Add rudimentary support for different node formats.

This commit is contained in:
Nev3r 2019-12-12 12:42:37 +01:00
parent 0670476c85
commit 51c129c0b7

View file

@ -423,20 +423,14 @@ static inline float P_SegLengthFloat(seg_t *seg)
* \param lump Lump number of the SEGS resource.
* \sa ::ML_SEGS
*/
static void P_LoadRawSegs(UINT8 *data, size_t i)
static void P_LoadRawSegs(UINT8 *data)
{
INT32 linedef, side;
mapseg_t *ml;
seg_t *li;
mapseg_t *ml = (mapseg_t *)data;
seg_t *li = segs;
line_t *ldef;
size_t i;
numsegs = i / sizeof (mapseg_t);
if (numsegs <= 0)
I_Error("Level has no segs"); // instead of crashing
segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
ml = (mapseg_t *)data;
li = segs;
for (i = 0; i < numsegs; i++, li++, ml++)
{
li->v1 = &vertexes[SHORT(ml->v1)];
@ -476,17 +470,11 @@ static void P_LoadRawSegs(UINT8 *data, size_t i)
* \param lump Lump number of the SSECTORS resource.
* \sa ::ML_SSECTORS
*/
static inline void P_LoadRawSubsectors(void *data, size_t i)
static inline void P_LoadRawSubsectors(void *data)
{
mapsubsector_t *ms;
subsector_t *ss;
numsubsectors = i / sizeof (mapsubsector_t);
if (numsubsectors <= 0)
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
ss = subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
ms = (mapsubsector_t *)data;
mapsubsector_t *ms = (mapsubsector_t *)data;
subsector_t *ss = subsectors;
size_t i;
for (i = 0; i < numsubsectors; i++, ss++, ms++)
{
@ -767,19 +755,12 @@ static void P_LoadRawSectors(UINT8 *data)
//
// P_LoadNodes
//
static void P_LoadRawNodes(UINT8 *data, size_t i)
static void P_LoadRawNodes(UINT8 *data)
{
size_t i;
UINT8 j, k;
mapnode_t *mn;
node_t *no;
numnodes = i / sizeof (mapnode_t);
if (numnodes <= 0)
I_Error("Level has no nodes");
nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
mn = (mapnode_t *)data;
no = nodes;
mapnode_t *mn = (mapnode_t *)data;
node_t *no = nodes;
for (i = 0; i < numnodes; i++, no++, mn++)
{
@ -1924,16 +1905,309 @@ static void P_LoadRawReject(UINT8 *data, size_t count)
}
}
static void LoadMapBSP (const virtres_t* virt)
// Auxiliary function: Shrink node ID from 32-bit to 16-bit.
static UINT16 ShrinkNodeID(UINT32 x) {
UINT16 mask = (x >> 16) & 0xC000;
UINT16 result = x;
return result | mask;
}
typedef enum {
NT_BINARY,
NT_XNOD,
NT_ZNOD,
NT_XGLN,
NT_ZGLN,
NT_XGL2,
NT_ZGL2,
NT_XGL3,
NT_ZGL3,
NT_UNSUPPORTED
} nodetype_t;
static boolean LoadMapBSP (const virtres_t* virt)
{
virtlump_t* virtssectors = vres_Find(virt, "SSECTORS");
virtlump_t* virtsegs = vres_Find(virt, "SEGS");
virtlump_t* virtnodes = vres_Find(virt, "NODES");
// Nodes
P_LoadRawSubsectors(virtssectors->data, virtssectors->size);
P_LoadRawNodes(virtnodes->data, virtnodes->size);
P_LoadRawSegs(virtsegs->data, virtsegs->size);
nodetype_t nodetype = NT_UNSUPPORTED;
// Find out the BSP format.
if (vres_Find(virt, "TEXTMAP"))
{
virtnodes = vres_Find(virt, "ZNODES");
if (!memcmp(virtnodes->data, "XGLN", 4))
nodetype = NT_XGLN;
else if (!memcmp(virtnodes->data, "XGL3", 4))
nodetype = NT_XGL3;
}
else
{
// Detect nodes.
if (!virtsegs || !virtsegs->size)
{
// Possibly ZDoom extended nodes: SSECTORS is empty, NODES has a signature.
if (!virtssectors || !virtssectors->size)
{
if (!memcmp(virtnodes->data, "XNOD", 4))
nodetype = NT_XNOD;
else if (!memcmp(virtnodes->data, "ZNOD", 4)) // Compressed variant.
nodetype = NT_ZNOD;
}
// Possibly GL nodes: NODES ignored, SSECTORS takes precedence as nodes lump, (It is confusing yeah) and has a signature.
else
{
if (!memcmp(virtssectors->data, "XGLN", 4))
{
virtnodes = virtssectors;
nodetype = NT_XGLN;
}
else if (!memcmp(virtssectors->data, "ZGLN", 4)) // Compressed variant.
