sound", PatchSound },
{ "Frame", PatchFrame },
{ "Sprite", PatchSprite },
{ "Ammo", PatchAmmo },
{ "Weapon", PatchWeapon },
{ "Pointer", PatchPointer },
{ "Cheat", PatchCheats },
{ "Misc", PatchMisc },
{ "Text", PatchText },
// These appear in .bex files
{ "include", DoInclude },
{ "[STRINGS]", PatchStrings },
{ "[PARS]", PatchPars },
{ "[CODEPTR]", PatchCodePtrs },
{ "[MUSIC]", PatchMusic },
{ NULL, NULL },
};
static int HandleMode (const char *mode, int num);
static bool HandleKey (const struct Key *keys, void *structure, const char *key, int value);
static bool ReadChars (char **stuff, int size);
static char *igets (void);
static int GetLine (void);
static void PushTouchedActor(PClass *cls)
{
for(unsigned i = 0; i < TouchedActors.Size(); i++)
{
if (TouchedActors[i] == cls) return;
}
TouchedActors.Push(cls);
}
static int HandleMode (const char *mode, int num)
{
int i = 0;
while (Modes[i].name && stricmp (Modes[i].name, mode))
i++;
if (Modes[i].name)
return Modes[i].func (num);
// Handle unknown or unimplemented data
Printf ("Unknown chunk %s encountered. Skipping.\n", mode);
do
i = GetLine ();
while (i == 1);
return i;
}
static bool HandleKey (const struct Key *keys, void *structure, const char *key, int value)
{
while (keys->name && stricmp (keys->name, key))
keys++;
if (keys->name) {
*((int *)(((BYTE *)structure) + keys->offset)) = value;
return false;
}
return true;
}
static int FindSprite (const char *sprname)
{
int i;
DWORD nameint = *((DWORD *)sprname);
for (i = 0; i < NumUnchangedSprites; ++i)
{
if (*((DWORD *)&UnchangedSpriteNames[i*4]) == nameint)
{
return i;
}
}
return -1;
}
static FState *FindState (int statenum)
{
int stateacc;
unsigned i;
if (statenum == 0)
return NULL;
for (i = 0, stateacc = 1; i < StateMap.Size(); i++)
{
if (stateacc <= statenum && stateacc + StateMap[i].StateSpan > statenum)
{
if (StateMap[i].State != NULL)
{
if (StateMap[i].OwnerIsPickup)
{
PushTouchedActor(const_cast<PClass *>(StateMap[i].Owner));
}
return StateMap[i].State + statenum - stateacc;
}
else return NULL;
}
stateacc += StateMap[i].StateSpan;
}
return NULL;
}
int FindStyle (const char *namestr)
{
for(unsigned i = 0; i < StyleNames.Size(); i++)
{
if (!stricmp(StyleNames[i].Name, namestr)) return StyleNames[i].Num;
}
DPrintf("Unknown render style %s\n", namestr);
return -1;
}
static bool ReadChars (char **stuff, int size)
{
char *str = *stuff;
if (!size) {
*str = 0;
return true;
}
do {
// Ignore carriage returns
if (*PatchPt != '\r')
*str++ = *PatchPt;
else
size++;
PatchPt++;
} while (--size && *PatchPt != 0);
*str = 0;
return true;
}
static void ReplaceSpecialChars (char *str)
{
char *p = str, c;
int i;
while ( (c = *p++) ) {
if (c != '\\') {
*str++ = c;
} else {
switch (*p) {
case 'n':
case 'N':
*str++ = '\n';
break;
case 't':
case 'T':
*str++ = '\t';
break;
case 'r':
case 'R':
*str++ = '\r';
break;
case 'x':
case 'X':
c = 0;
p++;
for (i = 0; i < 2; i++) {
c <<= 4;
if (*p >= '0' && *p <= '9')
c += *p-'0';
else if (*p >= 'a' && *p <= 'f')
c += 10 + *p-'a';
else if (*p >= 'A' && *p <= 'F')
c += 10 + *p-'A';
else
break;
p++;
}
*str++ = c;
break;
case '0':
case '1':
case '2':
case '3':
case '4':
case '5':
case '6':
case '7':
c = 0;
for (i = 0; i < 3; i++) {
c <<= 3;
if (*p >= '0' && *p <= '7')
c += *p-'0';
else
break;
p++;
}
*str++ = c;
break;
default:
*str++ = *p;
break;
}
p++;
}
}
*str = 0;
}
static char *skipwhite (char *str)
{
if (str)
while (*str && isspace(*str))
str++;
return str;
}
static void stripwhite (char *str)
{
char *end = str + strlen(str) - 1;
while (end >= str && isspace(*end))
end--;
end[1] = '\0';
}
static char *igets (void)
{
char *line;
if (*PatchPt == '\0' || PatchPt >= PatchFile + PatchSize )
return NULL;
line = PatchPt;
while (*PatchPt != '\n' && *PatchPt != '\0')
PatchPt++;
if (*PatchPt == '\n')
*PatchPt++ = 0;
return line;
}
static int GetLine (void)
{
char *line, *line2;
do {
while ( (line = igets ()) )
if (line[0] != '#') // Skip comment lines
break;
if (!line)
return 0;
Line1 = skipwhite (line);
} while (Line1 && *Line1 == 0); // Loop until we get a line with
// more than just whitespace.
line = strchr (Line1, '=');
if (line) { // We have an '=' in the input line
line2 = line;
while (--line2 >= Line1)
if (*line2 > ' ')
break;
if (line2 < Line1)
return 0; // Nothing before '='
*(line2 + 1) = 0;
line++;
while (*line && *line <= ' ')
line++;
if (*line == 0)
return 0; // Nothing after '='
Line2 = line;
return 1;
} else { // No '=' in input line
line = Line1 + 1;
while (*line > ' ')
line++; // Get beyond first word
*line++ = 0;
while (*line && *line <= ' ')
line++; // Skip white space
//.bex files don't have this restriction
//if (*line == 0)
// return 0; // No second word
Line2 = line;
return 2;
}
}
// This enum must be in sync with the Aliases array in DEHSUPP.
enum MBFCodePointers
{
// Die and Detonate are not in this list because these codepointers have
// no dehacked arguments and therefore do not need special handling.
// NailBomb has no argument but is implemented as new parameters for A_Explode.
MBF_Mushroom, // misc1 = vrange (arg +3), misc2 = hrange (arg+4)
MBF_Spawn, // misc1 = type (arg +0), misc2 = Z-pos (arg +2)
MBF_Turn, // misc1 = angle (in degrees) (arg +0 but factor in current actor angle too)
MBF_Face, // misc1 = angle (in degrees) (arg +0)
MBF_Scratch, // misc1 = damage, misc 2 = sound
MBF_PlaySound, // misc1 = sound, misc2 = attenuation none (true) or normal (false)
MBF_RandomJump, // misc1 = state, misc2 = probability
MBF_LineEffect, // misc1 = Boom linedef type, misc2 = sector tag
SMMU_NailBomb, // No misc, but it's basically A_Explode with an added effect
};
int PrepareStateParameters(FState * state, int numparams, const PClass *cls);// Should probably be in a .h file.
// Hacks the parameter list for the given state so as to convert MBF-args (misc1 and misc2) into real args.
void SetDehParams(FState * state, int codepointer)
{
int value1 = state->GetMisc1();
int value2 = state->GetMisc2();
if (!(value1|value2)) return;
// Fakey fake script position thingamajig. Because NULL cannot be used instead.
// Even if the lump was parsed by an FScanner, there would hardly be a way to
// identify which line is troublesome.
FScriptPosition * pos = new FScriptPosition(FString("DEHACKED"), 0);
// Let's identify the codepointer we're dealing with.
PSymbolActionFunction * sym; PSymbol * s;
s = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true);
if (!s || s->SymbolType != SYM_ActionFunction) return;
sym = static_cast<PSymbolActionFunction*>(s);
// Bleargh! This will all have to be redone once scripting works
// Not sure exactly why the index for a state is greater by one point than the index for a symbol.
DPrintf("SetDehParams: Paramindex is %d, default is %d.\n",
state->ParameterIndex-1, sym->defaultparameterindex);
if (state->ParameterIndex-1 == sym->defaultparameterindex)
{
int a = PrepareStateParameters(state, MBFCodePointers[codepointer].params+1,
FState::StaticFindStateOwner(state)) -1;
int b = sym->defaultparameterindex;
// StateParams.Copy(a, b, MBFParams[codepointer]);
// Meh, function doesn't work. For some reason it resets the paramindex to the default value.
