mirror of
https://github.com/DrBeef/Raze.git
synced 2024-11-22 20:21:20 +00:00
d064706f93
All map geometry npw uses texture IDs and no longer depends on Build's tile system. (What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
885 lines
24 KiB
C++
885 lines
24 KiB
C++
/*
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** maploader.cpp
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**
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** Map loader for non-Blood maps
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <stdint.h>
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#include "build.h"
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#include "files.h"
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#include "automap.h"
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#include "printf.h"
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#include "inputstate.h"
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#include "md4.h"
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#include "coreactor.h"
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "sectorgeometry.h"
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#include "render.h"
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#include "hw_sections.h"
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#include "interpolate.h"
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#include "tiletexture.h"
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#include "games/blood/src/mapstructs.h"
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#include "buildtiles.h"
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extern BitArray clipsectormap;
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TArray<sectortype> sector;
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TArray<walltype> wall;
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// for differential savegames.
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TArray<sectortype> sectorbackup;
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TArray<walltype> wallbackup;
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void walltype::calcLength()
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{
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lengthflags &= ~1;
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point2Wall()->lengthflags &= ~2;
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length = delta().Length();
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}
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// needed for skipping over to get the map size first.
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enum
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{
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sectorsize5 = 37,
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sectorsize6 = 37,
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sectorsize7 = 40,
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wallsize5 = 35,
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wallsize6 = 32,
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wallsize7 = 32,
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};
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// This arena stores the larger allocated game-specific extension data. Since this can be freed in bulk a memory arena is better suited than malloc.
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static FMemArena mapDataArena;
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void walltype::allocX()
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{
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using XWALL = BLD_NS::XWALL;
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_xw = (XWALL*)mapDataArena.Alloc(sizeof(XWALL));
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memset(_xw, 0, sizeof(XWALL));
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}
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void sectortype::allocX()
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{
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using XSECTOR = BLD_NS::XSECTOR;
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_xs = (XSECTOR*)mapDataArena.Alloc(sizeof(XSECTOR));
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memset(_xs, 0, sizeof(XSECTOR));
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}
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static void ReadSectorV7(FileReader& fr, sectortype& sect)
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{
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int wallptr = fr.ReadInt16();
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int wallnum = fr.ReadInt16();
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sect.walls.Set(&wall[wallptr], wallnum);
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int c = fr.ReadInt32();
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int f = fr.ReadInt32();
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sect.setzfrommap(c, f);
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sect.ceilingstat = ESectorFlags::FromInt(fr.ReadUInt16());
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sect.floorstat = ESectorFlags::FromInt(fr.ReadUInt16());
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sect.setceilingtexture(tileGetTextureID(fr.ReadUInt16()));
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sect.ceilingheinum = fr.ReadInt16();
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sect.ceilingshade = fr.ReadInt8();
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sect.ceilingpal = fr.ReadUInt8();
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sect.ceilingxpan_ = fr.ReadUInt8();
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sect.ceilingypan_ = fr.ReadUInt8();
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sect.setfloortexture(tileGetTextureID(fr.ReadUInt16()));
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sect.floorheinum = fr.ReadInt16();
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sect.floorshade = fr.ReadInt8();
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sect.floorpal = fr.ReadUInt8();
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sect.floorxpan_ = fr.ReadUInt8();
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sect.floorypan_ = fr.ReadUInt8();
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sect.visibility = fr.ReadUInt8();
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sect.fogpal = fr.ReadUInt8(); // note: currently unused, except for Blood.
