This commit is contained in:
Rachael Alexanderson 2017-04-25 20:54:45 -04:00
commit 6fa7c9ee0c
13 changed files with 106 additions and 892 deletions

View file

@ -886,7 +886,6 @@ set (PCH_SOURCES
p_3dmidtex.cpp
p_acs.cpp
p_actionfunctions.cpp
p_buildmap.cpp
p_ceiling.cpp
p_conversation.cpp
p_doors.cpp

View file

@ -86,6 +86,7 @@
#include "serializer.h"
#include "vm.h"
#include "events.h"
#include "dobjgc.h"
#include "gi.h"
@ -1019,7 +1020,7 @@ void G_DoLoadLevel (int position, bool autosave)
level.starttime = gametic;
G_UnSnapshotLevel (!savegamerestore); // [RH] Restore the state of the level.
G_FinishTravel ();
int pnumerr = G_FinishTravel ();
// For each player, if they are viewing through a player, make sure it is themselves.
for (int ii = 0; ii < MAXPLAYERS; ++ii)
{
@ -1061,6 +1062,10 @@ void G_DoLoadLevel (int position, bool autosave)
{
DAutosaver GCCNOWARN *dummy = Create<DAutosaver>();
}
if (pnumerr > 0)
{
I_Error("no start for player %d found.", pnumerr);
}
}
@ -1224,13 +1229,14 @@ void G_StartTravel ()
//
//==========================================================================
void G_FinishTravel ()
int G_FinishTravel ()
{
TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
APlayerPawn *pawn, *pawndup, *oldpawn, *next;
AInventory *inv;
FPlayerStart *start;
int pnum;
int failnum = 0;
//
APlayerPawn* pawns[MAXPLAYERS];
@ -1257,8 +1263,7 @@ void G_FinishTravel ()
else
{
// Could not find a start for this player at all. This really should never happen but if it does, let's better abort.
DThinker::DestroyThinkersInList(STAT_TRAVELLING);
I_Error ("No player %d start to travel to!\n", pnum + 1);
if (failnum == 0) failnum = pnum + 1;
}
}
oldpawn = pawndup;
@ -1286,7 +1291,7 @@ void G_FinishTravel ()
pawn->Floorclip = pawndup->Floorclip;
pawn->waterlevel = pawndup->waterlevel;
}
else
else if (failnum == 0) // In the failure case this may run into some undefined data.
{
P_FindFloorCeiling(pawn);
}
@ -1336,6 +1341,7 @@ void G_FinishTravel ()
// Since this list is excluded from regular thinker cleaning, anything that may survive through here
// will endlessly multiply and severely break the following savegames or just simply crash on broken pointers.
DThinker::DestroyThinkersInList(STAT_TRAVELLING);
return failnum;
}
//==========================================================================

View file

@ -468,7 +468,7 @@ enum
void G_ChangeLevel(const char *levelname, int position, int flags, int nextSkill=-1);
void G_StartTravel ();
void G_FinishTravel ();
int G_FinishTravel ();
void G_DoLoadLevel (int position, bool autosave);