{
virtnodes = virtssectors;
nodetype = NT_ZGLN;
}
else if (!memcmp(virtssectors->data, "XGL3", 4)) // Compressed variant.
{
virtnodes = virtssectors;
nodetype = NT_ZGL3;
}
}
}
else // Traditional binary map format.
nodetype = NT_BINARY;
}
switch (nodetype)
{
case NT_BINARY:
{
numsubsectors = virtssectors->size/ sizeof (mapsubsector_t);
numnodes = virtnodes->size / sizeof (mapnode_t);
numsegs = virtsegs->size / sizeof (mapseg_t);
if (numsubsectors <= 0)
I_Error("Level has no subsectors (did you forget to run it through a nodesbuilder?)");
if (numnodes <= 0)
I_Error("Level has no nodes");
if (numsegs <= 0)
I_Error("Level has no segs");
subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
P_LoadRawSubsectors(virtssectors->data);
P_LoadRawNodes(virtnodes->data);
P_LoadRawSegs(virtsegs->data);
}
break;
case NT_XNOD:
case NT_XGLN:
case NT_XGL3:
{
size_t i, j, k;
UINT8* data = virtnodes->data;
data += 4;
/// Extended node formats feature additional vertexes; useful for OpenGL, but totally useless in gamelogic.
UINT32 orivtx = READUINT32(data);
UINT32 xtrvtx = READUINT32(data);
if (numvertexes != orivtx) /// If native vertex count doesn't match node original vertex count, bail out (broken data?).
{
CONS_Printf("Vertex count in map data (%d) and nodes' (%d) differ!\n", numvertexes, orivtx);
return false;
}
if (xtrvtx) /// If extra vertexes were generated, reallocate the vertex array.
{
line_t* ld = lines;
size_t oldpos = (size_t) vertexes;
ssize_t offset;
numvertexes+= xtrvtx;
vertexes = Z_Realloc(vertexes, numvertexes * sizeof (*vertexes), PU_LEVEL, NULL);
offset = ((size_t) vertexes) - oldpos;
for(i = 0; i < numvertexes; i++)
{
CONS_Printf("%d: %d %d\n", i, vertexes[i].x/FRACUNIT, vertexes[i].y/FRACUNIT);
}
for (i = 0, ld = lines; i < numlines; i++, ld++)
{
ld->v1 = (vertex_t*) ((size_t) ld->v1 + offset);
ld->v2 = (vertex_t*) ((size_t) ld->v2 + offset);
CONS_Printf("V1: %d %d\n", ld->v1->x/FRACUNIT, ld->v1->y/FRACUNIT);
}
}
// Read vertex data.
for (i = orivtx; i < numvertexes; i++)
{
vertexes[i].x = READFIXED(data);
vertexes[i].y = READFIXED(data);
}
// Subsectors
numsubsectors = READUINT32(data);
subsectors = Z_Calloc(numsubsectors * sizeof (*subsectors), PU_LEVEL, NULL);
for (i = 0; i < numsubsectors; i++)
subsectors[i].numlines = READUINT32(data);
// Segs
numsegs = READUINT32(data);
segs = Z_Calloc(numsegs * sizeof (*segs), PU_LEVEL, NULL);
for (i = 0, k = 0; i < numsubsectors; i++)
{
subsectors[i].firstline = k;
for (j = 0; j < subsectors[i].numlines; j++, k++)
{
if (nodetype == NT_XGLN)
{
UINT16 linenum;
UINT32 vert;
vert = READUINT32(data);
segs[k].v1 = &vertexes[vert];
if (j == 0)
segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
else
segs[k - 1].v2 = segs[k].v1;
data += 4;// partner; can be ignored by software renderer;
linenum = READUINT16(data);
if (linenum == 0xFFFF)
{
segs[k].glseg = true;
//segs[k].linedef = 0xFFFFFFFF;
segs[k].linedef = &lines[0]; /// \todo Not meant to do this.