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sect.lotag = fr.ReadInt16();
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sect.hitag = fr.ReadInt16();
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sect.extra = fr.ReadInt16();
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}
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static void ReadSectorV6(FileReader& fr, sectortype& sect)
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{
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int wallptr = fr.ReadInt16();
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int wallnum = fr.ReadInt16();
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sect.walls.Set(&wall[wallptr], wallnum);
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sect.setceilingtexture(tileGetTextureID(fr.ReadUInt16()));
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sect.setfloortexture(tileGetTextureID(fr.ReadUInt16()));
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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int c = fr.ReadInt32();
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int f = fr.ReadInt32();
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sect.setzfrommap(c, f);
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sect.ceilingshade = fr.ReadInt8();
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sect.floorshade = fr.ReadInt8();
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sect.ceilingxpan_ = fr.ReadUInt8();
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sect.floorxpan_ = fr.ReadUInt8();
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sect.ceilingypan_ = fr.ReadUInt8();
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sect.floorypan_ = fr.ReadUInt8();
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sect.ceilingstat = ESectorFlags::FromInt(fr.ReadUInt8());
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sect.floorstat = ESectorFlags::FromInt(fr.ReadUInt8());
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sect.ceilingpal = fr.ReadUInt8();
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sect.floorpal = fr.ReadUInt8();
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sect.visibility = fr.ReadUInt8();
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sect.lotag = fr.ReadInt16();
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sect.hitag = fr.ReadInt16();
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sect.extra = fr.ReadInt16();
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}
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static void ReadSectorV5(FileReader& fr, sectortype& sect)
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{
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int wallptr = fr.ReadInt16();
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int wallnum = fr.ReadInt16();
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sect.walls.Set(&wall[wallptr], wallnum);
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sect.setceilingtexture(tileGetTextureID(fr.ReadUInt16()));
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sect.setfloortexture(tileGetTextureID(fr.ReadUInt16()));
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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int c = fr.ReadInt32();
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int f = fr.ReadInt32();
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sect.setzfrommap(c, f);
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sect.ceilingshade = fr.ReadInt8();
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sect.floorshade = fr.ReadInt8();
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sect.ceilingxpan_ = fr.ReadUInt8();
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sect.floorxpan_ = fr.ReadUInt8();
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sect.ceilingypan_ = fr.ReadUInt8();
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sect.floorypan_ = fr.ReadUInt8();
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sect.ceilingstat = ESectorFlags::FromInt(fr.ReadUInt8());
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sect.floorstat = ESectorFlags::FromInt(fr.ReadUInt8());
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sect.ceilingpal = fr.ReadUInt8();
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sect.floorpal = fr.ReadUInt8();
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sect.visibility = fr.ReadUInt8();
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sect.lotag = fr.ReadInt16();
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sect.hitag = fr.ReadInt16();
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sect.extra = fr.ReadInt16();
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if ((sect.ceilingstat & CSTAT_SECTOR_SLOPE) == 0) sect.ceilingheinum = 0;
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if ((sect.floorstat & CSTAT_SECTOR_SLOPE) == 0) sect.floorheinum = 0;
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}
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static void ReadWallV7(FileReader& fr, walltype& wall)
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{
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int x = fr.ReadInt32();
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int y = fr.ReadInt32();
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wall.setPosFromMap(x, y);
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wall.point2 = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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wall.nextsector = fr.ReadInt16();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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wall.setwalltexture(tileGetTextureID(fr.ReadInt16()));
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int overpic = fr.ReadInt16();
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if (overpic == 0) overpic = -1;
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wall.setovertexture(tileGetTextureID(overpic));
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wall.shade = fr.ReadInt8();
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wall.pal = fr.ReadUInt8();
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wall.xrepeat = fr.ReadUInt8();
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wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
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wall.ypan_ = fr.ReadUInt8();
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wall.lotag = fr.ReadInt16();
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wall.hitag = fr.ReadInt16();
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wall.extra = fr.ReadInt16();
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}
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static void ReadWallV6(FileReader& fr, walltype& wall)
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{
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int x = fr.ReadInt32();
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int y = fr.ReadInt32();
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wall.setPosFromMap(x, y);
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wall.point2 = fr.ReadInt16();
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wall.nextsector = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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wall.setwalltexture(tileGetTextureID(fr.ReadInt16()));
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int overpic = fr.ReadInt16();
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if (overpic == 0) overpic = -1;
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wall.setovertexture(tileGetTextureID(overpic));
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wall.shade = fr.ReadInt8();