View file

@ -1,855 +0,0 @@
//**************************************************************************
//**
//** TEMPLATE.C
//**
//**************************************************************************
// HEADER FILES ------------------------------------------------------------
#include "p_local.h"
#include "m_swap.h"
#include "w_wad.h"
#include "templates.h"
#include "r_sky.h"
#include "r_defs.h"
#include "p_setup.h"
#include "g_level.h"
#include "r_data/colormaps.h"
#include "gi.h"
#include "p_spec.h"
#if 0
// MACROS ------------------------------------------------------------------
//#define SHADE2LIGHT(s) (160-2*(s))
#define SHADE2LIGHT(s) (255-2*s)
// TYPES -------------------------------------------------------------------
//ceilingstat/floorstat:
// bit 0: 1 = parallaxing, 0 = not "P"
// bit 1: 1 = groudraw, 0 = not
// bit 2: 1 = swap x&y, 0 = not "F"
// bit 3: 1 = double smooshiness "E"
// bit 4: 1 = x-flip "F"
// bit 5: 1 = y-flip "F"
// bit 6: 1 = Align texture to first wall of sector "R"
// bits 7-8: "T"
// 00 = normal floors
// 01 = masked floors
// 10 = transluscent masked floors
// 11 = reverse transluscent masked floors
// bits 9-15: reserved
//40 bytes
struct sectortype
{
int16_t wallptr, wallnum;
int32_t ceilingZ, floorZ;
int16_t ceilingstat, floorstat;
int16_t ceilingpicnum, ceilingheinum;
int8_t ceilingshade;
uint8_t ceilingpal, ceilingxpanning, ceilingypanning;
int16_t floorpicnum, floorheinum;
int8_t floorshade;
uint8_t floorpal, floorxpanning, floorypanning;
uint8_t visibility, filler;
int16_t lotag, hitag, extra;
};
//cstat:
// bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B"
// bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2"
// bit 2: 1 = align picture on bottom (for doors), 0 = top "O"
// bit 3: 1 = x-flipped, 0 = normal "F"
// bit 4: 1 = masking wall, 0 = not "M"
// bit 5: 1 = 1-way wall, 0 = not "1"
// bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H"
// bit 7: 1 = Transluscence, 0 = not "T"
// bit 8: 1 = y-flipped, 0 = normal "F"
// bit 9: 1 = Transluscence reversing, 0 = normal "T"
// bits 10-15: reserved
//32 bytes
struct walltype
{
int32_t x, y;
int16_t point2, nextwall, nextsector, cstat;
int16_t picnum, overpicnum;
int8_t shade;
uint8_t pal, xrepeat, yrepeat, xpanning, ypanning;
int16_t lotag, hitag, extra;
};
//cstat:
// bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B"
// bit 1: 1 = transluscence, 0 = normal "T"
// bit 2: 1 = x-flipped, 0 = normal "F"
// bit 3: 1 = y-flipped, 0 = normal "F"
// bits 5-4: 00 = FACE sprite (default) "R"
// 01 = WALL sprite (like masked walls)
// 10 = FLOOR sprite (parallel to ceilings&floors)
// bit 6: 1 = 1-sided sprite, 0 = normal "1"
// bit 7: 1 = Real centered centering, 0 = foot center "C"
// bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H"
// bit 9: 1 = Transluscence reversing, 0 = normal "T"
// bits 10-14: reserved
// bit 15: 1 = Invisible sprite, 0 = not invisible
//44 bytes
struct spritetype
{
int32_t x, y, z;
int16_t cstat, picnum;
int8_t shade;
uint8_t pal, clipdist, filler;
uint8_t xrepeat, yrepeat;
int8_t xoffset, yoffset;
int16_t sectnum, statnum;
int16_t ang, owner, xvel, yvel, zvel;
int16_t lotag, hitag, extra;
};
// I used to have all the Xobjects mapped out. Not anymore.
// (Thanks for the great firmware, Seagate!)
struct Xsprite
{
uint8_t NotReallyPadding[16];
uint16_t Data1;
uint16_t Data2;
uint16_t Data3;
uint16_t ThisIsntPaddingEither;
uint32_t NorThis:2;
uint32_t Data4:16;
uint32_t WhatIsThisIDontEven:14;
uint8_t ThisNeedsToBe56Bytes[28];
};
struct SlopeWork
{
walltype *wal;
walltype *wal2;
long dx, dy, i, x[3], y[3], z[3];
long heinum;
};
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
void P_AdjustLine (line_t *line);
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static bool P_LoadBloodMap (uint8_t *data, size_t len, FMapThing **sprites, int *numsprites);
static void LoadSectors (sectortype *bsectors, int count);
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsectors);
static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites, sectortype *bsectors, FMapThing *mapthings);
static vertex_t *FindVertex (int32_t x, int32_t y);
static void CreateStartSpot (int32_t *pos, FMapThing *start);
static void CalcPlane (SlopeWork &slope, secplane_t &plane);
static void Decrypt (void *to, const void *from, int len, int key);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// CODE --------------------------------------------------------------------
