mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-18 16:10:58 +00:00
20bb7fd119
Updated to Doom Builder 2 SVN rev. 1549.
662 lines
14 KiB
C++
662 lines
14 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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// 02111-1307, USA.
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//
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// DESCRIPTION:
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// Do all the WAD I/O, get map description,
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// set up initial state and misc. LUTs.
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//
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//-----------------------------------------------------------------------------
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#include "vpo_local.h"
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namespace vpo
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{
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//
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// MAP related Lookup tables.
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// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
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//
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int numvertexes;
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vertex_t* vertexes;
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int numsegs;
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seg_t* segs;
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int numsectors;
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sector_t* sectors;
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int numsubsectors;
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subsector_t* subsectors;
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int numnodes;
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node_t* nodes;
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int numlines;
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line_t* lines;
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int numsides;
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side_t* sides;
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static int R_TextureNumForName (const char * name)
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{
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// "NoTexture" marker.
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if (name[0] == '-')
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return 0;
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return 1; // dummy value
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}
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static int R_FlatNumForName (const char * name)
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{
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// SKY ?
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if (name[0] == 'F' && name[1] == '_' && name[2] == 'S' && name[3] == 'K')
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return skyflatnum;
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return 1; // dummy value
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}
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//
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// P_LoadVertexes
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//
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void P_LoadVertexes (int lump)
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{
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byte* data;
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int i;
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mapvertex_t* ml;
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vertex_t* li;
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// Determine number of lumps:
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// total lump length / vertex record length.
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numvertexes = W_LumpLength (lump) / sizeof(mapvertex_t);
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// Allocate zone memory for buffer.
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vertexes = new vertex_t[numvertexes];
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// Load data into cache.
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data = W_LoadLump (lump);
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ml = (mapvertex_t *)data;
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li = vertexes;
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// Copy and convert vertex coordinates,
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// internal representation as fixed.
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for (i=0 ; i<numvertexes ; i++, li++, ml++)
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{
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li->x = SHORT(ml->x)<<FRACBITS;
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li->y = SHORT(ml->y)<<FRACBITS;
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}
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// Free buffer memory.
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W_FreeLump(data);
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}
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//
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// GetSectorAtNullAddress
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//
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sector_t* GetSectorAtNullAddress(void)
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{
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return sectors + 0;
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#if 0
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static boolean null_sector_is_initialized = false;
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static sector_t null_sector;
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if (!null_sector_is_initialized)
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{
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memset(&null_sector, 0, sizeof(null_sector));
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I_GetMemoryValue(0, &null_sector.floorheight, 4);
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I_GetMemoryValue(4, &null_sector.ceilingheight, 4);
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null_sector_is_initialized = true;
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}
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return &null_sector;
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#endif
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}
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//
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// P_LoadSegs
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//
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void P_LoadSegs (int lump)
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{
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byte* data;
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int i;
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mapseg_t* ml;
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seg_t* li;
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line_t* ldef;
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int linedef;
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int side;
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int sidenum;
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numsegs = W_LumpLength (lump) / sizeof(mapseg_t);
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segs = new seg_t[numsegs];
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memset (segs, 0, numsegs*sizeof(seg_t));
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data = W_LoadLump (lump);
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ml = (mapseg_t *)data;
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li = segs;
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for (i=0 ; i<numsegs ; i++, li++, ml++)
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{
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li->v1 = &vertexes[SHORT(ml->v1)];
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li->v2 = &vertexes[SHORT(ml->v2)];
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li->angle = (SHORT(ml->angle))<<16;
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li->offset = (SHORT(ml->offset))<<16;
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linedef = SHORT(ml->linedef);
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ldef = &lines[linedef];
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li->linedef = ldef;
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side = SHORT(ml->side);
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li->sidedef = &sides[ldef->sidenum[side]];
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li->frontsector = sides[ldef->sidenum[side]].sector;
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if (ldef-> flags & ML_TWOSIDED)
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{
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sidenum = ldef->sidenum[side ^ 1];
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// If the sidenum is out of range, this may be a "glass hack"
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// impassible window. Point at side #0 (this may not be
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// the correct Vanilla behavior; however, it seems to work for
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// OTTAWAU.WAD, which is the one place I've seen this trick
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// used).