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wall.pal = fr.ReadUInt8();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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wall.xrepeat = fr.ReadUInt8();
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wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
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wall.ypan_ = fr.ReadUInt8();
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wall.lotag = fr.ReadInt16();
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wall.hitag = fr.ReadInt16();
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wall.extra = fr.ReadInt16();
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}
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static void ReadWallV5(FileReader& fr, walltype& wall)
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{
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int x = fr.ReadInt32();
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int y = fr.ReadInt32();
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wall.setPosFromMap(x, y);
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wall.point2 = fr.ReadInt16();
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wall.setwalltexture(tileGetTextureID(fr.ReadInt16()));
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int overpic = fr.ReadInt16();
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if (overpic == 0) overpic = -1;
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wall.setovertexture(tileGetTextureID(overpic));
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wall.shade = fr.ReadInt8();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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wall.xrepeat = fr.ReadUInt8();
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wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
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wall.ypan_ = fr.ReadUInt8();
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wall.nextsector = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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fr.Seek(4, FileReader::SeekSet); // skip over 2 unused 16 bit values
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wall.lotag = fr.ReadInt16();
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wall.hitag = fr.ReadInt16();
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wall.extra = fr.ReadInt16();
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}
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static void SetWallPalV5()
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{
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for (auto& sect : sector)
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{
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for(auto& wal : sect.walls)
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{
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wal.pal = sect.floorpal;
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}
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}
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}
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void validateSprite(spritetype& spri, int sectnum, int index)
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{
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sectortype* sectp = §or[sectnum];
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auto pos = spri.pos;
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bool bugged = false;
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if ((unsigned)spri.statnum >= MAXSTATUS)
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{
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Printf("Sprite #%d (%.0f,%.0f) has invalid statnum %d.\n", index, pos.X, pos.Y, spri.statnum);
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bugged = true;
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}
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else if ((unsigned)spri.picnum >= MAXTILES)
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{
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Printf("Sprite #%d (%.0f,%.0f) has invalid picnum %d.\n", index, pos.X, pos.Y, spri.picnum);
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bugged = true;
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}
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else if (!validSectorIndex(sectnum))
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{
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sectp = nullptr;
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updatesector(pos.XY(), §p);
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bugged = sectp == nullptr;
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if (!DPrintf(DMSG_WARNING, "Sprite #%d (%.0f,%.0f) with invalid sector %d was corrected to sector %d\n", index, pos.X, pos.Y, sectnum, ::sectindex(sectp)))
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{
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if (bugged) Printf("Sprite #%d (%.0f,%.0f) with invalid sector %d\n", index, pos.X, pos.Y, sectnum);
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}
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}
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if (bugged)
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{
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spri = {};
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spri.statnum = MAXSTATUS;
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sectp = nullptr;
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}
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spri.sectp = sectp;
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}
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static void ReadSpriteV7(FileReader& fr, spritetype& spr, int& secno)
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{
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int x = fr.ReadInt32();
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int y = fr.ReadInt32();
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int z = fr.ReadInt32();
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spr.SetMapPos(x, y, z);
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spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16());
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spr.picnum = fr.ReadInt16();
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spr.shade = fr.ReadInt8();
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spr.pal = fr.ReadUInt8();
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spr.clipdist = fr.ReadUInt8();
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spr.blend = fr.ReadUInt8();
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x = fr.ReadUInt8();
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y = fr.ReadUInt8();
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spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE);
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spr.xoffset = fr.ReadInt8();
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spr.yoffset = fr.ReadInt8();
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secno = fr.ReadInt16();
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spr.statnum = fr.ReadInt16();
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spr.intangle = fr.ReadInt16();
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spr.Angles.Yaw = mapangle(spr.intangle);
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spr.intowner = fr.ReadInt16();
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spr.xint = fr.ReadInt16();
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spr.yint = fr.ReadInt16();
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spr.inittype = fr.ReadInt16();