bool P_IsBuildMap(MapData *map)
{
uint32_t len = map->Size(ML_LABEL);
if (len < 4)
{
return false;
}
uint8_t *data = new uint8_t[len];
map->Seek(ML_LABEL);
map->Read(ML_LABEL, data);
// Check for a Blood map.
if (*(uint32_t *)data == MAKE_ID('B','L','M','\x1a'))
{
delete[] data;
return true;
}
const int numsec = LittleShort(*(uint16_t *)(data + 20));
int numwalls;
if (len < 26 + numsec*sizeof(sectortype) ||
(numwalls = LittleShort(*(uint16_t *)(data + 22 + numsec*sizeof(sectortype))),
len < 24 + numsec*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
LittleLong(*(uint32_t *)data) != 7 ||
LittleShort(*(uint16_t *)(data + 16)) >= 2048)
{ // Can't possibly be a version 7 BUILD map
delete[] data;
return false;
}
delete[] data;
return true;
}
//==========================================================================
//
// P_LoadBuildMap
//
//==========================================================================
bool P_LoadBuildMap (uint8_t *data, size_t len, FMapThing **sprites, int *numspr)
{
if (len < 26)
{
return false;
}
// Check for a Blood map.
if (*(uint32_t *)data == MAKE_ID('B','L','M','\x1a'))
{
return P_LoadBloodMap (data, len, sprites, numspr);
}
const int numsec = LittleShort(*(uint16_t *)(data + 20));
int numwalls;
int numsprites;
if (len < 26 + numsec*sizeof(sectortype) ||
(numwalls = LittleShort(*(uint16_t *)(data + 22 + numsec*sizeof(sectortype))),
len < 24 + numsec*sizeof(sectortype) + numwalls*sizeof(walltype)) ||
LittleLong(*(uint32_t *)data) != 7 ||
LittleShort(*(uint16_t *)(data + 16)) >= 2048)
{ // Can't possibly be a version 7 BUILD map
return false;
}
LoadSectors ((sectortype *)(data + 22), numsec);
LoadWalls ((walltype *)(data + 24 + numsec*sizeof(sectortype)), numwalls,
(sectortype *)(data + 22));
numsprites = *(uint16_t *)(data + 24 + numsec*sizeof(sectortype) + numwalls*sizeof(walltype));
*sprites = new FMapThing[numsprites + 1];
CreateStartSpot ((int32_t *)(data + 4), *sprites);
*numspr = 1 + LoadSprites ((spritetype *)(data + 26 + numsec*sizeof(sectortype) + numwalls*sizeof(walltype)),
NULL, numsprites, (sectortype *)(data + 22), *sprites + 1);
return true;
}
//==========================================================================
//
// P_LoadBloodMap
//
//==========================================================================
static bool P_LoadBloodMap (uint8_t *data, size_t len, FMapThing **mapthings, int *numspr)
{
uint8_t infoBlock[37];
int mapver = data[5];
uint32_t matt;
int numRevisions, numWalls, numsprites, skyLen, visibility, parallaxType;
int i;
int k;
if (mapver != 6 && mapver != 7)
{
return false;
}
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);
}
skyLen = 2 << LittleShort(*(uint16_t *)(infoBlock + 16));
visibility = LittleLong(*(uint32_t *)(infoBlock + 18));
parallaxType = infoBlock[26];
numRevisions = LittleLong(*(uint32_t *)(infoBlock + 27));
int numsectors = LittleShort(*(uint16_t *)(infoBlock + 31));
numWalls = LittleShort(*(uint16_t *)(infoBlock + 33));
numsprites = LittleShort(*(uint16_t *)(infoBlock + 35));
Printf("Visibility: %d\n", visibility);
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;
sectortype *bsec = new sectortype[numsectors];
walltype *bwal = new walltype[numWalls];
spritetype *bspr = new spritetype[numsprites];
Xsprite *xspr = new Xsprite[numsprites];
// Read sectors
k = numRevisions * sizeof(sectortype);
for (i = 0; i < numsectors; ++i)
{
if (mapver == 7)
{
Decrypt (&bsec[i], data, sizeof(sectortype), k);
}
else
{
memcpy (&bsec[i], data, sizeof(sectortype));
}
data += sizeof(sectortype);
if (bsec[i].extra > 0) // skip Xsector
{
data += 60;
}
}
// Read walls
k |= 0x7474614d;
for (i = 0; i < numWalls; ++i)
{
if (mapver == 7)
{
Decrypt (&bwal[i], data, sizeof(walltype), k);
}
else
{
memcpy (&bwal[i], data, sizeof(walltype));
}
data += sizeof(walltype);
if (bwal[i].extra > 0) // skip Xwall
{
data += 24;
}
}
// Read sprites
k = (numRevisions * sizeof(spritetype)) | 0x7474614d;
for (i = 0; i < numsprites; ++i)
{
if (mapver == 7)
{
Decrypt (&bspr[i], data, sizeof(spritetype), k);
}
else
{
memcpy (&bspr[i], data, sizeof(spritetype));
}
data += sizeof(spritetype);
if (bspr[i].extra > 0) // copy Xsprite
{
assert(sizeof(Xsprite) == 56);
memcpy(&xspr[i], data, sizeof(Xsprite));
data += sizeof(Xsprite);
}
else
{
memset(&xspr[i], 0, sizeof(Xsprite));
}
}