}
else
{
segs[k].glseg = false;
segs[k].linedef = &lines[linenum];
}
segs[k].side = READUINT8(data);
}
else if (nodetype == NT_XGL3)
{
UINT32 linenum;
UINT32 vert;
vert = READUINT32(data);
segs[k].v1 = &vertexes[vert];
if (j == 0)
segs[k + subsectors[i].numlines - 1].v2 = &vertexes[vert];
else
segs[k - 1].v2 = segs[k].v1;
data += 4;// partner; can be ignored by software renderer;
linenum = READUINT32(data);
if (linenum == 0xFFFFFFFF)
{
segs[k].glseg = true;
//segs[k].linedef = 0xFFFFFFFF;
segs[k].linedef = &lines[0]; /// \todo Not meant to do this.
}
else
{
segs[k].glseg = false;
segs[k].linedef = &lines[linenum];
}
segs[k].side = READUINT8(data);
}
else if (nodetype == NT_XNOD)
{
segs[k].v1 = &vertexes[READUINT32(data)];
segs[k].v2 = &vertexes[READUINT32(data)];
segs[k].linedef = &lines[READUINT16(data)];
segs[k].side = READUINT8(data);
}
}
}
{
INT32 side;
seg_t *li;
for (i = 0, li = segs; i < numsegs; i++, li++)
{
vertex_t *v1 = li->v1;
vertex_t *v2 = li->v2;
li->angle = R_PointToAngle2(v1->x, v1->y, v2->x, v2->y);
//li->angle = 0;
li->offset = FixedHypot(v1->x - li->linedef->v1->x, v1->y - li->linedef->v1->y);
side = li->side;
li->sidedef = &sides[li->linedef->sidenum[side]];
li->frontsector = sides[li->linedef->sidenum[side]].sector;
if (li->linedef->flags & ML_TWOSIDED)
li->backsector = sides[li->linedef->sidenum[side^1]].sector;
else
li->backsector = 0;
segs[i].numlights = 0;
segs[i].rlights = NULL;
}
}
// Nodes
numnodes = READINT32(data);
nodes = Z_Calloc(numnodes * sizeof (*nodes), PU_LEVEL, NULL);
if (nodetype == NT_XGL3)
{
UINT32 x, y, dx, dy;
UINT32 c0, c1;
node_t *mn;
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
{
// Splitter.
x = READINT32(data);
y = READINT32(data);
dx = READINT32(data);
dy = READINT32(data);
mn->x = x;
mn->y = y;
mn->dx = dx;
mn->dy = dy;
// Bounding boxes and children.
for (j = 0; j < 2; j++)
for (k = 0; k < 4; k++)
mn->bbox[j][k] = READINT16(data)<<FRACBITS;
c0 = READUINT32(data);
c1 = READUINT32(data);
mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(c1);
}
}
else
{
UINT32 c0, c1;
node_t *mn;
for (i = 0, mn = nodes; i < numnodes; i++, mn++)
{
// Splitter.
mn->x = READINT16(data)<<FRACBITS;
mn->y = READINT16(data)<<FRACBITS;
mn->dx = READINT16(data)<<FRACBITS;
mn->dy = READINT16(data)<<FRACBITS;
// Bounding boxes and children.
for (j = 0; j < 2; j++)
for (k = 0; k < 4; k++)
mn->bbox[j][k] = READINT16(data)<<FRACBITS;
c0 = READUINT32(data);
c1 = READUINT32(data);
mn->children[0] = ShrinkNodeID(c0); /// \todo Use UINT32 for node children in a future, instead?
mn->children[1] = ShrinkNodeID(c1);
}
}
}
break;
default:
CONS_Printf("Unsupported node format.\n");
return false;
}
return true;
}
static void LoadMapLUT (const virtres_t* virt)
@ -2770,7 +3044,8 @@ boolean P_SetupLevel(boolean skipprecip)
virtres_t* virt = vres_GetMap(lastloadedmaplumpnum);
LoadMapData(virt);
LoadMapBSP(virt);
if (!LoadMapBSP(virt))
return false;
LoadMapLUT(virt);
P_LoadLineDefs2();