// For instance, a dehacked Commander Keen calling A_Explode would result in a crash as
// ACTION_PARAM_INT(damage, 0) would properly evaluate at paramindex 1377, but then
// ACTION_PARAM_INT(distance, 1) would improperly evaluate at paramindex 148! Now I'm not sure
// whether it's a genuine problem or working as intended and merely not appropriate for the
// task at hand here. So rather than modify it, I use a simple for loop of Set()s and Get()s,
// with a small modification to Set() that I know will have no repercussion anywhere else.
for (int i = 0; i<MBFCodePointers[codepointer].params; i++)
{
StateParams.Set(a+i, StateParams.Get(b+i), true);
}
DPrintf("New paramindex is %d.\n", state->ParameterIndex-1);
}
int ParamIndex = state->ParameterIndex - 1;
switch (codepointer)
{
case MBF_Mushroom:
StateParams.Set(ParamIndex+2, new FxConstant(1, *pos)); // Flag
// NOTE: Do not convert to float here because it will lose precision. It must be double.
if (value1) StateParams.Set(ParamIndex+3, new FxConstant(value1/65536., *pos)); // vrange
if (value2) StateParams.Set(ParamIndex+4, new FxConstant(value2/65536., *pos)); // hrange
break;
case MBF_Spawn:
if (InfoNames[value1-1] == NULL)
{
I_Error("No class found for dehackednum %d!\n", value1+1);
return;
}
StateParams.Set(ParamIndex+0, new FxConstant(InfoNames[value1-1], *pos)); // type
StateParams.Set(ParamIndex+2, new FxConstant(value2, *pos)); // height
break;
case MBF_Turn:
// Intentional fall through. I tried something more complicated by creating an
// FxExpression that corresponded to "variable angle + angle" so as to use A_SetAngle
// as well, but it became an overcomplicated mess that didn't even work as I had to
// create a compile context as well and couldn't get it right.
case MBF_Face:
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // angle
break;
case MBF_Scratch: // misc1 = damage, misc 2 = sound
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // damage
if (value2) StateParams.Set(ParamIndex+1, new FxConstant(SoundMap[value2-1], *pos)); // hit sound
break;
case MBF_PlaySound:
StateParams.Set(ParamIndex+0, new FxConstant(SoundMap[value1-1], *pos)); // soundid
StateParams.Set(ParamIndex+1, new FxConstant(CHAN_BODY, *pos)); // channel
StateParams.Set(ParamIndex+2, new FxConstant(1.0, *pos)); // volume
StateParams.Set(ParamIndex+3, new FxConstant(false, *pos)); // looping
StateParams.Set(ParamIndex+4, new FxConstant((value2 ? ATTN_NONE : ATTN_NORM), *pos)); // attenuation
break;
case MBF_RandomJump:
StateParams.Set(ParamIndex+0, new FxConstant(2, *pos)); // count
StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // maxchance
StateParams.Set(ParamIndex+2, new FxConstant(FindState(value1), *pos)); // jumpto
break;
case MBF_LineEffect:
// This is the second MBF codepointer that couldn't be translated easily.
// Calling P_TranslateLineDef() here was a simple matter, as was adding an
// extra parameter to A_CallSpecial so as to replicate the LINEDONE stuff,
// but unfortunately DEHACKED lumps are processed before the map translation
// arrays are initialized so this didn't work.
StateParams.Set(ParamIndex+0, new FxConstant(value1, *pos)); // special
StateParams.Set(ParamIndex+1, new FxConstant(value2, *pos)); // tag
break;
case SMMU_NailBomb:
// That one does not actually have MBF-style parameters. But since
// we're aliasing it to an extension of A_Explode...
StateParams.Set(ParamIndex+5, new FxConstant(30, *pos)); // nails
StateParams.Set(ParamIndex+6, new FxConstant(10, *pos)); // naildamage
break;
default:
// This simply should not happen.
Printf("Unmanaged dehacked codepointer alias num %i\n", codepointer);
}
}
static int PatchThing (int thingy)
{
enum
{
// Boom flags
MF_TRANSLATION = 0x0c000000, // if 0x4 0x8 or 0xc, use a translation
MF_TRANSSHIFT = 26, // table for player colormaps
// A couple of Boom flags that don't exist in ZDoom
MF_SLIDE = 0x00002000, // Player: keep info about sliding along walls.
MF_TRANSLUCENT = 0x80000000, // Translucent sprite?
// MBF flags: TOUCHY is remapped to flags6, FRIEND is turned into FRIENDLY,
// and finally BOUNCES is replaced by bouncetypes with the BOUNCES_MBF bit.
MF_TOUCHY = 0x10000000, // killough 11/98: dies when solids touch it
MF_BOUNCES = 0x20000000, // killough 7/11/98: for beta BFG fireballs
MF_FRIEND = 0x40000000, // killough 7/18/98: friendly monsters
};
int result;
AActor *info;
BYTE dummy[sizeof(AActor)];
bool hadHeight = false;
bool hadTranslucency = false;
bool hadStyle = false;
FStateDefinitions statedef;
bool patchedStates = false;
int oldflags;
const PClass *type;
SWORD *ednum, dummyed;
type = NULL;
info = (AActor *)&dummy;
ednum = &dummyed;
if (thingy > (int)InfoNames.Size() || thingy <= 0)
{
Printf ("Thing %d out of range.\n", thingy);
}
else
{
DPrintf ("Thing %d\n", thingy);
if (thingy > 0)
{
type = InfoNames[thingy - 1];
if (type == NULL)
{
info = (AActor *)&dummy;
ednum = &dummyed;
// An error for the name has already been printed while loading DEHSUPP.
Printf ("Could not find thing %d\n", thingy);
}
else
{
info = GetDefaultByType (type);
ednum = &type->ActorInfo->DoomEdNum;
}
}
}
oldflags = info->flags;
while ((result = GetLine ()) == 1)
{
char *endptr;
unsigned long val = strtoul (Line2, &endptr, 10);
size_t linelen = strlen (Line1);
if (linelen == 10 && stricmp (Line1, "Hit points") == 0)
{
info->health = val;
}
else if (linelen == 13 && stricmp (Line1, "Reaction time") == 0)
{
info->reactiontime = val;
}
else if (linelen == 11 && stricmp (Line1, "Pain chance") == 0)
{
info->PainChance = (SWORD)val;
}
else if (linelen == 12 && stricmp (Line1, "Translucency") == 0)
{
info->alpha = val;
info->RenderStyle = STYLE_Translucent;
hadTranslucency = true;
hadStyle = true;
}
else if (linelen == 6 && stricmp (Line1, "Height") == 0)
{
info->height = val;
info->projectilepassheight = 0; // needs to be disabled
hadHeight = true;
}
else if (linelen == 14 && stricmp (Line1, "Missile damage") == 0)
{
info->Damage = val;
}
else if (linelen == 5)
{
if (stricmp (Line1, "Speed") == 0)
{
info->Speed = val;
}
else if (stricmp (Line1, "Width") == 0)
{
info->radius = val;
}
else if (stricmp (Line1, "Alpha") == 0)
{
info->alpha = (fixed_t)(atof (Line2) * FRACUNIT);
hadTranslucency = true;
}
else if (stricmp (Line1, "Scale") == 0)
{
info->scaleY = info->scaleX = clamp<fixed_t> (FLOAT2FIXED(atof (Line2)), 1, 256*FRACUNIT);
}
else if (stricmp (Line1, "Decal") == 0)
{
stripwhite (Line2);
const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
if (decal != NULL)
{
info->DecalGenerator = const_cast <FDecalTemplate *>(decal);
}
else
{
Printf ("Thing %d: Unknown decal %s\n", thingy, Line2);
}
}
}
else if (linelen == 12 && stricmp (Line1, "Render Style") == 0)
{
stripwhite (Line2);
int style = FindStyle (Line2);
if (style >= 0)
{
info->RenderStyle = ERenderStyle(style);
hadStyle = true;
}
}
else if (linelen > 6)
{
if (linelen == 12 && stricmp (Line1, "No Ice Death") == 0)
{
if (val)
{
info->flags4 |= MF4_NOICEDEATH;
}
else
{
info->flags4 &= ~MF4_NOICEDEATH;
}
}
else if (stricmp (Line1 + linelen - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != NULL && !patchedStates)
{
statedef.MakeStateDefines(type);
patchedStates = true;
}
if (!strnicmp (Line1, "Initial", 7))
statedef.SetStateLabel("Spawn", state ? state : GetDefault<AActor>()->SpawnState);
else if (!strnicmp (Line1, "First moving", 12))
statedef.SetStateLabel("See", state);
else if (!strnicmp (Line1, "Injury", 6))
statedef.SetStateLabel("Pain", state);
else if (!strnicmp (Line1, "Close attack", 12))
{
if (thingy != 1) // Not for players!
{
statedef.SetStateLabel("Melee", state);
}
}
else if (!strnicmp (Line1, "Far attack", 10))
{
if (thingy != 1) // Not for players!
{
statedef.SetStateLabel("Missile", state);
}
}
else if (!strnicmp (Line1, "Death", 5))
statedef.SetStateLabel("Death", state);
else if (!strnicmp (Line1, "Exploding", 9))
statedef.SetStateLabel("XDeath", state);
else if (!strnicmp (Line1, "Respawn", 7))
statedef.SetStateLabel("Raise", state);
}
else if (stricmp (Line1 + linelen - 6, " sound") == 0)
{
FSoundID snd;
if (val == 0 || val >= SoundMap.Size())
{
if (endptr == Line2)
{ // Sound was not a (valid) number,
// so treat it as an actual sound name.
stripwhite (Line2);
snd = Line2;
}
}
else
{
snd = SoundMap[val-1];
}
if (!strnicmp (Line1, "Alert", 5))
info->SeeSound = snd;
else if (!strnicmp (Line1, "Attack", 6))
info->AttackSound = snd;
else if (!strnicmp (Line1, "Pain", 4))
info->PainSound = snd;
else if (!strnicmp (Line1, "Death", 5))
info->DeathSound = snd;
else if (!strnicmp (Line1, "Action", 6))
info->ActiveSound = snd;
}
}
else if (linelen == 4)
{
if (stricmp (Line1, "Mass") == 0)
{
info->Mass = val;
}
else if (stricmp (Line1, "Bits") == 0)
{
DWORD value[4] = { 0, 0, 0 };
bool vchanged[4] = { false, false, false };
// ZDoom used to block the upper range of bits to force use of mnemonics for extra flags.