// Now convert to Doom format, since we've extracted all the standard
// BUILD info from the map we need. (Sprites are ignored.)
LoadSectors (bsec, numsectors);
LoadWalls (bwal, numWalls, bsec);
*mapthings = new FMapThing[numsprites];
*numspr = LoadSprites (bspr, xspr, numsprites, bsec, *mapthings);
delete[] bsec;
delete[] bwal;
delete[] bspr;
delete[] xspr;
return true;
}
//==========================================================================
//
// LoadSectors
//
//==========================================================================
static void LoadSectors (sectortype *bsec, int count)
{
sector_t *sec;
char tnam[9];
level.sectors.Alloc(count);
sec = &level.sectors[0];
memset (sec, 0, sizeof(sector_t)*count);
sec->e = new extsector_t[count];
for (int i = 0; i < count; ++i, ++bsec, ++sec)
{
bsec->wallptr = uint16_t(bsec->wallptr);
bsec->wallnum = uint16_t(bsec->wallnum);
bsec->ceilingstat = uint16_t(bsec->ceilingstat);
bsec->floorstat = uint16_t(bsec->floorstat);
sec->e = &sec->e[i];
double floorheight = -LittleLong(bsec->floorZ) / 256.;
sec->SetPlaneTexZ(sector_t::floor, floorheight);
sec->floorplane.SetAtHeight(floorheight, sector_t::floor);
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->floorpicnum));
sec->SetTexture(sector_t::floor, TexMan.GetTexture (tnam, FTexture::TEX_Build));
sec->SetXScale(sector_t::floor, (bsec->floorstat & 8) ? 2. : 1.);
sec->SetYScale(sector_t::floor, (bsec->floorstat & 8) ? 2. : 1.);
sec->SetXOffset(sector_t::floor, bsec->floorxpanning + 32.);
sec->SetYOffset(sector_t::floor, bsec->floorypanning + 0.);
sec->SetPlaneLight(sector_t::floor, SHADE2LIGHT (bsec->floorshade));
sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
double ceilingheight = -LittleLong(bsec->ceilingZ) / 256.;
sec->SetPlaneTexZ(sector_t::ceiling, ceilingheight);
sec->ceilingplane.SetAtHeight(ceilingheight, sector_t::ceiling);
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->ceilingpicnum));
sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (tnam, FTexture::TEX_Build));
if (bsec->ceilingstat & 1)
{
sky1texture = sky2texture = sec->GetTexture(sector_t::ceiling);
sec->SetTexture(sector_t::ceiling, skyflatnum);
}
sec->SetXScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? 2. : 1.);
sec->SetYScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? 2. : 1.);
sec->SetXOffset(sector_t::ceiling, bsec->ceilingxpanning + 32.);
sec->SetYOffset(sector_t::ceiling, bsec->ceilingypanning + 0.);
sec->SetPlaneLight(sector_t::ceiling, SHADE2LIGHT (bsec->ceilingshade));
sec->ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING);
sec->lightlevel = (sec->GetPlaneLight(sector_t::floor) + sec->GetPlaneLight(sector_t::ceiling)) / 2;
sec->seqType = -1;
sec->SeqName = NAME_None;
sec->nextsec = -1;
sec->prevsec = -1;
sec->gravity = 1.f;
sec->friction = ORIG_FRICTION;
sec->movefactor = ORIG_FRICTION_FACTOR;
sec->ColorMap = map;
sec->ZoneNumber = 0xFFFF;
sec->terrainnum[sector_t::ceiling] = sec->terrainnum[sector_t::floor] = -1;
if (bsec->floorstat & 4)
{
sec->SetAngle(sector_t::floor, DAngle(90.));
sec->SetXScale(sector_t::floor, -sec->GetXScale(sector_t::floor));
}
if (bsec->floorstat & 16)
{
sec->SetXScale(sector_t::floor, -sec->GetXScale(sector_t::floor));
}
if (bsec->floorstat & 32)
{
sec->SetYScale(sector_t::floor, -sec->GetYScale(sector_t::floor));
}
if (bsec->ceilingstat & 4)
{
sec->SetAngle(sector_t::ceiling, DAngle(90.));
sec->SetYScale(sector_t::ceiling, -sec->GetYScale(sector_t::ceiling));
}
if (bsec->ceilingstat & 16)
{
sec->SetXScale(sector_t::ceiling, -sec->GetXScale(sector_t::ceiling));
}
if (bsec->ceilingstat & 32)
{
sec->SetYScale(sector_t::ceiling, -sec->GetYScale(sector_t::ceiling));
}
}
}
//==========================================================================
//
// LoadWalls
//
//==========================================================================
static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
{
int i, j;
// Setting numvertexes to the same as numwalls is overly conservative,
// but the extra vertices will be removed during the BSP building pass.
numsides = numvertexes = numwalls;
int numlines = 0;
sides = new side_t[numsides];
memset (sides, 0, numsides*sizeof(side_t));
vertexes = new vertex_t[numvertexes];
numvertexes = 0;
// First mark each sidedef with the sector it belongs to
for (unsigned i = 0; i < level.sectors.Size(); i++)
{
if (bsec[i].wallptr >= 0)
{
for (j = 0; j < bsec[i].wallnum; ++j)