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if (sidenum < 0 || sidenum >= numsides)
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{
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li->backsector = GetSectorAtNullAddress();
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}
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else
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{
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li->backsector = sides[sidenum].sector;
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}
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}
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else
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{
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li->backsector = 0;
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}
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}
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W_FreeLump(data);
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}
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//
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// P_LoadSubsectors
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//
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void P_LoadSubsectors (int lump)
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{
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byte* data;
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int i;
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mapsubsector_t* ms;
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subsector_t* ss;
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numsubsectors = W_LumpLength (lump) / sizeof(mapsubsector_t);
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subsectors = new subsector_t[numsubsectors];
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data = W_LoadLump (lump);
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ms = (mapsubsector_t *)data;
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memset (subsectors,0, numsubsectors*sizeof(subsector_t));
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ss = subsectors;
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for (i=0 ; i<numsubsectors ; i++, ss++, ms++)
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{
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ss->numlines = SHORT(ms->numsegs);
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ss->firstline = SHORT(ms->firstseg);
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}
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W_FreeLump(data);
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}
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//
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// P_LoadSectors
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//
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void P_LoadSectors (int lump)
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{
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byte* data;
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int i;
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mapsector_t* ms;
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sector_t* ss;
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numsectors = W_LumpLength (lump) / sizeof(mapsector_t);
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sectors = new sector_t[numsectors];
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memset (sectors, 0, numsectors*sizeof(sector_t));
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data = W_LoadLump (lump);
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ms = (mapsector_t *)data;
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ss = sectors;
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for (i=0 ; i<numsectors ; i++, ss++, ms++)
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{
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ss->floorheight = SHORT(ms->floorheight)<<FRACBITS;
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ss->ceilingheight = SHORT(ms->ceilingheight)<<FRACBITS;
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ss->floorpic = R_FlatNumForName(ms->floorpic);
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ss->ceilingpic = R_FlatNumForName(ms->ceilingpic);
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ss->lightlevel = SHORT(ms->lightlevel);
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ss->special = SHORT(ms->special);
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ss->tag = SHORT(ms->tag);
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/// ss->thinglist = NULL;
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}
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W_FreeLump(data);
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}
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//
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// P_LoadNodes
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//
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void P_LoadNodes (int lump)
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{
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byte* data;
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int i;
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int j;
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int k;
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mapnode_t* mn;
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node_t* no;
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numnodes = W_LumpLength (lump) / sizeof(mapnode_t);
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nodes = new node_t[numnodes];
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data = W_LoadLump (lump);
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mn = (mapnode_t *)data;
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no = nodes;
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for (i=0 ; i<numnodes ; i++, no++, mn++)
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{
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no->x = SHORT(mn->x)<<FRACBITS;
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no->y = SHORT(mn->y)<<FRACBITS;
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no->dx = SHORT(mn->dx)<<FRACBITS;
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no->dy = SHORT(mn->dy)<<FRACBITS;
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for (j=0 ; j<2 ; j++)
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{
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no->children[j] = SHORT(mn->children[j]);
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for (k=0 ; k<4 ; k++)
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no->bbox[j][k] = SHORT(mn->bbox[j][k])<<FRACBITS;
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}
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}
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W_FreeLump(data);
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}
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//
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// P_LoadThings
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//
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void P_LoadThings (int lump)
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{
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#if 0
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byte *data;
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int i;
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mapthing_t *mt;
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mapthing_t spawnthing;
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int numthings;
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boolean spawn;
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data = W_LoadLump (lump);
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numthings = W_LumpLength (lump) / sizeof(mapthing_t);
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mt = (mapthing_t *)data;
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for (i=0 ; i<numthings ; i++, mt++)
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{
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spawn = true;
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// Do not spawn cool, new monsters if !commercial
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if (gamemode != commercial)
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{
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switch (SHORT(mt->type))
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{
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case 68: // Arachnotron
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case 64: // Archvile
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case 88: // Boss Brain
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case 89: // Boss Shooter
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case 69: // Hell Knight
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case 67: // Mancubus
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case 71: // Pain Elemental
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case 65: // Former Human Commando
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case 66: // Revenant
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case 84: // Wolf SS
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spawn = false;
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break;
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}
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}
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if (spawn == false)
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break;
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// Do spawn all other stuff.