// MBF also defined extra flags in the same range, but without forcing mnemonics. For MBF
// compatibility, the upper bits are freed, but we have conflicts between the ZDoom bits
// and the MBF bits. The only such flag exposed to DEHSUPP, though, is STEALTH -- the others
// are not available through mnemonics, and aren't available either through their bit value.
// So if we find the STEALTH keyword, it's a ZDoom mod, otherwise assume FRIEND.
bool zdoomflags = false;
char *strval;
for (strval = Line2; (strval = strtok (strval, ",+| \t\f\r")); strval = NULL)
{
if (IsNum (strval))
{
// I have no idea why everyone insists on using strtol here even though it fails
// dismally if a value is parsed where the highest bit it set. Do people really
// use negative values here? Let's better be safe and check both.
if (strchr(strval, '-')) value[0] |= (unsigned long)strtol(strval, NULL, 10);
else value[0] |= (unsigned long)strtoul(strval, NULL, 10);
vchanged[0] = true;
}
else
{
// STEALTH FRIEND HACK!
if (!stricmp(strval, "STEALTH")) zdoomflags = true;
unsigned i;
for(i = 0; i < BitNames.Size(); i++)
{
if (!stricmp(strval, BitNames[i].Name))
{
vchanged[BitNames[i].WhichFlags] = true;
value[BitNames[i].WhichFlags] |= 1 << BitNames[i].Bit;
break;
}
}
if (i == BitNames.Size())
{
DPrintf("Unknown bit mnemonic %s\n", strval);
}
}
}
if (vchanged[0])
{
if (value[0] & MF_SLIDE)
{
// SLIDE (which occupies in Doom what is the MF_INCHASE slot in ZDoom)
value[0] &= ~MF_SLIDE; // clean the slot
// Nothing else to do, this flag is never actually used.
}
if (value[0] & MF_TRANSLATION)
{
info->Translation = TRANSLATION (TRANSLATION_Standard,
((value[0] & MF_TRANSLATION) >> (MF_TRANSSHIFT))-1);
value[0] &= ~MF_TRANSLATION;
}
if (value[0] & MF_TOUCHY)
{
// TOUCHY (which occupies in MBF what is the MF_UNMORPHED slot in ZDoom)
value[0] &= ~MF_TOUCHY; // clean the slot
info->flags6 |= MF6_TOUCHY; // remap the flag
}
if (value[0] & MF_BOUNCES)
{
// BOUNCES (which occupies in MBF the MF_NOLIFTDROP slot)
// This flag is especially convoluted as what it does depend on what
// other flags the actor also has, and whether it's "sentient" or not.
value[0] &= ~MF_BOUNCES; // clean the slot
// MBF considers that things that bounce can be damaged, even if not shootable.
info->flags6 |= MF6_VULNERABLE;
// MBF also considers that bouncers pass through blocking lines as projectiles.
info->flags3 |= MF3_NOBLOCKMONST;
// MBF also considers that bouncers that explode are grenades, and MBF grenades
// are supposed to hurt everything, except cyberdemons if they're fired by cybies.
// Let's translate that in a more generic way as grenades which hurt everything
// except the class of their shooter. Yes, it does diverge a bit from MBF, as for
// example a dehacked arachnotron that shoots grenade would kill itself quickly
// in MBF and will not here. But class-specific checks are cumbersome and limiting.
info->flags4 |= (MF4_FORCERADIUSDMG | MF4_DONTHARMCLASS);
// MBF bouncing missiles rebound on floors and ceiling, but not on walls.
// This is different from BOUNCE_Heretic behavior as in Heretic the missiles
// die when they bounce, while in MBF they will continue to bounce until they
// collide with a wall or a solid actor.
if (value[0] & MF_MISSILE) info->BounceFlags = BOUNCE_Classic;
// MBF bouncing actors that do not have the missile flag will also rebound on
// walls, and this does correspond roughly to the ZDoom bounce style.
else info->BounceFlags = BOUNCE_Grenade;
// MBF grenades are dehacked rockets that gain the BOUNCES flag but
// lose the MISSILE flag, so they can be identified here easily.
if (!(value[0] & MF_MISSILE) && info->effects & FX_ROCKET)
{
info->effects &= ~FX_ROCKET; // replace rocket trail
info->effects |= FX_GRENADE; // by grenade trail
}
// MBF bounce factors depend on flag combos:
enum
{
MBF_BOUNCE_NOGRAVITY = FRACUNIT, // With NOGRAVITY: full momentum
MBF_BOUNCE_FLOATDROPOFF = (FRACUNIT * 85) / 100,// With FLOAT and DROPOFF: 85%
MBF_BOUNCE_FLOAT = (FRACUNIT * 70) / 100,// With FLOAT alone: 70%
MBF_BOUNCE_DEFAULT = (FRACUNIT * 45) / 100,// Without the above flags: 45%
MBF_BOUNCE_WALL = (FRACUNIT * 50) / 100,// Bouncing off walls: 50%
};
info->bouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY
: (value[0] & MF_FLOAT) ? (value[0] & MF_DROPOFF) ? MBF_BOUNCE_FLOATDROPOFF
: MBF_BOUNCE_FLOAT : MBF_BOUNCE_DEFAULT);
info->wallbouncefactor = ((value[0] & MF_NOGRAVITY) ? MBF_BOUNCE_NOGRAVITY : MBF_BOUNCE_WALL);
// MBF sentient actors with BOUNCE and FLOAT are able to "jump" by floating up.
if (info->IsSentient())
{
if (value[0] & MF_FLOAT) info->flags6 |= MF6_CANJUMP;
}
// Non sentient actors can be damaged but they shouldn't bleed.
else
{
value[0] |= MF_NOBLOOD;
}
}
if (zdoomflags && (value [0] & MF_STEALTH))
{
// STEALTH FRIEND HACK!
}
else if (value[0] & MF_FRIEND)
{
// FRIEND (which occupies in MBF the MF_STEALTH slot)
value[0] &= ~MF_FRIEND; // clean the slot
value[0] |= MF_FRIENDLY; // remap the flag to its ZDoom equivalent
// MBF friends are not blocked by monster blocking lines:
info->flags3 |= MF3_NOBLOCKMONST;
}
if (value[0] & MF_TRANSLUCENT)
{
// TRANSLUCENT (which occupies in Boom the MF_ICECORPSE slot)
value[0] &= ~MF_TRANSLUCENT; // clean the slot
vchanged[2] = true; value[2] |= 2; // let the TRANSLUCxx code below handle it
}
if ((info->flags & MF_MISSILE) && (info->flags2 & MF2_NOTELEPORT)
&& !(value[0] & MF_MISSILE))
{
// ZDoom gives missiles flags that did not exist in Doom: MF2_NOTELEPORT,
// MF2_IMPACT, and MF2_PCROSS. The NOTELEPORT one can be a problem since
// some projectile actors (those new to Doom II) were not excluded from
// triggering line effects and can teleport when the missile flag is removed.
info->flags2 &= ~MF2_NOTELEPORT;
}
info->flags = value[0];
}
if (vchanged[1])
{
info->flags2 = value[1];
if (info->flags2 & 0x00000004) // old BOUNCE1
{
info->flags2 &= ~4;
info->BounceFlags = BOUNCE_DoomCompat;
}
// Damage types that once were flags but now are not
if (info->flags2 & 0x20000000)
{
info->DamageType = NAME_Ice;
info->flags2 &= ~0x20000000;
}
if (info->flags2 & 0x10000)
{
info->DamageType = NAME_Fire;
info->flags2 &= ~0x10000;
}
if (info->flags2 & 1)
{
info->gravity = FRACUNIT/4;
info->flags2 &= ~1;
}
}
if (vchanged[2])
{
if (value[2] & 7)
{
hadTranslucency = true;
if (value[2] & 1)
info->alpha = TRANSLUC25;
else if (value[2] & 2)
info->alpha = TRANSLUC50;
else if (value[2] & 4)
info->alpha = TRANSLUC75;
info->RenderStyle = STYLE_Translucent;
}
if (value[2] & 8)
info->renderflags |= RF_INVISIBLE;
else
info->renderflags &= ~RF_INVISIBLE;
}
DPrintf ("Bits: %d,%d (0x%08x,0x%08x)\n", info->flags, info->flags2,
info->flags, info->flags2);
}
else if (stricmp (Line1, "ID #") == 0)
{
*ednum = (SWORD)val;
}
}
else Printf (unknown_str, Line1, "Thing", thingy);
}
if (info != (AActor *)&dummy)
{
// Reset heights for things hanging from the ceiling that
// don't specify a new height.
if (info->flags & MF_SPAWNCEILING &&
!hadHeight &&
thingy <= (int)OrgHeights.Size() && thingy > 0)
{
info->height = OrgHeights[thingy - 1] * FRACUNIT;
info->projectilepassheight = 0;
}
// If the thing's shadow changed, change its fuzziness if not already specified
if ((info->flags ^ oldflags) & MF_SHADOW)
{
if (info->flags & MF_SHADOW)
{ // changed to shadow
if (!hadStyle)
info->RenderStyle = STYLE_OptFuzzy;
if (!hadTranslucency)
info->alpha = FRACUNIT/5;
}
else
{ // changed from shadow
if (!hadStyle)
info->RenderStyle = STYLE_Normal;
}
}
// If this thing's speed is really low (i.e. meant to be a monster),
// bump it up, because all speeds are fixed point now.
