/* ** gl_nodes.cpp ** **--------------------------------------------------------------------------- ** Copyright 2005-2010 Christoph Oelckers ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #include #ifdef _MSC_VER #include // for alloca() #endif #ifndef _WIN32 #include #else #include #define rmdir _rmdir // TODO, maybe: stop using DWORD so I don't need to worry about conflicting // with Windows' typedef. Then I could just include the header file instead // of declaring everything here. #define MAX_PATH 260 #define CSIDL_LOCAL_APPDATA 0x001c extern "C" __declspec(dllimport) long __stdcall SHGetFolderPathA(void *hwnd, int csidl, void *hToken, unsigned long dwFlags, char *pszPath); #endif #ifdef __APPLE__ #include #endif #include "templates.h" #include "m_alloc.h" #include "m_argv.h" #include "c_dispatch.h" #include "m_swap.h" #include "g_game.h" #include "i_system.h" #include "w_wad.h" #include "doomdef.h" #include "p_local.h" #include "nodebuild.h" #include "doomstat.h" #include "vectors.h" #include "stats.h" #include "doomerrors.h" #include "p_setup.h" #include "x86.h" #include "version.h" #include "md5.h" void P_GetPolySpots (MapData * lump, TArray &spots, TArray &anchors); CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) void P_LoadZNodes (FileReader &dalump, DWORD id); static bool CheckCachedNodes(MapData *map); static void CreateCachedNodes(MapData *map); // fixed 32 bit gl_vert format v2.0+ (glBsp 1.91) struct mapglvertex_t { fixed_t x,y; }; struct gl3_mapsubsector_t { SDWORD numsegs; SDWORD firstseg; // Index of first one; segs are stored sequentially. }; struct glseg_t { WORD v1; // start vertex (16 bit) WORD v2; // end vertex (16 bit) WORD linedef; // linedef, or -1 for minisegs WORD side; // side on linedef: 0 for right, 1 for left WORD partner; // corresponding partner seg, or 0xffff on one-sided walls }; struct glseg3_t { SDWORD v1; SDWORD v2; WORD linedef; WORD side; SDWORD partner; }; struct gl5_mapnode_t { SWORD x,y,dx,dy; // partition line SWORD bbox[2][4]; // bounding box for each child // If NF_SUBSECTOR is or'ed in, it's a subsector, // else it's a node of another subtree. DWORD children[2]; }; //========================================================================== // // Collect all sidedefs which are not entirely covered by segs // Old ZDBSPs could create such maps. If such a BSP is discovered // a node rebuild must be done to ensure proper rendering // //========================================================================== static int CheckForMissingSegs() { float *added_seglen = new float[numsides]; int missing = 0; memset(added_seglen, 0, sizeof(float)*numsides); for(int i=0;isidedef!=NULL) { // check all the segs and calculate the length they occupy on their sidedef TVector2 vec1(seg->v2->x - seg->v1->x, seg->v2->y - seg->v1->y); added_seglen[seg->sidedef - sides] += float(vec1.Length()); } } for(int i=0;ilinedef; TVector2 lvec(line->dx, line->dy); float linelen = float(lvec.Length()); missing += (added_seglen[i] < linelen - FRACUNIT); } delete [] added_seglen; return missing; } //========================================================================== // // Checks whether the nodes are suitable for GL rendering // //========================================================================== bool P_CheckForGLNodes() { int i; for(i=0;ifirstline; seg_t * lastseg = sub->firstline + sub->numlines - 1; if (firstseg->v1 != lastseg->v2) { // This subsector is incomplete which means that these // are normal nodes return false; } else { for(DWORD j=0;jnumlines;j++) { if (segs[j].linedef==NULL) // miniseg { // We already have GL nodes. Great! return true; } } } } // all subsectors were closed but there are no minisegs // Although unlikely this can happen. Such nodes are not a problem. // all that is left is to check whether the BSP covers all sidedefs completely. int missing = CheckForMissingSegs(); if (missing > 0) { Printf("%d missing segs counted\nThe BSP needs to be rebuilt.\n", missing); } return missing == 0; } //========================================================================== // // LoadGLVertexes // // loads GL vertices // //========================================================================== #define gNd2 MAKE_ID('g','N','d','2') #define gNd4 MAKE_ID('g','N','d','4') #define gNd5 MAKE_ID('g','N','d','5') #define GL_VERT_OFFSET 4 static int firstglvertex; static bool format5; static bool LoadGLVertexes(FileReader * lump) { BYTE *gldata; int i; firstglvertex = numvertexes; int gllen=lump->GetLength(); gldata = new BYTE[gllen]; lump->Seek(0, SEEK_SET); lump->Read(gldata, gllen); if (*(int *)gldata == gNd5) { format5=true; } else if (*(int *)gldata != gNd2) { // GLNodes V1 and V4 are unsupported. // V1 because the precision is insufficient and // V4 due to the missing partner segs Printf("GL nodes v%d found. This format is not supported by "GAMENAME"\n", (*(int *)gldata == gNd4)? 