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spr.lotag = fr.ReadInt16();
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spr.hitag = fr.ReadInt16();
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spr.extra = fr.ReadInt16();
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spr.detail = 0;
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}
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static void ReadSpriteV6(FileReader& fr, spritetype& spr, int& secno)
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{
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int x = fr.ReadInt32();
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int y = fr.ReadInt32();
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int z = fr.ReadInt32();
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spr.SetMapPos(x, y, z);
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spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16());
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spr.shade = fr.ReadInt8();
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spr.pal = fr.ReadUInt8();
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spr.clipdist = fr.ReadUInt8();
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x = fr.ReadUInt8();
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y = fr.ReadUInt8();
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spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE);
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spr.xoffset = fr.ReadInt8();
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spr.yoffset = fr.ReadInt8();
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spr.picnum = fr.ReadInt16();
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spr.intangle = fr.ReadInt16();
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spr.Angles.Yaw = mapangle(spr.intangle);
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spr.xint = fr.ReadInt16();
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spr.yint = fr.ReadInt16();
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spr.inittype = fr.ReadInt16();
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spr.intowner = fr.ReadInt16();
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secno = fr.ReadInt16();
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spr.statnum = fr.ReadInt16();
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spr.lotag = fr.ReadInt16();
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spr.hitag = fr.ReadInt16();
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spr.extra = fr.ReadInt16();
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spr.blend = 0;
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spr.detail = 0;
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if ((spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
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spr.cstat &= ~CSTAT_SPRITE_ALIGNMENT_MASK;
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}
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static void ReadSpriteV5(FileReader& fr, spritetype& spr, int& secno)
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{
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int x = fr.ReadInt32();
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int y = fr.ReadInt32();
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int z = fr.ReadInt32();
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spr.SetMapPos(x, y, z);
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spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16());
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spr.shade = fr.ReadInt8();
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x = fr.ReadUInt8();
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y = fr.ReadUInt8();
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spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE);
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spr.picnum = fr.ReadInt16();
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spr.intangle = fr.ReadInt16();
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spr.Angles.Yaw = mapangle(spr.intangle);
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spr.xint = fr.ReadInt16();
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spr.yint = fr.ReadInt16();
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spr.inittype = fr.ReadInt16();
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spr.intowner = fr.ReadInt16();
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secno = fr.ReadInt16();
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spr.statnum = fr.ReadInt16();
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spr.lotag = fr.ReadInt16();
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spr.hitag = fr.ReadInt16();
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spr.extra = fr.ReadInt16();
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if ((spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
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spr.cstat &= ~CSTAT_SPRITE_ALIGNMENT_MASK;
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auto sec = spr.sectp;
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if ((sec->ceilingstat & CSTAT_SECTOR_SKY) > 0)
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spr.pal = sec->ceilingpal;
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else
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spr.pal = sec->floorpal;
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spr.blend = 0;
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spr.clipdist = 32;
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spr.xoffset = 0;
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spr.yoffset = 0;
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spr.detail = 0;
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}
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// allocates global map storage. Blood will also call this.
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void allocateMapArrays(int numwall, int numsector, int numsprites)
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{
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ClearInterpolations();
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show2dsector.Resize(numsector);
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show2dwall.Resize(numwall);
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gotsector.Resize(numsector);
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clipsectormap.Resize(numsector);
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mapDataArena.FreeAll();
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sector.Resize(numsector);
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memset(sector.Data(), 0, sizeof(sectortype) * numsector);
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wall.Resize(numwall);
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memset(wall.Data(), 0, sizeof(walltype) * wall.Size());
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ClearAutomap();
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}
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void fixSectors()
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{
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for(auto& sect: sector)
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{
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// Fix maps which do not set their wall index to the first wall of the sector. Lo Wang In Time's map 11 is such a case.
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auto wp = sect.walls.Data();
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// Note: we do not have the 'sector' index initialized here, it would not be helpful anyway for this fix.