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spawnthing.x = SHORT(mt->x);
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spawnthing.y = SHORT(mt->y);
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spawnthing.angle = SHORT(mt->angle);
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spawnthing.type = SHORT(mt->type);
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spawnthing.options = SHORT(mt->options);
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P_SpawnMapThing(&spawnthing);
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}
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W_FreeLump(data);
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#endif
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}
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//
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// P_LoadLineDefs
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// Also counts secret lines for intermissions.
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//
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void P_LoadLineDefs (int lump)
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{
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byte* data;
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int i;
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maplinedef_t* mld;
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line_t* ld;
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vertex_t* v1;
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vertex_t* v2;
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numlines = W_LumpLength (lump) / sizeof(maplinedef_t);
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lines = new line_t[numlines];
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memset (lines, 0, numlines*sizeof(line_t));
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data = W_LoadLump (lump);
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mld = (maplinedef_t *)data;
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ld = lines;
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for (i=0 ; i<numlines ; i++, mld++, ld++)
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{
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ld->flags = SHORT(mld->flags);
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ld->special = SHORT(mld->special);
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ld->tag = SHORT(mld->tag);
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v1 = ld->v1 = &vertexes[SHORT(mld->v1)];
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v2 = ld->v2 = &vertexes[SHORT(mld->v2)];
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ld->dx = v2->x - v1->x;
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ld->dy = v2->y - v1->y;
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if (!ld->dx)
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ld->slopetype = ST_VERTICAL;
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else if (!ld->dy)
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ld->slopetype = ST_HORIZONTAL;
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else
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{
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if (FixedDiv (ld->dy , ld->dx) > 0)
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ld->slopetype = ST_POSITIVE;
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else
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ld->slopetype = ST_NEGATIVE;
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}
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if (v1->x < v2->x)
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{
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ld->bbox[BOXLEFT] = v1->x;
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ld->bbox[BOXRIGHT] = v2->x;
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}
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else
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{
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ld->bbox[BOXLEFT] = v2->x;
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ld->bbox[BOXRIGHT] = v1->x;
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}
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if (v1->y < v2->y)
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{
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ld->bbox[BOXBOTTOM] = v1->y;
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ld->bbox[BOXTOP] = v2->y;
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}
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else
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{
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ld->bbox[BOXBOTTOM] = v2->y;
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ld->bbox[BOXTOP] = v1->y;
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}
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ld->sidenum[0] = SHORT(mld->sidenum[0]);
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ld->sidenum[1] = SHORT(mld->sidenum[1]);
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if (ld->sidenum[0] != -1)
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ld->frontsector = sides[ld->sidenum[0]].sector;
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else
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ld->frontsector = 0;
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if (ld->sidenum[1] != -1)
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ld->backsector = sides[ld->sidenum[1]].sector;
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else
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ld->backsector = 0;
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}
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W_FreeLump(data);
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}
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//
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// P_LoadSideDefs
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//
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void P_LoadSideDefs (int lump)
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{
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byte* data;
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int i;
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mapsidedef_t* msd;
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side_t* sd;
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numsides = W_LumpLength (lump) / sizeof(mapsidedef_t);
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sides = new side_t[numsides];
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memset (sides, 0, numsides*sizeof(side_t));
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data = W_LoadLump (lump);
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msd = (mapsidedef_t *)data;
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sd = sides;
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for (i=0 ; i<numsides ; i++, msd++, sd++)
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{
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sd->textureoffset = SHORT(msd->textureoffset)<<FRACBITS;
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sd->rowoffset = SHORT(msd->rowoffset)<<FRACBITS;
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sd->toptexture = R_TextureNumForName(msd->toptexture);
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sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
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sd->midtexture = R_TextureNumForName(msd->midtexture);
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sd->sector = §ors[SHORT(msd->sector)];
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}
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W_FreeLump(data);
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}
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//
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// P_GroupLines
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// Builds sector line lists and subsector sector numbers.
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// Finds block bounding boxes for sectors.