{
sides[j + bsec[i].wallptr].sector = &level.sectors[i];
}
}
}
// Now copy wall properties to their matching sidedefs
for (i = 0; i < numwalls; ++i)
{
char tnam[9];
FTextureID overpic, pic;
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(walls[i].picnum));
pic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(walls[i].overpicnum));
overpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
walls[i].x = LittleLong(walls[i].x);
walls[i].y = LittleLong(walls[i].y);
walls[i].point2 = LittleShort(walls[i].point2);
walls[i].cstat = LittleShort(walls[i].cstat);
walls[i].nextwall = LittleShort(walls[i].nextwall);
walls[i].nextsector = LittleShort(walls[i].nextsector);
sides[i].SetTextureXOffset((double)walls[i].xpanning);
sides[i].SetTextureYOffset((double)walls[i].ypanning);
sides[i].SetTexture(side_t::top, pic);
sides[i].SetTexture(side_t::bottom, pic);
if (walls[i].nextsector < 0 || (walls[i].cstat & 32))
{
sides[i].SetTexture(side_t::mid, pic);
}
else if (walls[i].cstat & 16)
{
sides[i].SetTexture(side_t::mid, overpic);
}
else
{
sides[i].SetTexture(side_t::mid, FNullTextureID());
}
sides[i].TexelLength = walls[i].xrepeat * 8;
sides[i].SetTextureYScale(walls[i].yrepeat / 8.);
sides[i].SetTextureXScale(1.);
sides[i].SetLight(SHADE2LIGHT(walls[i].shade));
sides[i].Flags = WALLF_ABSLIGHTING;
sides[i].RightSide = walls[i].point2;
sides[walls[i].point2].LeftSide = i;
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
{
sides[i].linedef = sides[walls[i].nextwall].linedef;
}
else
{
sides[i].linedef = (line_t*)(intptr_t)(numlines++);
}
}
// Set line properties that Doom doesn't store per-sidedef
level.lines.Alloc(numlines);
memset (&level.lines[0], 0, numlines*sizeof(line_t));
for (i = 0, j = -1; i < numwalls; ++i)
{
if (walls[i].nextwall >= 0 && walls[i].nextwall <= i)
{
continue;
}
j = int(intptr_t(sides[i].linedef));
auto &lines = level.lines;
lines[j].sidedef[0] = (side_t*)(intptr_t)i;
lines[j].sidedef[1] = (side_t*)(intptr_t)walls[i].nextwall;
lines[j].v1 = FindVertex (walls[i].x, walls[i].y);
lines[j].v2 = FindVertex (walls[walls[i].point2].x, walls[walls[i].point2].y);
lines[j].frontsector = sides[i].sector;
lines[j].flags |= ML_WRAP_MIDTEX;
if (walls[i].nextsector >= 0)
{
lines[j].backsector = &level.sectors[walls[i].nextsector];
lines[j].flags |= ML_TWOSIDED;
}
else
{
lines[j].backsector = NULL;
}
P_AdjustLine (&lines[j]);
if (walls[i].cstat & 128)
{
if (walls[i].cstat & 512)
{
lines[j].alpha = 1/3.;
}
else
{
lines[j].alpha = 2/3.;
}
}
if (walls[i].cstat & 1)
{
lines[j].flags |= ML_BLOCKING;
}
if (walls[i].nextwall < 0)
{
if (walls[i].cstat & 4)
{
lines[j].flags |= ML_DONTPEGBOTTOM;
}
}
else
{
if (walls[i].cstat & 4)
{
lines[j].flags |= ML_DONTPEGTOP;
}
else
{
lines[j].flags |= ML_DONTPEGBOTTOM;
}
}
if (walls[i].cstat & 64)
{
lines[j].flags |= ML_BLOCKEVERYTHING;
}
}
// Finish setting sector properties that depend on walls
for (auto &sec : level.sectors)
{
SlopeWork slope;
slope.wal = &walls[bsec->wallptr];
slope.wal2 = &walls[slope.wal->point2];
slope.dx = slope.wal2->x - slope.wal->x;
slope.dy = slope.wal2->y - slope.wal->y;
slope.i = long (g_sqrt ((double)(slope.dx*slope.dx+slope.dy*slope.dy))) << 5;
if (slope.i == 0)
{
continue;
}
if ((bsec->floorstat & 2) && (bsec->floorheinum != 0))
{ // floor is sloped
slope.heinum = -LittleShort(bsec->floorheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorZ;
CalcPlane (slope, sec.floorplane);
}
if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0))
{ // ceiling is sloped
slope.heinum = -LittleShort(bsec->ceilingheinum);
slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingZ;
CalcPlane (slope, sec.ceilingplane);
}
int linenum = sides[bsec->wallptr].linedef->Index();
int sidenum = int(intptr_t(level.lines[linenum].sidedef[1] - sides));
if (bsec->floorstat & 64)
{ // floor is aligned to first wall
P_AlignFlat (linenum, sidenum == bsec->wallptr, 0);
}
if (bsec->ceilingstat & 64)
{ // ceiling is aligned to first wall
P_AlignFlat (linenum, sidenum == bsec->wallptr, 0);
}
}
for (i = 0; i < numlines; i++)
{
intptr_t front = intptr_t(level.lines[i].sidedef[0]-sides);
intptr_t back = intptr_t(level.lines[i].sidedef[1]-sides);
lines[i].sidedef[0] = front >= 0 ? &sides[front] : NULL;
lines[i].sidedef[1] = back >= 0 ? &sides[back] : NULL;
}
for (i = 0; i < numsides; i++)
{
assert(sides[i].sector != NULL);
sides[i].linedef = &lines[intptr_t(sides[i].linedef)];