if (abs(info->Speed) < 256)
{
info->Speed <<= FRACBITS;
}
if (info->flags & MF_SPECIAL)
{
PushTouchedActor(const_cast<PClass *>(type));
}
// If MF_COUNTKILL is set, make sure the other standard monster flags are
// set, too. And vice versa.
if (thingy != 1) // don't mess with the player's flags
{
if (info->flags & MF_COUNTKILL)
{
info->flags2 |= MF2_PUSHWALL | MF2_MCROSS | MF2_PASSMOBJ;
info->flags3 |= MF3_ISMONSTER;
}
else
{
info->flags2 &= ~(MF2_PUSHWALL | MF2_MCROSS);
info->flags3 &= ~MF3_ISMONSTER;
}
}
// Everything that's altered here gets the CANUSEWALLS flag, just in case
// it calls P_Move().
info->flags4 |= MF4_CANUSEWALLS;
if (patchedStates)
{
statedef.InstallStates(type->ActorInfo, info);
}
}
return result;
}
// The only remotely useful thing Dehacked sound patches could do
// was change where the sound's name was stored. Since there is no
// real benefit to doing this, and it would be very difficult for
// me to emulate it, I have disabled them entirely.
static int PatchSound (int soundNum)
{
int result;
DPrintf ("Sound %d (no longer supported)\n", soundNum);
/*
sfxinfo_t *info, dummy;
int offset = 0;
if (soundNum >= 1 && soundNum <= NUMSFX) {
info = &S_sfx[soundNum];
} else {
info = &dummy;
Printf ("Sound %d out of range.\n");
}
*/
while ((result = GetLine ()) == 1) {
/*
if (!stricmp ("Offset", Line1))
offset = atoi (Line2);
else CHECKKEY ("Zero/One", info->singularity)
else CHECKKEY ("Value", info->priority)
else CHECKKEY ("Zero 1", info->link)
else CHECKKEY ("Neg. One 1", info->pitch)
else CHECKKEY ("Neg. One 2", info->volume)
else CHECKKEY ("Zero 2", info->data)
else CHECKKEY ("Zero 3", info->usefulness)
else CHECKKEY ("Zero 4", info->lumpnum)
else Printf (unknown_str, Line1, "Sound", soundNum);
*/
}
/*
if (offset) {
// Calculate offset from start of sound names
offset -= toff[dversion] + 21076;
if (offset <= 64) // pistol .. bfg
offset >>= 3;
else if (offset <= 260) // sawup .. oof
offset = (offset + 4) >> 3;
else // telept .. skeatk
offset = (offset + 8) >> 3;
if (offset >= 0 && offset < NUMSFX) {
S_sfx[soundNum].name = OrgSfxNames[offset + 1];
} else {
Printf ("Sound name %d out of range.\n", offset + 1);
}
}
*/
return result;
}
static int PatchFrame (int frameNum)
{
int result;
int tics, misc1, frame;
FState *info, dummy;
info = FindState (frameNum);
if (info)
{
DPrintf ("Frame %d\n", frameNum);
if (frameNum == 47)
{ // Use original tics for S_DSGUNFLASH1
tics = 5;
}
else if (frameNum == 48)
{ // Ditto for S_DSGUNFLASH2
tics = 4;
}
else
{
tics = info->GetTics ();
}
misc1 = info->GetMisc1 ();
frame = info->GetFrame () | (info->GetFullbright() ? 0x8000 : 0);
}
else
{
info = &dummy;
tics = misc1 = frame = 0;
Printf ("Frame %d out of range\n", frameNum);
}
while ((result = GetLine ()) == 1)
{
int val = atoi (Line2);
size_t keylen = strlen (Line1);
if (keylen == 8 && stricmp (Line1, "Duration") == 0)
{
tics = clamp (val, -1, SHRT_MAX);
}
else if (keylen == 9 && stricmp (Line1, "Unknown 1") == 0)
{
misc1 = val;
}
else if (keylen == 9 && stricmp (Line1, "Unknown 2") == 0)
{
info->Misc2 = val;
}
else if (keylen == 13 && stricmp (Line1, "Sprite number") == 0)
{
unsigned int i;
if (val < (int)OrgSprNames.Size())
{
for (i = 0; i < sprites.Size(); i++)
{
if (memcmp (OrgSprNames[val].c, sprites[i].name, 4) == 0)
{
info->sprite = (int)i;
break;
}
}
if (i == sprites.Size ())
{
Printf ("Frame %d: Sprite %d (%s) is undefined\n",
frameNum, val, OrgSprNames[val].c);
}
}
else
{
Printf ("Frame %d: Sprite %d out of range\n", frameNum, val);
}
}
else if (keylen == 10 && stricmp (Line1, "Next frame") == 0)
{
info->NextState = FindState (val);
}
else if (keylen == 16 && stricmp (Line1, "Sprite subnumber") == 0)
{
frame = val;
}
else
{
Printf (unknown_str, Line1, "Frame", frameNum);
}
}
if (info != &dummy)
{
info->DefineFlags |= SDF_DEHACKED; // Signals the state has been modified by dehacked
if ((unsigned)(frame & 0x7fff) > 63)
{
Printf ("Frame %d: Subnumber must be in range [0,63]\n", frameNum);
}
info->Tics = tics;
info->Misc1 = misc1;
info->Frame = frame & 0x3f;
info->Fullbright = frame & 0x8000 ? true : false;
}
return result;
}
static int PatchSprite (int sprNum)
{
int result;
int offset = 0;
if ((unsigned)sprNum < OrgSprNames.Size())
{
DPrintf ("Sprite %d\n", sprNum);
}
else
{
Printf ("Sprite %d out of range.\n", sprNum);
sprNum = -1;
}
while ((result = GetLine ()) == 1)
{
if (!stricmp ("Offset", Line1))
offset = atoi (Line2);
else Printf (unknown_str, Line1, "Sprite", sprNum);
}
if (offset > 0 && sprNum != -1)
{
// Calculate offset from beginning of sprite names.
offset = (offset - toff[dversion] - 22044) / 8;
if ((unsigned)offset < OrgSprNames.Size())
{
sprNum = FindSprite (OrgSprNames[sprNum].c);
if (sprNum != -1)
strncpy (sprites[sprNum].name, OrgSprNames[offset].c, 4);
}
else
{
Printf ("Sprite name %d out of range.\n", offset);
}
}
return result;
}
static int PatchAmmo (int ammoNum)
{
const PClass *ammoType = NULL;
AAmmo *defaultAmmo = NULL;
int result;
int oldclip;
int dummy;
int *max = &dummy;
int *per = &dummy;
if (ammoNum >= 0 && ammoNum < 4 && (unsigned)ammoNum <= AmmoNames.Size())
{
DPrintf ("Ammo %d.\n", ammoNum);
ammoType = AmmoNames[ammoNum];
if (ammoType != NULL)
{
defaultAmmo = (AAmmo *)GetDefaultByType (ammoType);
if (defaultAmmo != NULL)
{
max = &defaultAmmo->MaxAmount;
per = &defaultAmmo->Amount;
}
}
}
if (ammoType == NULL)
{
Printf ("Ammo %d out of range.\n", ammoNum);
}
oldclip = *per;
while ((result = GetLine ()) == 1)
{
CHECKKEY ("Max ammo", *max)
else CHECKKEY ("Per ammo", *per)
else Printf (unknown_str, Line1, "Ammo", ammoNum);
}
// Calculate the new backpack-given amounts for this ammo.