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while (wp != wall.Data() && wp[-1].twoSided() && wp[-1].nextWall()->nextWall() == &wp[-1] && wp[-1].nextWall()->nextSector() == §)
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{
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sect.walls.Set(sect.walls.Data() - 1, sect.walls.Size() + 1);
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wp--;
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}
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}
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}
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void validateStartSector(const char* filename, const DVector3& pos, sectortype** cursect, unsigned numsectors, bool noabort)
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{
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if (*cursect == nullptr)
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{
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sectortype* sect = nullptr;
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updatesectorz(pos, §);
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|
if (!sect) updatesector(pos, §);
|
|
if (sect || noabort)
|
|
{
|
|
Printf(PRINT_HIGH, "Error in map %s: Start sector %d out of range. Max. sector is %d\n", filename, sectindex(*cursect), numsectors);
|
|
*cursect = sect? sect : §or[0];
|
|
}
|
|
else
|
|
{
|
|
I_Error("Unable to start map %s: Start sector %d out of range. Max. sector is %d. No valid location at start spot\n", filename, sectindex(*cursect), numsectors);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void loadMap(const char* filename, int flags, DVector3* pos, int16_t* ang, sectortype** cursect, SpawnSpriteDef& sprites)
|
|
{
|
|
inputState.ClearAllInput();
|
|
|
|
FileReader fr = fileSystem.OpenFileReader(filename);
|
|
if (!fr.isOpen()) I_Error("Unable to open map %s", filename);
|
|
int mapversion = fr.ReadInt32();
|
|
if (mapversion < 5 || mapversion > 9) // 9 is most likely useless but let's try anyway.
|
|
{
|
|
I_Error("%s: Invalid map format, expected 5-9, got %d", filename, mapversion);
|
|
}
|
|
|
|
pos->X = fr.ReadInt32() * maptoworld;
|
|
pos->Y = fr.ReadInt32() * maptoworld;
|
|
pos->Z = fr.ReadInt32() * zmaptoworld;
|
|
*ang = fr.ReadInt16() & 2047;
|
|
|
|
int cursectnum = fr.ReadUInt16();
|
|
|
|
// Get the basics out before loading the data so that we can set up the global storage.
|
|
unsigned numsectors = fr.ReadUInt16();
|
|
auto sectorpos = fr.Tell();
|
|
fr.Seek((mapversion == 5 ? sectorsize5 : mapversion == 6 ? sectorsize6 : sectorsize7) * numsectors, FileReader::SeekCur);
|
|
unsigned numwalls = fr.ReadUInt16();
|
|
auto wallpos = fr.Tell();
|
|
fr.Seek((mapversion == 5 ? wallsize5 : mapversion == 6 ? wallsize6 : wallsize7)* numwalls, FileReader::SeekCur);
|
|
int numsprites = fr.ReadUInt16();
|
|
auto spritepos = fr.Tell();
|
|
|
|
// Now that we know the map's size, set up the globals.
|
|
allocateMapArrays(numwalls, numsectors, numsprites);
|
|
sprites.sprites.Resize(numsprites);
|
|
memset(sprites.sprites.Data(), 0, numsprites * sizeof(spritetype));
|
|
|
|
// Now load the actual data.
|
|
fr.Seek(sectorpos, FileReader::SeekSet);
|
|
for (unsigned i = 0; i < sector.Size(); i++)
|
|
{
|
|
switch (mapversion)
|
|
{
|
|
case 5: ReadSectorV5(fr, sector[i]); break;
|
|
case 6: ReadSectorV6(fr, sector[i]); break;
|
|
default: ReadSectorV7(fr, sector[i]); break;
|
|
}
|
|
// If we do not do this here, we need to do a lot more contortions to exclude this default from getting written out to savegames.
|
|
if (isExhumed())
|
|
{
|
|
sector[i].Sound = -1;
|
|
}
|
|
}
|
|
|
|
fr.Seek(wallpos, FileReader::SeekSet);
|
|
for (unsigned i = 0; i < wall.Size(); i++)
|
|
{
|
|
switch (mapversion)
|
|
{
|
|
case 5: ReadWallV5(fr, wall[i]); break;
|
|
case 6: ReadWallV6(fr, wall[i]); break;
|
|
default: ReadWallV7(fr, wall[i]); break;
|
|
}
|
|
}
|
|
|
|
fr.Seek(spritepos, FileReader::SeekSet);
|
|
for (int i = 0; i < numsprites; i++)
|
|
{
|
|
int secno = -1;
|
|
switch (mapversion)
|
|
{
|
|
case 5: ReadSpriteV5(fr, sprites.sprites[i], secno); break;
|
|
case 6: ReadSpriteV6(fr, sprites.sprites[i], secno); break;
|
|
default: ReadSpriteV7(fr, sprites.sprites[i], secno); break;
|
|
}
|
|
validateSprite(sprites.sprites[i], secno, i);
|
|
|
|
}
|
|
|
|
//Must be last.