}
}
//==========================================================================
//
// LoadSprites
//
//==========================================================================
static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
sectortype *bsectors, FMapThing *mapthings)
{
int count = 0;
memset(mapthings, 0, sizeof(*mapthings)*numsprites);
for (int i = 0; i < numsprites; ++i)
{
mapthings[count].thingid = 0;
mapthings[count].pos.X = sprites[i].x / 16.;
mapthings[count].pos.Y = -sprites[i].y / 16.;
mapthings[count].pos.Z = (bsectors[sprites[i].sectnum].floorZ - sprites[i].z) / 256.;
mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
mapthings[count].ClassFilter = 0xffff;
mapthings[count].SkillFilter = 0xffff;
mapthings[count].flags = MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH;
mapthings[count].special = 0;
mapthings[count].Gravity = 1.;
mapthings[count].RenderStyle = STYLE_Count;
mapthings[count].Alpha = -1;
mapthings[count].health = -1;
mapthings[count].FloatbobPhase = -1;
if (xsprites != NULL && sprites[i].lotag == 710)
{ // Blood ambient sound
mapthings[count].args[0] = xsprites[i].Data3;
// I am totally guessing about the volume level. 50 seems to be a pretty
// typical value for Blood's standard maps, so I assume it's 100-based.
mapthings[count].args[1] = xsprites[i].Data4;
mapthings[count].args[2] = xsprites[i].Data1;
mapthings[count].args[3] = xsprites[i].Data2;
mapthings[count].EdNum = 14065;
}
else if (xsprites != NULL && sprites[i].lotag == 1)
{ // Blood player start
if (xsprites[i].Data1 < 4)
mapthings[count].EdNum= 1 + xsprites[i].Data1;
else
mapthings[count].EdNum = 4001 + xsprites[i].Data1 - 4;
}
else if (xsprites != NULL && sprites[i].lotag == 2)
{ // Bloodbath start
mapthings[count].EdNum = 11;
}
else
{
if (sprites[i].cstat & 32768) continue;
if (sprites[i].xrepeat == 0 || sprites[i].yrepeat == 0) continue;
mapthings[count].EdNum = 9988;
mapthings[count].args[0] = sprites[i].picnum;
mapthings[count].args[2] = sprites[i].xrepeat;
mapthings[count].args[3] = sprites[i].yrepeat;
mapthings[count].args[4] = sprites[i].cstat;
}
mapthings[count].info = DoomEdMap.CheckKey(mapthings[count].EdNum);
count++;
}
return count;
}
//==========================================================================
//
// FindVertex
//
//==========================================================================
vertex_t *FindVertex (int32_t xx, int32_t yy)
{
int i;
double x = xx / 64.;
double y = -yy / 64.;
for (i = 0; i < numvertexes; ++i)
{
if (vertexes[i].fX() == x && vertexes[i].fY() == y)
{
return &vertexes[i];
}
}
vertexes[i].set(x, y);
numvertexes++;
return &vertexes[i];
}
//==========================================================================
//
// CreateStartSpot
//
//==========================================================================
static void CreateStartSpot (int32_t *pos, FMapThing *start)
{
short angle = LittleShort(*(uint16_t *)(&pos[3]));
FMapThing mt = { 0, };
mt.pos.X = LittleLong(pos[0]) / 16.;
mt.pos.Y = -LittleLong(pos[1]) / 16.;
mt.angle = short(Scale((2048-angle)&2047, 360, 2048));
mt.info = DoomEdMap.CheckKey(1);
mt.EdNum = 1;
mt.flags = 7|MTF_SINGLE|224;
*start = mt;
}
//==========================================================================
//
// CalcPlane
//
//==========================================================================
static void CalcPlane (SlopeWork &slope, secplane_t &plane)
{
DVector3 pt[3];
long j;
slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y;
slope.x[1] = slope.wal2->x; slope.y[1] = slope.wal2->y;
if (slope.dx == 0)
{
slope.x[2] = slope.x[0] + 64;
slope.y[2] = slope.y[0];
}
else
{
slope.x[2] = slope.x[0];
slope.y[2] = slope.y[0] + 64;
}
j = DMulScale3 (slope.dx, slope.y[2]-slope.wal->y, -slope.dy, slope.x[2]-slope.wal->x);
slope.z[2] += Scale (slope.heinum, j, slope.i);
pt[0] = DVector3(slope.dx, -slope.dy, 0);
pt[1] = DVector3(slope.x[2] - slope.x[0], slope.y[0] - slope.y[2], (slope.z[2] - slope.z[0]) / 16);
pt[2] = (pt[0] ^ pt[1]).Unit();
if ((pt[2][2] < 0 && plane.fC() > 0) || (pt[2][2] > 0 && plane.fC() < 0))
{
pt[2] = -pt[2];
}
double dist = -pt[2][0] * slope.x[0] * 16 + pt[2][1] * slope.y[0] * 16 - pt[2][2] * slope.z[0];
plane.set(pt[2][0], pt[2][1], pt[2][2], dist);
}
//==========================================================================
//
// 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;
}
}
#endif