4:1); delete [] gldata; return false; } else format5=false; mapglvertex_t* mgl; vertex_t * oldvertexes = vertexes; numvertexes += (gllen - GL_VERT_OFFSET)/sizeof(mapglvertex_t); vertexes = new vertex_t[numvertexes]; mgl = (mapglvertex_t *) (gldata + GL_VERT_OFFSET); memcpy(vertexes, oldvertexes, firstglvertex * sizeof(vertex_t)); for(i=0;ix); vertexes[i].y = LittleLong(mgl->y); mgl++; } delete[] gldata; return true; } //========================================================================== // // GL Nodes utilities // //========================================================================== static inline int checkGLVertex(int num) { if (num & 0x8000) num = (num&0x7FFF)+firstglvertex; return num; } static inline int checkGLVertex3(int num) { if (num & 0xc0000000) num = (num&0x3FFFFFFF)+firstglvertex; return num; } //========================================================================== // // LoadGLSegs // //========================================================================== static bool LoadGLSegs(FileReader * lump) { char *data; int i; line_t *ldef=NULL; numsegs = lump->GetLength(); data= new char[numsegs]; lump->Seek(0, SEEK_SET); lump->Read(data, numsegs); segs=NULL; #ifdef _MSC_VER __try #endif { if (!format5 && memcmp(data, "gNd3", 4)) { numsegs/=sizeof(glseg_t); segs = new seg_t[numsegs]; memset(segs,0,sizeof(seg_t)*numsegs); glsegextras = new glsegextra_t[numsegs]; glseg_t * ml = (glseg_t*)data; for(i = 0; i < numsegs; i++) { // check for gl-vertices segs[i].v1 = &vertexes[checkGLVertex(LittleShort(ml->v1))]; segs[i].v2 = &vertexes[checkGLVertex(LittleShort(ml->v2))]; glsegextras[i].PartnerSeg = ml->partner == 0xFFFF ? DWORD_MAX : LittleShort(ml->partner); if(ml->linedef != 0xffff) { ldef = &lines[LittleShort(ml->linedef)]; segs[i].linedef = ldef; ml->side=LittleShort(ml->side); segs[i].sidedef = ldef->sidedef[ml->side]; segs[i].frontsector = ldef->sidedef[ml->side]->sector; if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL) { segs[i].backsector = ldef->sidedef[ml->side^1]->sector; } else { ldef->flags &= ~ML_TWOSIDED; segs[i].backsector = 0; } } else { segs[i].linedef = NULL; segs[i].sidedef = NULL; segs[i].frontsector = NULL; segs[i].backsector = NULL; } ml++; } } else { if (!format5) numsegs-=4; numsegs/=sizeof(glseg3_t); segs = new seg_t[numsegs]; memset(segs,0,sizeof(seg_t)*numsegs); glsegextras = new glsegextra_t[numsegs]; glseg3_t * ml = (glseg3_t*)(data+ (format5? 0:4)); for(i = 0; i < numsegs; i++) { // check for gl-vertices segs[i].v1 = &vertexes[checkGLVertex3(LittleLong(ml->v1))]; segs[i].v2 = &vertexes[checkGLVertex3(LittleLong(ml->v2))]; glsegextras[i].PartnerSeg = LittleLong(ml->partner); if(ml->linedef != 0xffff) // skip minisegs { ldef = &lines[LittleLong(ml->linedef)]; segs[i].linedef = ldef; ml->side=LittleShort(ml->side); segs[i].sidedef = ldef->sidedef[ml->side]; segs[i].frontsector = ldef->sidedef[ml->side]->sector; if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL) { segs[i].backsector = ldef->sidedef[ml->side^1]->sector; } else { ldef->flags &= ~ML_TWOSIDED; segs[i].backsector = 0; } } else { segs[i].linedef = NULL; segs[i].sidedef = NULL; segs[i].frontsector = NULL; segs[i].backsector = NULL; } ml++; } } delete [] data; return true; } #ifdef _MSC_VER __except(1) { // Invalid data has the bad habit of requiring extensive checks here // so let's just catch anything invalid and output a message. // (at least under MSVC. GCC can't do SEH even for Windows... :( ) Printf("Invalid GL segs. The BSP will have to be rebuilt.\n"); delete [] data; delete [] segs; segs = NULL; return false; } #endif } //========================================================================== // // LoadGLSubsectors // //========================================================================== static bool LoadGLSubsectors(FileReader * lump) { char * datab; int i; numsubsectors = lump->GetLength(); datab = new char[numsubsectors]; lump->Seek(0, SEEK_SET); lump->Read(datab, numsubsectors); if (numsubsectors == 0) { delete [] datab; return false; } if (!format5 && memcmp(datab, "gNd3", 4)) { mapsubsector_t * data = (mapsubsector_t*) datab; numsubsectors /= sizeof(mapsubsector_t); subsectors = new subsector_t[numsubsectors]; memset(subsectors,0,numsubsectors * sizeof(subsector_t)); for (i=0; ilinedef==NULL) seg->frontsector = seg->backsector = subsectors[i].firstline->frontsector; } seg_t *firstseg = subsectors[i].firstline; seg_t *lastseg = subsectors[i].firstline + subsectors[i].numlines - 1; // The