|
|
fixSectors();
|
|
*cursect = validSectorIndex(cursectnum) ? §or[cursectnum] : nullptr;
|
|
updatesector(*pos, cursect);
|
|
fr.Seek(0, FileReader::SeekSet);
|
|
auto buffer = fr.Read();
|
|
uint8_t md4[16];
|
|
md4once(buffer.Data(), buffer.Size(), md4);
|
|
PostProcessLevel(md4, filename, sprites);
|
|
loadMapHack(filename, md4, sprites);
|
|
setWallSectors();
|
|
hw_CreateSections();
|
|
sectionGeometry.SetSize(sections.Size());
|
|
|
|
|
|
wallbackup = wall;
|
|
sectorbackup = sector;
|
|
validateStartSector(filename, *pos, cursect, numsectors);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// Decrypt
|
|
//
|
|
// Note that this is different from the general RFF encryption.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void Decrypt(void* to_, const void* from_, int len, int key)
|
|
{
|
|
uint8_t* to = (uint8_t*)to_;
|
|
const uint8_t* from = (const uint8_t*)from_;
|
|
|
|
for (int i = 0; i < len; ++i, ++key)
|
|
{
|
|
to[i] = from[i] ^ key;
|
|
}
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_LoadBloodMap
|
|
//
|
|
// This was adapted from ZDoom's old Build map loader.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void P_LoadBloodMapWalls(uint8_t* data, size_t len, TArray<walltype>& lwalls)
|
|
{
|
|
uint8_t infoBlock[37];
|
|
int mapver = data[5];
|
|
uint32_t matt;
|
|
int i;
|
|
int k;
|
|
|
|
if (mapver != 6 && mapver != 7)
|
|
{
|
|
return;
|
|
}
|
|
|
|
matt = *(uint32_t*)(data + 28);
|
|
if (matt != 0 &&
|
|
matt != MAKE_ID('M', 'a', 't', 't') &&
|
|
matt != MAKE_ID('t', 't', 'a', 'M'))
|
|
{
|
|
Decrypt(infoBlock, data + 6, 37, 0x7474614d);
|
|
}
|
|
else
|
|
{
|
|
memcpy(infoBlock, data + 6, 37);
|
|
}
|
|
int numRevisions = *(uint32_t*)(infoBlock + 27);
|
|
int numSectors = *(uint16_t*)(infoBlock + 31);
|
|
int numWalls = *(uint16_t*)(infoBlock + 33);
|
|
int numSprites = *(uint16_t*)(infoBlock + 35);
|
|
int skyLen = 2 << *(uint16_t*)(infoBlock + 16);
|
|
|
|
if (mapver == 7)
|
|
{
|
|
// Version 7 has some extra stuff after the info block. This
|
|
// includes a copyright, and I have no idea what the rest of
|
|
// it is.
|
|
data += 171;
|
|
}
|
|
else
|
|
{
|
|
data += 43;
|
|
}
|
|
|
|
// Skip the sky info.
|
|
data += skyLen;
|
|
|
|
lwalls.Reserve(numWalls);
|
|
|
|
// Read sectors
|
|
k = numRevisions * sizeof(sectortypedisk);
|
|
for (i = 0; i < numSectors; ++i)
|
|
{
|
|
sectortypedisk bsec;
|
|
if (mapver == 7)
|
|
{
|
|
Decrypt(&bsec, data, sizeof(sectortypedisk), k);
|
|
}
|
|
else
|
|
{
|
|
memcpy(&bsec, data, sizeof(sectortypedisk));
|
|
}
|
|
data += sizeof(sectortypedisk);
|
|
if (bsec.extra > 0) // skip Xsector
|
|
{
|
|
data += 60;
|
|
}
|
|
}
|
|
|
|
// Read walls
|
|
k |= 0x7474614d;
|
|
for (i = 0; i < numWalls; ++i)
|
|
{
|
|
walltypedisk load;
|
|
if (mapver == 7)
|
|
{
|
|
Decrypt(&load, data, sizeof(walltypedisk), k);
|
|
}
|
|
else
|
|
{
|
|
memcpy(&load, data, sizeof(walltypedisk));
|
|
}
|
|
// only copy what we need to draw the map preview.