if (ammoType != NULL)
{
defaultAmmo->BackpackMaxAmount = defaultAmmo->MaxAmount * 2;
defaultAmmo->BackpackAmount = defaultAmmo->Amount;
}
// Fix per-ammo/max-ammo amounts for descendants of the base ammo class
if (oldclip != *per)
{
for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
{
PClass *type = PClass::m_Types[i];
if (type == ammoType)
continue;
if (type->IsDescendantOf (ammoType))
{
defaultAmmo = (AAmmo *)GetDefaultByType (type);
defaultAmmo->MaxAmount = *max;
defaultAmmo->Amount = Scale (defaultAmmo->Amount, *per, oldclip);
}
else if (type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
{
AWeapon *defWeap = (AWeapon *)GetDefaultByType (type);
if (defWeap->AmmoType1 == ammoType)
{
defWeap->AmmoGive1 = Scale (defWeap->AmmoGive1, *per, oldclip);
}
if (defWeap->AmmoType2 == ammoType)
{
defWeap->AmmoGive2 = Scale (defWeap->AmmoGive2, *per, oldclip);
}
}
}
}
return result;
}
static int PatchWeapon (int weapNum)
{
int result;
const PClass *type = NULL;
BYTE dummy[sizeof(AWeapon)];
AWeapon *info = (AWeapon *)&dummy;
bool patchedStates = false;
FStateDefinitions statedef;
if (weapNum >= 0 && weapNum < 9 && (unsigned)weapNum < WeaponNames.Size())
{
type = WeaponNames[weapNum];
if (type != NULL)
{
info = (AWeapon *)GetDefaultByType (type);
DPrintf ("Weapon %d\n", weapNum);
}
}
if (type == NULL)
{
Printf ("Weapon %d out of range.\n", weapNum);
}
while ((result = GetLine ()) == 1)
{
int val = atoi (Line2);
if (strlen (Line1) >= 9)
{
if (stricmp (Line1 + strlen (Line1) - 6, " frame") == 0)
{
FState *state = FindState (val);
if (type != NULL && !patchedStates)
{
statedef.MakeStateDefines(type);
patchedStates = true;
}
if (strnicmp (Line1, "Deselect", 8) == 0)
statedef.SetStateLabel("Select", state);
else if (strnicmp (Line1, "Select", 6) == 0)
statedef.SetStateLabel("Deselect", state);
else if (strnicmp (Line1, "Bobbing", 7) == 0)
statedef.SetStateLabel("Ready", state);
else if (strnicmp (Line1, "Shooting", 8) == 0)
statedef.SetStateLabel("Fire", state);
else if (strnicmp (Line1, "Firing", 6) == 0)
statedef.SetStateLabel("Flash", state);
}
else if (stricmp (Line1, "Ammo type") == 0)
{
if (val < 0 || val >= 12 || (unsigned)val >= AmmoNames.Size())
{
val = 5;
}
info->AmmoType1 = AmmoNames[val];
if (info->AmmoType1 != NULL)
{
info->AmmoGive1 = ((AAmmo*)GetDefaultByType (info->AmmoType1))->Amount * 2;
if (info->AmmoUse1 == 0)
{
info->AmmoUse1 = 1;
}
}
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
else if (stricmp (Line1, "Decal") == 0)
{
stripwhite (Line2);
const FDecalTemplate *decal = DecalLibrary.GetDecalByName (Line2);
if (decal != NULL)
{
info->DecalGenerator = const_cast <FDecalTemplate *>(decal);
}
else
{
Printf ("Weapon %d: Unknown decal %s\n", weapNum, Line2);
}
}
else if (stricmp (Line1, "Ammo use") == 0 || stricmp (Line1, "Ammo per shot") == 0)
{
info->AmmoUse1 = val;
info->flags6 |= MF6_INTRYMOVE; // flag the weapon for postprocessing (reuse a flag that can't be set by external means)
}
else if (stricmp (Line1, "Min ammo") == 0)
{
info->MinAmmo1 = val;
}
else
{
Printf (unknown_str, Line1, "Weapon", weapNum);
}
}
if (info->AmmoType1 == NULL)
{
info->AmmoUse1 = 0;
}
if (patchedStates)
{
statedef.InstallStates(type->ActorInfo, info);
}
return result;
}
static void SetPointer(FState *state, PSymbol *sym, int frame = 0)
{
if (sym==NULL || sym->SymbolType != SYM_ActionFunction)
{
state->SetAction(NULL);
return;
}
else
{
FString symname = sym->SymbolName.GetChars();
state->SetAction(static_cast<PSymbolActionFunction*>(sym));
// Note: CompareNoCase() calls stricmp() and therefore returns 0 when they're the same.
for (unsigned int i = 0; i < MBFCodePointers.Size(); i++)
{
if (!symname.CompareNoCase(MBFCodePointers[i].name))
{
MBFParamState newstate;
newstate.state = state;
newstate.pointer = i;
MBFParamStates.Push(newstate);
break; // No need to cycle through the rest of the list.
}
}
}
}
static int PatchPointer (int ptrNum)
{
int result;
// Hack for some Boom dehacked patches that are of the form Pointer 0 (x statenumber)
char * key;
int indexnum;
key=strchr(Line2, '(');
if (key++) key=strchr(key, ' '); else key=NULL;
if ((ptrNum == 0) && key++)
{
*strchr(key, ')') = '\0';
indexnum = atoi(key);
for (ptrNum = 0; (unsigned int) ptrNum < CodePConv.Size(); ++ptrNum)
{
if (CodePConv[ptrNum] == indexnum) break;
}
DPrintf("Final ptrNum: %i\n", ptrNum);
}
// End of hack.
// 448 Doom states with codepointers + 74 extra MBF states with codepointers = 522 total
// Better to just use the size of the array rather than a hardcoded value.
if (ptrNum >= 0 && (unsigned int) ptrNum < CodePConv.Size())
{
DPrintf ("Pointer %d\n", ptrNum);
}
else
{
Printf ("Pointer %d out of range.\n", ptrNum);
ptrNum = -1;
}
while ((result = GetLine ()) == 1)
{
if ((unsigned)ptrNum < CodePConv.Size() && (!stricmp (Line1, "Codep Frame")))
{
FState *state = FindState (CodePConv[ptrNum]);
if (state)
{
int index = atoi(Line2);
if ((unsigned)(index) >= Actions.Size())
SetPointer(state, NULL);
else
{
SetPointer(state, Actions[index], CodePConv[ptrNum]);
}
DPrintf("%s has a hacked state for pointer num %i with index %i\nLine1=%s, Line2=%s\n",
state->StaticFindStateOwner(state)->TypeName.GetChars(), ptrNum, index, Line1, Line2);
}
else
{
Printf ("Bad code pointer %d\n", ptrNum);
}
}
else Printf (unknown_str, Line1, "Pointer", ptrNum);
}
return result;
}
static int PatchCheats (int dummy)
{
int result;
DPrintf ("Cheats (support removed by request)\n");
while ((result = GetLine ()) == 1)
{
}
return result;
}
static int PatchMisc (int dummy)
{
static const struct Key keys[] = {
{ "Initial Health", myoffsetof(struct DehInfo,StartHealth) },
{ "Initial Bullets", myoffsetof(struct DehInfo,StartBullets) },
{ "Max Health", myoffsetof(struct DehInfo,MaxHealth) },
{ "Max Armor", myoffsetof(struct DehInfo,MaxArmor) },
{ "Green Armor Class", myoffsetof(struct DehInfo,GreenAC) },
{ "Blue Armor Class", myoffsetof(struct DehInfo,BlueAC) },
{ "Max Soulsphere", myoffsetof(struct DehInfo,MaxSoulsphere) },
{ "Soulsphere Health", myoffsetof(struct DehInfo,SoulsphereHealth) },
{ "Megasphere Health", myoffsetof(struct DehInfo,MegasphereHealth) },
{ "God Mode Health", myoffsetof(struct DehInfo,GodHealth) },
{ "IDFA Armor", myoffsetof(struct DehInfo,FAArmor) },
{ "IDFA Armor Class", myoffsetof(struct DehInfo,FAAC) },
{ "IDKFA Armor", myoffsetof(struct DehInfo,KFAArmor) },
{ "IDKFA Armor Class", myoffsetof(struct DehInfo,KFAAC) },
{ "No Autofreeze", myoffsetof(struct DehInfo,NoAutofreeze) },
{ NULL, 0 }
};
int result;
DPrintf ("Misc\n");
while ((result = GetLine()) == 1)
{
if (HandleKey (keys, &deh, Line1, atoi (Line2)))
{
if (stricmp (Line1, "BFG Cells/Shot") == 0)
{
deh.BFGCells = atoi (Line2);
}
else if (stricmp (Line1, "Rocket Explosion Style") == 0)
{
stripwhite (Line2);
int style = FindStyle (Line2);
if (style >= 0)
{
deh.ExplosionStyle = style;
}
}
else if (stricmp (Line1, "Rocket Explosion Alpha") == 0)
{
deh.ExplosionAlpha = (fixed_t)(atof (Line2) * FRACUNIT);
}
else if (stricmp (Line1, "Monsters Infight") == 0)
{
infighting = atoi (Line2);
}
else if (stricmp (Line1, "Monsters Ignore Each Other") == 0)
{
infighting = atoi (Line2) ? -1 : 0;
}
else if (strnicmp (Line1, "Powerup Color ", 14) == 0)
{
static const char * const names[] =
{
"Invulnerability",
"Berserk",
"Invisibility",
"Radiation Suit",
"Infrared",
"Tome of Power",
"Wings of Wrath",
"Speed",
"Minotaur",
NULL
};
static const PClass * const types[] =
{
RUNTIME_CLASS(APowerInvulnerable),
RUNTIME_CLASS(APowerStrength),
RUNTIME_CLASS(APowerInvisibility),
RUNTIME_CLASS(APowerIronFeet),
RUNTIME_CLASS(APowerLightAmp),
RUNTIME_CLASS(APowerWeaponLevel2),
RUNTIME_CLASS(APowerSpeed),
RUNTIME_CLASS(APowerMinotaur)
};
int i;
for (i = 0; names[i] != NULL; ++i)
{
if (stricmp (Line1 + 14, names[i]) == 0)
{
break;
}
}
if (names[i] == NULL)
{
Printf ("Unknown miscellaneous info %s.\n", Line1);
}
else
{
int r, g, b;
float a;
if (4 != sscanf (Line2, "%d %d %d %f", &r, &g, &b, &a))
{
Printf ("Bad powerup color description \"%s\" for %s\n", Line2, Line1);
}
else if (a > 0)
{
static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = PalEntry(
BYTE(clamp(a,0.f,1.f)*255.f),
clamp(r,0,255),
clamp(g,0,255),
clamp(b,0,255));
}
else
{
static_cast<APowerup *>(GetDefaultByType (types[i]))->BlendColor = 0;
}
}
}
else
{
Printf ("Unknown miscellaneous info %s.\n", Line1);
}
}
}
// Update default item properties by patching the affected items
// Note: This won't have any effect on DECORATE derivates of these items!