View file

@ -1934,10 +1934,17 @@ public:
P_AdjustLine(&lines[line]);
P_FinishLoadingLineDef(&lines[line], tempalpha[0]);
}
assert((unsigned)side <= level.sides.Size());
if ((unsigned)side > level.sides.Size())
const int sideDelta = level.sides.Size() - side;
assert(sideDelta >= 0);
if (sideDelta < 0)
{
Printf("Map had %d invalid side references\n", (int)level.sides.Size() - side);
Printf("Map had %d invalid side references\n", abs(sideDelta));
}
else if (sideDelta > 0)
{
level.sides.Resize(side);
}
}
@ -2066,6 +2073,7 @@ public:
else if (sc.Compare("sector"))
{
sector_t sec;
memset(&sec, 0, sizeof(sector_t));
ParseSector(&sec, ParsedSectors.Size());
ParsedSectors.Push(sec);
}

View file

@ -132,7 +132,7 @@ struct SoundDecoder
virtual size_t read(char *buffer, size_t bytes) = 0;
virtual TArray<char> readAll();
virtual bool seek(size_t ms_offset, bool ms) = 0;
virtual bool seek(size_t ms_offset, bool ms, bool mayrestart) = 0;
virtual size_t getSampleOffset() = 0;
virtual size_t getSampleLength() { return 0; }

View file

@ -190,23 +190,38 @@ size_t MPG123Decoder::read(char *buffer, size_t bytes)
return amt;
}
bool MPG123Decoder::seek(size_t ms_offset, bool ms)
bool MPG123Decoder::seek(size_t ms_offset, bool ms, bool mayrestart)
{
int enc, channels;
long srate;
int enc, channels;
long srate;
if(mpg123_getformat(MPG123, &srate, &channels, &enc) == MPG123_OK)
{
size_t smp_offset = ms? (size_t)((double)ms_offset / 1000. * srate) : ms_offset;
if(mpg123_seek(MPG123, (off_t)smp_offset, SEEK_SET) >= 0)
{
Done = false;
return true;
}
}
return false;
if (!mayrestart || ms_offset > 0)
{
if (mpg123_getformat(MPG123, &srate, &channels, &enc) == MPG123_OK)
{
size_t smp_offset = ms ? (size_t)((double)ms_offset / 1000. * srate) : ms_offset;
if (mpg123_seek(MPG123, (off_t)smp_offset, SEEK_SET) >= 0)
{
Done = false;
return true;
}
}
return false;
}
else
{
// Restart the song instead of rewinding. A rewind seems to cause distortion when done repeatedly.
// offset is intentionally ignored here.
if (MPG123)
{
mpg123_close(MPG123);
mpg123_delete(MPG123);
MPG123 = 0;
}
Reader->Seek(0, SEEK_SET);
return open(Reader);
}
}
size_t MPG123Decoder::getSampleOffset()
{
return mpg123_tell(MPG123);