|
|
|
|
auto pWall = &lwalls[i];
|
|
|
|
int x = LittleLong(load.x);
|
|
int y = LittleLong(load.y);
|
|
pWall->setPosFromMap(x, y);
|
|
pWall->point2 = LittleShort(load.point2);
|
|
pWall->nextwall = LittleShort(load.nextwall);
|
|
pWall->nextsector = LittleShort(load.nextsector);
|
|
|
|
data += sizeof(walltypedisk);
|
|
if (load.extra > 0) // skip Xwall
|
|
{
|
|
data += 24;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
TArray<walltype> loadMapWalls(const char* filename)
|
|
{
|
|
TArray<walltype> lwalls;
|
|
FileReader fr = fileSystem.OpenFileReader(filename);
|
|
if (!fr.isOpen()) return lwalls;
|
|
|
|
if (isBlood())
|
|
{
|
|
auto data = fr.Read();
|
|
P_LoadBloodMapWalls(data.Data(), data.Size(), lwalls);
|
|
return lwalls;
|
|
}
|
|
|
|
|
|
int mapversion = fr.ReadInt32();
|
|
if (mapversion < 5 || mapversion > 9) return lwalls;
|
|
|
|
fr.Seek(16, FileReader::SeekCur);
|
|
|
|
// Get the basics out before loading the data so that we can set up the global storage.
|
|
unsigned numsectors = fr.ReadUInt16();
|
|
fr.Seek((mapversion == 5 ? sectorsize5 : mapversion == 6 ? sectorsize6 : sectorsize7) * numsectors, FileReader::SeekCur);
|
|
unsigned numwalls = fr.ReadUInt16();
|
|
|
|
lwalls.Resize(numwalls);
|
|
for (unsigned i = 0; i < lwalls.Size(); i++)
|
|
{
|
|
switch (mapversion)
|
|
{
|
|
case 5: ReadWallV5(fr, lwalls[i]); break;
|
|
case 6: ReadWallV6(fr, lwalls[i]); break;
|
|
default: ReadWallV7(fr, lwalls[i]); break;
|
|
}
|
|
}
|
|
return lwalls;
|
|
}
|
|
|
|
|
|
void qloadboard(const char* filename, uint8_t flags, DVector3* dapos, int16_t* daang);
|
|
|
|
|
|
// loads a map into the backup buffer.
|
|
void loadMapBackup(const char* filename)
|
|
{
|
|
DVector3 fpos;
|
|
int16_t scratch;
|
|
sectortype* scratch2;
|
|
SpawnSpriteDef scratch3;
|
|
|
|
if (isBlood())
|
|
{
|
|
qloadboard(filename, 0, &fpos, &scratch);
|
|
}
|
|
else
|
|
{
|
|
loadMap(filename, 0, &fpos, &scratch, &scratch2, scratch3);
|
|
}
|
|
}
|
|
|
|
// Sets the sector reference for each wall. We need this for the triangulation cache.
|
|
void setWallSectors()
|
|
{
|
|
for (auto& wal : wall)
|
|
{
|
|
wal.sector = -1;
|
|
wal.lengthflags = 3;
|
|
}
|
|
|
|
for (unsigned i = 0; i < sector.Size() - 1; i++)
|
|
{
|
|
auto sect = §or[i];
|
|
auto nextsect = §or[i + 1];
|
|
|
|
unsigned int sectstart = wallindex(sect->walls.Data());
|
|
unsigned int nextsectstart = wallindex(sect->walls.Data());
|
|
|
|
if (sectstart < nextsectstart && sectstart + sect->walls.Size() > nextsectstart)
|
|
{
|
|
// We have overlapping wall ranges for two sectors. Do some analysis to see where these walls belong
|
|
int checkstart = nextsectstart;
|
|
int checkend = sectstart + sect->walls.Size();
|
|
|
|
// for now assign the walls to the first sector. Final decisions are made below.