ABasicArmorPickup *armor;
armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("GreenArmor"));
if (armor!=NULL)
{
armor->SaveAmount = 100 * deh.GreenAC;
armor->SavePercent = deh.GreenAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
}
armor = static_cast<ABasicArmorPickup *> (GetDefaultByName ("BlueArmor"));
if (armor!=NULL)
{
armor->SaveAmount = 100 * deh.BlueAC;
armor->SavePercent = deh.BlueAC == 1 ? FRACUNIT/3 : FRACUNIT/2;
}
ABasicArmorBonus *barmor;
barmor = static_cast<ABasicArmorBonus *> (GetDefaultByName ("ArmorBonus"));
if (barmor!=NULL)
{
barmor->MaxSaveAmount = deh.MaxArmor;
}
AHealth *health;
health = static_cast<AHealth *> (GetDefaultByName ("HealthBonus"));
if (health!=NULL)
{
health->MaxAmount = 2 * deh.MaxHealth;
}
health = static_cast<AHealth *> (GetDefaultByName ("Soulsphere"));
if (health!=NULL)
{
health->Amount = deh.SoulsphereHealth;
health->MaxAmount = deh.MaxSoulsphere;
}
health = static_cast<AHealth *> (GetDefaultByName ("MegasphereHealth"));
if (health!=NULL)
{
health->Amount = health->MaxAmount = deh.MegasphereHealth;
}
APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
if (player != NULL)
{
player->health = deh.StartHealth;
// Hm... I'm not sure that this is the right way to change this info...
int index = PClass::FindClass(NAME_DoomPlayer)->Meta.GetMetaInt (ACMETA_DropItems) - 1;
if (index >= 0 && index < (signed)DropItemList.Size())
{
FDropItem * di = DropItemList[index];
while (di != NULL)
{
if (di->Name == NAME_Clip)
{
di->amount = deh.StartBullets;
}
di = di->Next;
}
}
}
// 0xDD means "enable infighting"
if (infighting == 0xDD)
{
infighting = 1;
}
else if (infighting != -1)
{
infighting = 0;
}
return result;
}
static int PatchPars (int dummy)
{
char *space, mapname[8], *moredata;
level_info_t *info;
int result, par;
DPrintf ("[Pars]\n");
while ( (result = GetLine()) ) {
// Argh! .bex doesn't follow the same rules as .deh
if (result == 1) {
Printf ("Unknown key in [PARS] section: %s\n", Line1);
continue;
}
if (stricmp ("par", Line1))
return result;
space = strchr (Line2, ' ');
if (!space) {
Printf ("Need data after par.\n");
continue;
}
*space++ = '\0';
while (*space && isspace(*space))
space++;
moredata = strchr (space, ' ');
if (moredata) {
// At least 3 items on this line, must be E?M? format
mysnprintf (mapname, countof(mapname), "E%cM%c", *Line2, *space);
par = atoi (moredata + 1);
} else {
// Only 2 items, must be MAP?? format
mysnprintf (mapname, countof(mapname), "MAP%02d", atoi(Line2) % 100);
par = atoi (space);
}
if (!(info = FindLevelInfo (mapname)) ) {
Printf ("No map %s\n", mapname);
continue;
}
info->partime = par;
DPrintf ("Par for %s changed to %d\n", mapname, par);
}
return result;
}
static int PatchCodePtrs (int dummy)
{
int result;
DPrintf ("[CodePtr]\n");
while ((result = GetLine()) == 1)
{
if (!strnicmp ("Frame", Line1, 5) && isspace(Line1[5]))
{
int frame = atoi (Line1 + 5);
FState *state = FindState (frame);
stripwhite (Line2);
if (state == NULL)
{
Printf ("Frame %d out of range\n", frame);
}
else if (!stricmp(Line2, "NULL"))
{
SetPointer(state, NULL);
}
else
{
FString symname;
if ((Line2[0] == 'A' || Line2[0] == 'a') && Line2[1] == '_')
symname = Line2;
else
symname.Format("A_%s", Line2);
// Let's consider as aliases some redundant MBF pointer
for (unsigned int i = 0; i < MBFCodePointers.Size(); i++)
{
if (!symname.CompareNoCase(MBFCodePointers[i].alias))
{
symname = MBFCodePointers[i].name;
Printf("%s --> %s\n", MBFCodePointers[i].alias, MBFCodePointers[i].name);
}
}
// This skips the action table and goes directly to the internal symbol table
// DEH compatible functions are easy to recognize.
PSymbol *sym = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(symname, true);
if (sym == NULL || sym->SymbolType != SYM_ActionFunction)
{
Printf("Frame %d: Unknown code pointer '%s'\n", frame, Line2);
}
else
{
FString &args = static_cast<PSymbolActionFunction*>(sym)->Arguments;
if (args.Len()!=0 && (args[0]<'a' || args[0]>'z'))
{
Printf("Frame %d: Incompatible code pointer '%s'\n", frame, Line2);
sym = NULL;
}
}
SetPointer(state, sym, frame);
}
}
}
return result;
}
static int PatchMusic (int dummy)
{
int result;
DPrintf ("[Music]\n");
while ((result = GetLine()) == 1)
{
const char *newname = skipwhite (Line2);
FString keystring;
keystring << "MUSIC_" << Line1;
GStrings.SetString (keystring, newname);
DPrintf ("Music %s set to:\n%s\n", keystring.GetChars(), newname);
}
return result;
}
static int PatchText (int oldSize)
{
int newSize;
char *oldStr;
char *newStr;
char *temp;
INTBOOL good;
int result;
int i;
// Skip old size, since we already know it
temp = Line2;
while (*temp > ' ')
temp++;
while (*temp && *temp <= ' ')
temp++;
if (*temp == 0)
{
Printf ("Text chunk is missing size of new string.\n");
return 2;
}
newSize = atoi (temp);
oldStr = new char[oldSize + 1];
newStr = new char[newSize + 1];
if (!oldStr || !newStr)
{
Printf ("Out of memory.\n");
goto donewithtext;
}
good = ReadChars (&oldStr, oldSize);
good += ReadChars (&newStr, newSize);
if (!good)
{
delete[] newStr;
delete[] oldStr;
Printf ("Unexpected end-of-file.\n");
return 0;
}
if (includenotext)
{
Printf ("Skipping text chunk in included patch.\n");
goto donewithtext;
}
DPrintf ("Searching for text:\n%s\n", oldStr);
good = false;
// Search through sprite names; they are always 4 chars
if (oldSize == 4)
{
i = FindSprite (oldStr);
if (i != -1)
{
strncpy (sprites[i].name, newStr, 4);
if (strncmp ("PLAY", oldStr, 4) == 0)
{
strncpy (deh.PlayerSprite, newStr, 4);
}
// If this sprite is used by a pickup, then the DehackedPickup sprite map
// needs to be updated too.
for (i = 0; (size_t)i < countof(DehSpriteMappings); ++i)
{
if (strncmp (DehSpriteMappings[i].Sprite, oldStr, 4) == 0)
{
// Found a match, so change it.
strncpy (DehSpriteMappings[i].Sprite, newStr, 4);
// Now shift the map's entries around so that it stays sorted.
// This must be done because the map is scanned using a binary search.
while (i > 0 && strncmp (DehSpriteMappings[i-1].Sprite, newStr, 4) > 0)
{
swapvalues (DehSpriteMappings[i-1], DehSpriteMappings[i]);
--i;
}
while ((size_t)i < countof(DehSpriteMappings)-1 &&
strncmp (DehSpriteMappings[i+1].Sprite, newStr, 4) < 0)
{
swapvalues (DehSpriteMappings[i+1], DehSpriteMappings[i]);
++i;
}
break;
}
}
goto donewithtext;
}
}
if (!good)
{
// Search through most other texts
const char *str;
str = EnglishStrings->MatchString (oldStr);
if (str != NULL)
{
GStrings.SetString (str, newStr);
good = true;
}
if (!good)
{
DPrintf (" (Unmatched)\n");
}
}
donewithtext:
if (newStr)
delete[] newStr;
if (oldStr)
delete[] oldStr;
// Fetch next identifier for main loop
while ((result = GetLine ()) == 1)
;
return result;
}
static int PatchStrings (int dummy)
{
int result;
DPrintf ("[Strings]\n");
while ((result = GetLine()) == 1)
{
FString holdstring;
do
{
holdstring += skipwhite (Line2);
holdstring.StripRight();
if (holdstring.Len() > 0 && holdstring[holdstring.Len()-1] == '\\')
{
holdstring.Truncate((long)holdstring.Len()-1);
Line2 = igets ();
}
else
{
Line2 = NULL;
}
} while (Line2 && *Line2);
ReplaceSpecialChars (holdstring.LockBuffer());
holdstring.UnlockBuffer();
GStrings.SetString (Line1, holdstring);
DPrintf ("%s set to:\n%s\n", Line1, holdstring.GetChars());
}
return result;
}
static int DoInclude (int dummy)
{
char *data;
int savedversion, savepversion, savepatchsize;
char *savepatchfile, *savepatchpt, *savepatchname;
if (including)
{
Printf ("Sorry, can't nest includes\n");
return GetLine();
}
if (strnicmp (Line2, "notext", 6) == 0 && Line2[6] != 0 && isspace(Line2[6]))
{
includenotext = true;
Line2 = skipwhite (Line2+7);
}
stripwhite (Line2);
if (*Line2 == '\"')
{
data = ++Line2;
while (*data && *data != '\"')
data++;
*data = 0;
}
if (*Line2 == 0)
{
Printf ("Include directive is missing filename\n");
}
else
{
data = Line2;
DPrintf ("Including %s\n", data);
savepatchname = PatchName;
savepatchfile = PatchFile;
savepatchpt = PatchPt;
savepatchsize = PatchSize;
savedversion = dversion;
savepversion = pversion;
including = true;
// Try looking for the included file in the same directory
// as the patch before looking in the current file.