View file

@ -21,7 +21,7 @@ struct MPG123Decoder : public SoundDecoder
virtual void getInfo(int *samplerate, ChannelConfig *chans, SampleType *type);
virtual size_t read(char *buffer, size_t bytes);
virtual bool seek(size_t ms_offset, bool ms);
virtual bool seek(size_t ms_offset, bool ms, bool mayrestart);
virtual size_t getSampleOffset();
virtual size_t getSampleLength();

View file

@ -326,16 +326,39 @@ bool SndFileSong::Read(SoundStream *stream, void *vbuff, int ilen, void *userdat
}
else
{
// This looks a bit more complicated than necessary because libmpg123 will not read the full requested length for the last block in the file.
if (currentpos + framestoread > song->Loop_End)
{
size_t endblock = (song->Loop_End - currentpos) * song->Channels * 2;
err = (song->Decoder->read(buff, endblock) != endblock);
buff = buff + endblock;
len -= endblock;
song->Decoder->seek(song->Loop_Start, false);
size_t endlen = song->Decoder->read(buff, endblock);
if (endlen != 0)
{
buff = buff + endblock;
len -= endblock;
song->Decoder->seek(song->Loop_Start, false, true);
}
else
{
song->CritSec.Leave();
return false;
}
}
while (len > 0)
{
size_t readlen = song->Decoder->read(buff, len);
if (readlen == 0)
{
song->CritSec.Leave();
return false;
}
buff += readlen;
len -= readlen;
if (len > 0)
{
song->Decoder->seek(song->Loop_Start, false, true);
}
}
err |= song->Decoder->read(buff, len) != len;
}
song->CritSec.Leave();
return !err;
return true;
}

View file

@ -215,7 +215,7 @@ class OpenALSoundStream : public SoundStream
size_t got = self->Decoder->read((char*)ptr, length);
if(got < (unsigned int)length)
{
if(!self->Looping || !self->Decoder->seek(0, false))
if(!self->Looping || !self->Decoder->seek(0, false, true))
return false;
got += self->Decoder->read((char*)ptr+got, length-got);
}
@ -364,7 +364,7 @@ public:
virtual bool SetPosition(unsigned int ms_pos)
{
std::unique_lock<std::mutex> lock(Renderer->StreamLock);
if(!Decoder->seek(ms_pos, true))
if(!Decoder->seek(ms_pos, true, false))
return false;
if(!Playing.load())

View file

@ -190,7 +190,7 @@ TArray<char> SndFileDecoder::readAll()
return output;
}
bool SndFileDecoder::seek(size_t ms_offset, bool ms)
bool SndFileDecoder::seek(size_t ms_offset, bool ms, bool /*mayrestart*/)
{
size_t smp_offset = ms? (size_t)((double)ms_offset / 1000. * SndInfo.samplerate) : ms_offset;
if(sf_seek(SndFile, smp_offset, SEEK_SET) < 0)

View file

@ -17,8 +17,8 @@ struct SndFileDecoder : public SoundDecoder
virtual size_t read(char *buffer, size_t bytes);
virtual TArray<char> readAll();
virtual bool seek(size_t ms_offset, bool ms);
virtual size_t getSampleOffset();
virtual bool seek(size_t ms_offset, bool ms, bool mayrestart);
virtual size_t getSampleOffset();
virtual size_t getSampleLength();
SndFileDecoder() : SndFile(0) { }

View file

@ -500,6 +500,24 @@ class SaveMenu : LoadSaveMenu
//
//=============================================================================
override bool MouseEvent(int type, int x, int y)
{
if (mSaveName.Length() > 0)
{
// Do not process events when saving is in progress to avoid update of the current index,
// i.e. Selected member variable must remain unchanged
return true;
}
return Super.MouseEvent(type, x, y);
}
//=============================================================================
//
//
//
//=============================================================================
override bool OnUIEvent(UIEvent ev)
{
if (ev.Type == UIEvent.Type_KeyDown)