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//
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void P_GroupLines (void)
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{
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line_t** linebuffer;
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int i;
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int j;
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line_t* li;
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sector_t* sector;
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subsector_t* ss;
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seg_t* seg;
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fixed_t bbox[4];
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int totallines;
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// look up sector number for each subsector
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ss = subsectors;
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for (i=0 ; i<numsubsectors ; i++, ss++)
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{
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seg = &segs[ss->firstline];
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ss->sector = seg->sidedef->sector;
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}
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// count number of lines in each sector
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li = lines;
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totallines = 0;
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for (i=0 ; i<numlines ; i++, li++)
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{
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totallines++;
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li->frontsector->linecount++;
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if (li->backsector && li->backsector != li->frontsector)
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{
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li->backsector->linecount++;
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totallines++;
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}
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}
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// build line tables for each sector
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linebuffer = new line_t* [totallines];
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for (i=0; i<numsectors; ++i)
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{
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// Assign the line buffer for this sector
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sectors[i].lines = linebuffer;
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linebuffer += sectors[i].linecount;
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// Reset linecount to zero so in the next stage we can count
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// lines into the list.
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sectors[i].linecount = 0;
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}
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// Assign lines to sectors
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for (i=0; i<numlines; ++i)
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{
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li = &lines[i];
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if (li->frontsector != NULL)
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{
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sector = li->frontsector;
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sector->lines[sector->linecount] = li;
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++sector->linecount;
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}
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if (li->backsector != NULL && li->frontsector != li->backsector)
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{
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sector = li->backsector;
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sector->lines[sector->linecount] = li;
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++sector->linecount;
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}
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}
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// Generate bounding boxes for sectors
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sector = sectors;
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for (i=0 ; i<numsectors ; i++, sector++)
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{
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M_ClearBox (bbox);
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for (j=0 ; j<sector->linecount; j++)
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{
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li = sector->lines[j];
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M_AddToBox (bbox, li->v1->x, li->v1->y);
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M_AddToBox (bbox, li->v2->x, li->v2->y);
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}
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//// // set the degenmobj_t to the middle of the bounding box
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//// sector->soundorg.x = (bbox[BOXRIGHT]+bbox[BOXLEFT])/2;
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|
//// sector->soundorg.y = (bbox[BOXTOP]+bbox[BOXBOTTOM])/2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
//
|
|
// P_SetupLevel
|
|
//
|
|
void P_SetupLevel ( const char *lumpname )
|
|
{
|
|
int lumpnum;
|
|
|
|
lumpnum = W_GetNumForName (lumpname);
|
|
|
|
// note: most of this ordering is important
|
|
/// P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
|
|
P_LoadVertexes (lumpnum+ML_VERTEXES);
|
|
P_LoadSectors (lumpnum+ML_SECTORS);
|
|
P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
|
|
|
|
P_LoadLineDefs (lumpnum+ML_LINEDEFS);
|
|
P_LoadSubsectors (lumpnum+ML_SSECTORS);
|
|
P_LoadNodes (lumpnum+ML_NODES);
|
|
P_LoadSegs (lumpnum+ML_SEGS);
|
|
|
|
P_GroupLines ();
|
|
/// P_LoadReject (lumpnum+ML_REJECT);
|
|
|
|
P_LoadThings (lumpnum+ML_THINGS);
|
|
}
|
|
|
|
|
|
void P_FreeLevelData (void)
|
|
{
|
|
if (vertexes)
|
|
{
|
|
delete[] vertexes;
|
|
vertexes = NULL;
|
|
numvertexes = 0;
|
|
}
|
|
|
|
if (sectors)
|
|
{
|
|
delete[] sectors;
|
|
sectors = NULL;
|
|
numsectors = 0;
|
|
}
|
|
|
|
if (sides)
|
|
{
|
|
delete[] sides;
|
|
sides = NULL;
|
|
numsides = 0;
|
|
}
|
|
|
|
if (lines)
|
|
{
|
|
delete[] lines;
|
|
lines = NULL;
|
|
numlines = 0;
|
|
}
|
|
|
|
if (segs)
|
|
{
|
|
delete[] segs;
|
|
segs = NULL;
|
|
numsegs = 0;
|
|
}
|
|
|
|
if (subsectors)
|
|
{
|
|
delete[] subsectors;
|
|
subsectors = NULL;
|
|
numsubsectors = 0;
|
|
}
|
|
|
|
if (nodes)
|
|
{
|
|
delete[] nodes;
|
|
nodes = NULL;
|
|
numnodes = 0;
|
|
}
|
|
}
|
|
|
|
|
|
} // namespace vpo
|
|
|