const char *lastSlash = savepatchname ? strrchr (savepatchname, '/') : NULL;
char *path = data;
if (lastSlash != NULL)
{
size_t pathlen = lastSlash - savepatchname + strlen (data) + 2;
path = new char[pathlen];
strncpy (path, savepatchname, (lastSlash - savepatchname) + 1);
strcpy (path + (lastSlash - savepatchname) + 1, data);
if (!FileExists (path))
{
delete[] path;
path = data;
}
}
D_LoadDehFile(path);
if (data != path)
{
delete[] path;
}
DPrintf ("Done with include\n");
PatchName = savepatchname;
PatchFile = savepatchfile;
PatchPt = savepatchpt;
PatchSize = savepatchsize;
dversion = savedversion;
pversion = savepversion;
}
including = false;
includenotext = false;
return GetLine();
}
int D_LoadDehLumps()
{
int lastlump = 0, lumpnum, count = 0;
while ((lumpnum = Wads.FindLump("DEHACKED", &lastlump)) >= 0)
{
count += D_LoadDehLump(lumpnum);
}
return count;
}
bool D_LoadDehLump(int lumpnum)
{
PatchSize = Wads.LumpLength(lumpnum);
PatchName = copystring(Wads.GetLumpFullPath(lumpnum));
PatchFile = new char[PatchSize + 1];
Wads.ReadLump(lumpnum, PatchFile);
PatchFile[PatchSize] = '\0'; // terminate with a '\0' character
return DoDehPatch();
}
bool D_LoadDehFile(const char *patchfile)
{
FILE *deh;
deh = fopen(patchfile, "rb");
if (deh != NULL)
{
PatchSize = Q_filelength(deh);
PatchName = copystring(patchfile);
PatchFile = new char[PatchSize + 1];
fread(PatchFile, 1, PatchSize, deh);
fclose(deh);
PatchFile[PatchSize] = '\0'; // terminate with a '\0' character
return DoDehPatch();
}
else
{
// Couldn't find it in the filesystem; try from a lump instead.
int lumpnum = Wads.CheckNumForFullName(patchfile, true);
if (lumpnum < 0)
{
// Compatibility fallback. It's just here because
// some WAD may need it. Should be deleted if it can
// be confirmed that nothing uses this case.
FString filebase(ExtractFileBase(patchfile));
lumpnum = Wads.CheckNumForName(filebase);
}
if (lumpnum >= 0)
{
return D_LoadDehLump(lumpnum);
}
}
Printf ("Could not open DeHackEd patch \"%s\"\n", patchfile);
return false;
}
static bool DoDehPatch()
{
Printf("Adding dehacked patch %s\n", PatchName);
int cont;
dversion = pversion = -1;
cont = 0;
if (0 == strncmp (PatchFile, "Patch File for DeHackEd v", 25))
{
if (PatchFile[25] < '3')
{
delete[] PatchName;
delete[] PatchFile;
Printf (PRINT_BOLD, "\"%s\" is an old and unsupported DeHackEd patch\n", PatchFile);
return false;
}
PatchPt = strchr (PatchFile, '\n');
while ((cont = GetLine()) == 1)
{
CHECKKEY ("Doom version", dversion)
else CHECKKEY ("Patch format", pversion)
}
if (!cont || dversion == -1 || pversion == -1)
{
delete[] PatchName;
delete[] PatchFile;
Printf (PRINT_BOLD, "\"%s\" is not a DeHackEd patch file\n", PatchFile);
return false;
}
}
else
{
DPrintf ("Patch does not have DeHackEd signature. Assuming .bex\n");
dversion = 19;
pversion = 6;
PatchPt = PatchFile;
while ((cont = GetLine()) == 1)
{}
}
if (pversion != 6)
{
Printf ("DeHackEd patch version is %d.\nUnexpected results may occur.\n", pversion);
}
if (dversion == 16)
dversion = 0;
else if (dversion == 17)
dversion = 2;
else if (dversion == 19)
dversion = 3;
else if (dversion == 20)
dversion = 1;
else if (dversion == 21)
dversion = 4;
else
{
Printf ("Patch created with unknown DOOM version.\nAssuming version 1.9.\n");
dversion = 3;
}
if (!LoadDehSupp ())
{
Printf ("Could not load DEH support data\n");
UnloadDehSupp ();
delete[] PatchName;
delete[] PatchFile;
return false;
}
do
{
if (cont == 1)
{
Printf ("Key %s encountered out of context\n", Line1);
cont = 0;
}
else if (cont == 2)
{
cont = HandleMode (Line1, atoi (Line2));
}
} while (cont);
UnloadDehSupp ();
delete[] PatchName;
delete[] PatchFile;
Printf ("Patch installed\n");
return true;
}
static inline bool CompareLabel (const char *want, const BYTE *have)
{
return *(DWORD *)want == *(DWORD *)have;
}
static inline short GetWord (const BYTE *in)
{
return (in[0] << 8) | (in[1]);
}
static short *GetWordSpace (void *in, size_t size)
{
short *ptr;
size_t i;
ptr = (short *)in;
for (i = 0; i < size; i++)
{
ptr[i] = GetWord ((BYTE *)in + i*2);
}
return ptr;
}
static int DehUseCount;
static void UnloadDehSupp ()
{
if (--DehUseCount <= 0)
{
// Handle MBF params here, before the required arrays are cleared
for (unsigned int i=0; i < MBFParamStates.Size(); i++)
{
SetDehParams(MBFParamStates[i].state, MBFParamStates[i].pointer);
}
MBFParamStates.Clear();
MBFParamStates.ShrinkToFit();
MBFCodePointers.Clear();
MBFCodePointers.ShrinkToFit();
// StateMap is not freed here, because if you load a second
// dehacked patch through some means other than including it
// in the first patch, it won't see the state information
// that was altered by the first. So we need to keep the
// StateMap around until all patches have been applied.
DehUseCount = 0;
Actions.Clear();
Actions.ShrinkToFit();
OrgHeights.Clear();
OrgHeights.ShrinkToFit();
CodePConv.Clear();
CodePConv.ShrinkToFit();
OrgSprNames.Clear();
OrgSprNames.ShrinkToFit();
SoundMap.Clear();
SoundMap.ShrinkToFit();
InfoNames.Clear();
InfoNames.ShrinkToFit();
BitNames.Clear();
BitNames.ShrinkToFit();
StyleNames.Clear();
StyleNames.ShrinkToFit();
AmmoNames.Clear();
AmmoNames.ShrinkToFit();
if (UnchangedSpriteNames != NULL)
{
delete[] UnchangedSpriteNames;
UnchangedSpriteNames = NULL;
NumUnchangedSprites = 0;
}
if (EnglishStrings != NULL)
{
delete EnglishStrings;
EnglishStrings = NULL;
}
}
}
static bool LoadDehSupp ()
{
try
{
// Make sure we only get the DEHSUPP lump from zdoom.pk3
// User modifications are not supported!
int lump = Wads.CheckNumForName("DEHSUPP");
if (lump == -1)
{
return false;
}
if (Wads.GetLumpFile(lump) > 0)
{
Printf("Warning: DEHSUPP no longer supported. DEHACKED patch disabled.\n");
return false;
}
bool gotnames = false;
int i;
if (++DehUseCount > 1)
{
return true;
}
if (EnglishStrings == NULL)
{
EnglishStrings = new FStringTable;
EnglishStrings->LoadStrings (true);
}
if (UnchangedSpriteNames == NULL)
{
UnchangedSpriteNames = new char[sprites.Size()*4];
NumUnchangedSprites = sprites.Size();
for (i = 0; i < NumUnchangedSprites; ++i)
{
memcpy (UnchangedSpriteNames+i*4, &sprites[i].name, 4);
}
}
FScanner sc;
sc.OpenLumpNum(lump);
sc.SetCMode(true);
while (sc.GetString())
{
if (sc.Compare("ActionList"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("NULL"))
{
Actions.Push(NULL);
}
else
{
// all relevant code pointers are either defined in AInventory
// or AActor so this will find all of them.