|
|
nextsectstart = checkend;
|
|
nextsect->walls.Set(&wall[nextsectstart], nextsect->walls.Size() - (checkend - checkstart));
|
|
|
|
auto belongs = [](int wal, int first, int last, int firstwal)
|
|
{
|
|
bool point2ok = wall[wal].point2 >= first && wall[wal].point2 < last;
|
|
bool refok = false;
|
|
for (int i = first; i < last; i++)
|
|
if (wall[i].point2 >= firstwal && wall[i].point2 <= wal)
|
|
{
|
|
refok = true; break;
|
|
}
|
|
return refok && point2ok;
|
|
};
|
|
while (checkstart < checkend && belongs(checkstart, sectstart, checkstart, checkstart))
|
|
checkstart++;
|
|
|
|
sect->walls.Set(sect->walls.Data(), checkstart - sectstart);
|
|
|
|
while (checkstart < checkend && belongs(checkend - 1, checkend, nextsectstart + nextsect->walls.Size(), checkstart))
|
|
checkend--;
|
|
|
|
int cnt = nextsect->walls.Size() - (nextsectstart - checkend);
|
|
nextsectstart = checkend;
|
|
nextsect->walls.Set(&wall[nextsectstart], cnt);
|
|
|
|
if (nextsectstart > sectstart + sect->walls.Size())
|
|
{
|
|
// If there's a gap, assign to the first sector. In this case we may only guess.
|
|
Printf("Wall range %d - %d referenced by sectors %d and %d\n", sectstart + sect->walls.Size(), nextsectstart - 1, i, i + 1);
|
|
sect->walls.Set(sect->walls.Data(), nextsectstart - sectstart);
|
|
}
|
|
}
|
|
}
|
|
|
|
int i = 0;
|
|
for(auto& sect: sector)
|
|
{
|
|
sect.dirty = EDirty::AllDirty;
|
|
for (auto& wal : sect.walls)
|
|
{
|
|
if (wal.sector == -1)
|
|
wal.sector = i;
|
|
}
|
|
i++;
|
|
}
|
|
|
|
//
|
|
for (unsigned ii = 1; ii < wall.Size() - 1; ii++)
|
|
{
|
|
// two maps in RRRA have this error. Delete one of those 2 walls.
|
|
if (wall[ii].point2 == wall[ii + 1].point2)
|
|
{
|
|
auto w1 = wall[ii].lastWall(false);
|
|
auto w2 = wall[ii + 1].lastWall(false);
|
|
// Neutralize the bad one of the two walls.
|
|
if (w1 == nullptr)
|
|
{
|
|
wall[ii].nextwall = -1;
|
|
wall[ii].nextsector = -1;
|
|
wall[ii].point2 = ii;
|
|
}
|
|
else if (w2 == nullptr)
|
|
{
|
|
wall[ii+1].nextwall = -1;
|
|
wall[ii+1].nextsector = -1;
|
|
wall[ii+1].point2 = ii;
|
|
}
|
|
}
|
|
}
|
|
|
|
// validate 'nextsector' fields. Some maps have these wrong which can cause render glitches and occasionally even crashes.
|
|
for (auto& wal : wall)
|
|
{
|
|
if (validWallIndex(wal.nextwall))
|
|
{
|
|
if (wal.nextsector != wal.nextWall()->sector)
|
|
{
|
|
DPrintf(DMSG_ERROR, "Bad 'nextsector' reference %d on wall %d\n", wal.nextsector, wall.IndexOf(&wal));
|
|
wal.nextsector = wal.nextWall()->sector;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
wal.nextwall = -1;
|
|
wal.nextsector = -1;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void MarkMap()
|
|
{
|
|
for (auto& stat : statList)
|
|
{
|
|
GC::Mark(stat.firstEntry);
|
|
GC::Mark(stat.lastEntry);
|
|
}
|
|
for (auto& sect: sector)
|
|
{
|
|
GC::Mark(sect.firstEntry);
|
|
GC::Mark(sect.lastEntry);
|
|
if (isDukeEngine()) GC::Mark(sect.hitagactor);
|
|
else if (isBlood())
|
|
{
|
|
GC::Mark(sect.upperLink);
|
|
GC::Mark(sect.lowerLink);
|
|
}
|
|
}
|
|
}
|