FString name = "A_";
name << sc.String;
PSymbol *sym = RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(name, true);
if (sym == NULL || sym->SymbolType != SYM_ActionFunction)
{
sc.ScriptError("Unknown code pointer '%s'", sc.String);
}
else
{
FString &args = static_cast<PSymbolActionFunction*>(sym)->Arguments;
if (args.Len()!=0 && (args[0]<'a' || args[0]>'z'))
{
sc.ScriptError("Incompatible code pointer '%s'", sc.String);
}
}
Actions.Push(sym);
}
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("OrgHeights"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetNumber();
OrgHeights.Push(sc.Number);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("CodePConv"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetNumber();
CodePConv.Push(sc.Number);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("OrgSprNames"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
DEHSprName s;
// initialize with zeroes
memset(&s, 0, sizeof(s));
if (strlen(sc.String) ==4)
{
s.c[0] = sc.String[0];
s.c[1] = sc.String[1];
s.c[2] = sc.String[2];
s.c[3] = sc.String[3];
s.c[4] = 0;
}
else
{
sc.ScriptError("Invalid sprite name '%s' (must be 4 characters)", sc.String);
}
OrgSprNames.Push(s);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("StateMap"))
{
bool addit = StateMap.Size() == 0;
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
StateMapper s;
sc.MustGetString();
const PClass *type = PClass::FindClass (sc.String);
if (type == NULL)
{
sc.ScriptError ("Can't find type %s", sc.String);
}
else if (type->ActorInfo == NULL)
{
sc.ScriptError ("%s has no ActorInfo", sc.String);
}
sc.MustGetStringName(",");
sc.MustGetString();
s.State = type->ActorInfo->FindState(sc.String);
if (s.State == NULL)
{
sc.ScriptError("Invalid state '%s' in '%s'", sc.String, type->TypeName.GetChars());
}
sc.MustGetStringName(",");
sc.MustGetNumber();
if (s.State == NULL || s.State + sc.Number > type->ActorInfo->OwnedStates + type->ActorInfo->NumOwnedStates)
{
sc.ScriptError("Invalid state range in '%s'", type->TypeName.GetChars());
}
AActor *def = GetDefaultByType(type);
s.StateSpan = sc.Number;
s.Owner = type;
s.OwnerIsPickup = def != NULL && (def->flags & MF_SPECIAL) != 0;
if (addit) StateMap.Push(s);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("SoundMap"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
SoundMap.Push(S_FindSound(sc.String));
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("InfoNames"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
const PClass *cls = PClass::FindClass(sc.String);
if (cls == NULL)
{
sc.ScriptError("Unknown actor type '%s'", sc.String);
}
InfoNames.Push(cls);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("ThingBits"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
BitName bit;
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 31)
{
sc.ScriptError("Invalid bit value %d", sc.Number);
}
bit.Bit = sc.Number;
sc.MustGetStringName(",");
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 2)
{
sc.ScriptError("Invalid flag word %d", sc.Number);
}
bit.WhichFlags = sc.Number;
sc.MustGetStringName(",");
sc.MustGetString();
strncpy(bit.Name, sc.String, 19);
bit.Name[19]=0;
BitNames.Push(bit);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("RenderStyles"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
StyleName style;
sc.MustGetNumber();
style.Num = sc.Number;
sc.MustGetStringName(",");
sc.MustGetString();
strncpy(style.Name, sc.String, 19);
style.Name[19]=0;
StyleNames.Push(style);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("AmmoNames"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
if (sc.Compare("NULL"))
{
AmmoNames.Push(NULL);
}
else
{
const PClass *cls = PClass::FindClass(sc.String);
if (cls == NULL || cls->ParentClass != RUNTIME_CLASS(AAmmo))
{
sc.ScriptError("Unknown ammo type '%s'", sc.String);
}
AmmoNames.Push(cls);
}
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("WeaponNames"))
{
WeaponNames.Clear(); // This won't be cleared by UnloadDEHSupp so we need to do it here explicitly
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
sc.MustGetString();
const PClass *cls = PClass::FindClass(sc.String);
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
{
sc.ScriptError("Unknown weapon type '%s'", sc.String);
}
WeaponNames.Push(cls);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else if (sc.Compare("Aliases"))
{
sc.MustGetStringName("{");
while (!sc.CheckString("}"))
{
CodePointerAlias temp;
sc.MustGetString();
strncpy(temp.alias, sc.String, 19);
temp.alias[19]=0;
sc.MustGetStringName(",");
sc.MustGetString();
strncpy(temp.name, sc.String, 19);
temp.name[19]=0;
sc.MustGetStringName(",");
sc.MustGetNumber();
temp.params = sc.Number;
MBFCodePointers.Push(temp);
if (sc.CheckString("}")) break;
sc.MustGetStringName(",");
}
}
else
{
sc.ScriptError("Unknown section '%s'", sc.String);
}
sc.MustGetStringName(";");
}
return true;
}
catch(CRecoverableError &err)
{
// Don't abort if DEHSUPP loading fails.
// Just print the message and continue.
Printf("%s\n", err.GetMessage());
return false;
}
}
void FinishDehPatch ()
{
unsigned int touchedIndex;
for (touchedIndex = 0; touchedIndex < TouchedActors.Size(); ++touchedIndex)
{
PClass *type = TouchedActors[touchedIndex];
AActor *defaults1 = GetDefaultByType (type);
if (!(defaults1->flags & MF_SPECIAL))
{ // We only need to do this for pickups
continue;
}
// Create a new class that will serve as the actual pickup
char typeNameBuilder[32];
mysnprintf (typeNameBuilder, countof(typeNameBuilder), "DehackedPickup%d", touchedIndex);
PClass *subclass = RUNTIME_CLASS(ADehackedPickup)->CreateDerivedClass
(typeNameBuilder, sizeof(ADehackedPickup));
AActor *defaults2 = GetDefaultByType (subclass);
memcpy (defaults2, defaults1, sizeof(AActor));
// Make a copy of the replaced class's state labels
FStateDefinitions statedef;
statedef.MakeStateDefines(type);
if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory)))
{
// If this is a hacked non-inventory item we must also copy AInventory's special states
statedef.AddStateDefines(RUNTIME_CLASS(AInventory)->ActorInfo->StateList);
}
statedef.InstallStates(subclass->ActorInfo, defaults2);
// Use the DECORATE replacement feature to redirect all spawns
// of the original class to the new one.
FActorInfo *old_replacement = type->ActorInfo->Replacement;
type->ActorInfo->Replacement = subclass->ActorInfo;
subclass->ActorInfo->Replacee = type->ActorInfo;
// If this actor was already replaced by another actor, copy that
// replacement over to this item.
if (old_replacement != NULL)
{
subclass->ActorInfo->Replacement = old_replacement;
}
DPrintf ("%s replaces %s\n", subclass->TypeName.GetChars(), type->TypeName.GetChars());
}
// Now that all Dehacked patches have been processed, it's okay to free StateMap.
StateMap.Clear();
StateMap.ShrinkToFit();
TouchedActors.Clear();
TouchedActors.ShrinkToFit();
// Now it gets nasty: We have to fiddle around with the weapons' ammo use info to make Doom's original
// ammo consumption work as intended.
for(unsigned i = 0; i < WeaponNames.Size(); i++)
{
AWeapon *weap = (AWeapon*)GetDefaultByType(WeaponNames[i]);
bool found = false;
if (weap->flags6 & MF6_INTRYMOVE)
{
// Weapon sets an explicit amount of ammo to use so we won't need any special processing here
weap->flags6 &= ~MF6_INTRYMOVE;
}
else
{
weap->WeaponFlags |= WIF_DEHAMMO;
weap->AmmoUse1 = 0;
// to allow proper checks in CheckAmmo we have to find the first attack pointer in the Fire sequence
// and set its default ammo use as the weapon's AmmoUse1.
TMap<FState*, bool> StateVisited;
FState *state = WeaponNames[i]->ActorInfo->FindState(NAME_Fire);
while (state != NULL)
{
bool *check = StateVisited.CheckKey(state);
if (check != NULL && *check)
{
break; // State has already been checked so we reached a loop
}
StateVisited[state] = true;
for(unsigned j = 0; AmmoPerAttacks[j].func != NULL; j++)
{
if (state->ActionFunc == AmmoPerAttacks[j].func)
{
found = true;
int use = AmmoPerAttacks[j].ammocount;
if (use < 0) use = deh.BFGCells;
weap->AmmoUse1 = use;
break;
}
}
if (found) break;
state = state->GetNextState();
}
}
}
WeaponNames.Clear();
WeaponNames.ShrinkToFit();
}
void ModifyDropAmount(AInventory *inv, int dropamount);
bool ADehackedPickup::TryPickup (AActor *&toucher)
{
const PClass *type = DetermineType ();
if (type == NULL)
{
return false;
}
RealPickup = static_cast<AInventory *>(Spawn (type, x, y, z, NO_REPLACE));
if (RealPickup != NULL)
{
// The internally spawned item should never count towards statistics.
RealPickup->ClearCounters();
if (!(flags & MF_DROPPED))
{
RealPickup->flags &= ~MF_DROPPED;
}
// If this item has been dropped by a monster the
// amount of ammo this gives must be adjusted.
if (droppedbymonster)
{
ModifyDropAmount(RealPickup, 0);
}
if (!RealPickup->CallTryPickup (toucher))
{
RealPickup->Destroy ();
RealPickup = NULL;
return false;
}
GoAwayAndDie ();
return true;
}
return false;
}
const char *ADehackedPickup::PickupMessage ()
{
return RealPickup->PickupMessage ();
}
bool ADehackedPickup::ShouldStay ()
{
return RealPickup->ShouldStay ();
}
bool ADehackedPickup::ShouldRespawn ()
{
return RealPickup->ShouldRespawn ();
}
void ADehackedPickup::PlayPickupSound (AActor *toucher)
{
RealPickup->PlayPickupSound (toucher);
}
void ADehackedPickup::DoPickupSpecial (AActor *toucher)
{
Super::DoPickupSpecial (toucher);
// If the real pickup hasn't joined the toucher's inventory, make sure it
// doesn't stick around.
if (RealPickup->Owner != toucher)
{
RealPickup->Destroy ();
}
RealPickup = NULL;
}
void ADehackedPickup::Destroy ()
{
if (RealPickup != NULL)
{
RealPickup->Destroy ();
RealPickup = NULL;
}
Super::Destroy ();
}
const PClass *ADehackedPickup::DetermineType ()
{
// Look at the actor's current sprite to determine what kind of
// item to pretend to me.
int min = 0;
int max = countof(DehSpriteMappings) - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lex = memcmp (DehSpriteMappings[mid].Sprite, sprites[sprite].name, 4);
if (lex == 0)
{
return PClass::FindClass (DehSpriteMappings[mid].ClassName);
}
else if (lex < 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return NULL;
}
void ADehackedPickup::Serialize(FArchive &arc)
{
Super::Serialize(arc);
arc << droppedbymonster;
}
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