subsector must be closed. If it isn't we can't use these nodes and have to do a rebuild. if (lastseg->v2 != firstseg->v1) { delete [] datab; return false; } } delete [] datab; return true; } //========================================================================== // // P_LoadNodes // //========================================================================== static bool LoadNodes (FileReader * lump) { const int NF_SUBSECTOR = 0x8000; const int GL5_NF_SUBSECTOR = (1 << 31); int i; int j; int k; node_t* no; WORD* used; if (!format5) { mapnode_t* mn, * basemn; numnodes = lump->GetLength() / sizeof(mapnode_t); if (numnodes == 0) return false; nodes = new node_t[numnodes]; lump->Seek(0, SEEK_SET); basemn = mn = new mapnode_t[numnodes]; lump->Read(mn, lump->GetLength()); used = (WORD *)alloca (sizeof(WORD)*numnodes); memset (used, 0, sizeof(WORD)*numnodes); no = nodes; for (i = 0; i < numnodes; i++, no++, mn++) { no->x = LittleShort(mn->x)<y = LittleShort(mn->y)<dx = LittleShort(mn->dx)<dy = LittleShort(mn->dy)<children[j]); if (child & NF_SUBSECTOR) { child &= ~NF_SUBSECTOR; if (child >= numsubsectors) { delete [] basemn; return false; } no->children[j] = (BYTE *)&subsectors[child] + 1; } else if (child >= numnodes) { delete [] basemn; return false; } else if (used[child]) { delete [] basemn; return false; } else { no->children[j] = &nodes[child]; used[child] = j + 1; } for (k = 0; k < 4; k++) { no->bbox[j][k] = LittleShort(mn->bbox[j][k])<GetLength() / sizeof(gl5_mapnode_t); if (numnodes == 0) return false; nodes = new node_t[numnodes]; lump->Seek(0, SEEK_SET); basemn = mn = new gl5_mapnode_t[numnodes]; lump->Read(mn, lump->GetLength()); used = (WORD *)alloca (sizeof(WORD)*numnodes); memset (used, 0, sizeof(WORD)*numnodes); no = nodes; for (i = 0; i < numnodes; i++, no++, mn++) { no->x = LittleShort(mn->x)<y = LittleShort(mn->y)<dx = LittleShort(mn->dx)<dy = LittleShort(mn->dy)<children[j]); if (child & GL5_NF_SUBSECTOR) { child &= ~GL5_NF_SUBSECTOR; if (child >= numsubsectors) { delete [] basemn; return false; } no->children[j] = (BYTE *)&subsectors[child] + 1; } else if (child >= numnodes) { delete [] basemn; return false; } else if (used[child]) { delete [] basemn; return false; } else { no->children[j] = &nodes[child]; used[child] = j + 1; } for (k = 0; k < 4; k++) { no->bbox[j][k] = LittleShort(mn->bbox[j][k])<sidedef) { Printf("GL nodes contain invalid data. The BSP has to be rebuilt.\n"); delete [] nodes; nodes = NULL; delete [] subsectors; subsectors = NULL; delete [] segs; segs = NULL; return false; } } // check whether the BSP covers all sidedefs completely. int missing = CheckForMissingSegs(); if (missing > 0) { Printf("%d missing segs counted in GL nodes.\nThe BSP has to be rebuilt.\n", missing); } return missing == 0; } //=========================================================================== // // MatchHeader // // Checks whether a GL_LEVEL header belongs to this level // //=========================================================================== static bool MatchHeader(const char * label, const char * hdata) { if (!memcmp(hdata, "LEVEL=", 6) == 0) { size_t labellen = strlen(label); if (strnicmp(hdata+6, label, labellen)==0 && (hdata[6+labellen]==0xa || hdata[6+labellen]==0xd)) { return true; } } return false; } //=========================================================================== // // FindGLNodesInWAD // // Looks for GL nodes in the same WAD as the level itself // //=========================================================================== static int FindGLNodesInWAD(int labellump) { int wadfile = Wads.GetLumpFile(labellump); FString glheader; glheader.Format("GL_%s", Wads.GetLumpFullName(labellump)); if (glheader.Len()<=8) { int gllabel = Wads.CheckNumForName(glheader, ns_global, wadfile); if (gllabel >= 0) return gllabel; } else { // Before scanning the entire WAD directory let's check first whether // it is necessary. int gllabel = Wads.CheckNumForName("GL_LEVEL", ns_global, wadfile); if (gllabel >= 0) { int lastlump=0; int lump; while ((lump=Wads.FindLump("GL_LEVEL", &lastlump))>=0) { if (Wads.GetLumpFile(lump)==wadfile) { FMemLump mem = Wads.ReadLump(lump); if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return true; } } } } return -1; } //=========================================================================== // // FindGLNodesInWAD // // Looks for GL nodes in the same WAD as the level itself // Function returns the lump number within the file. Returns -1 if the input // resource file is NULL. // //=========================================================================== static int FindGLNodesInFile(FResourceFile * f, const char * label) { // No file open? Probably shouldn't happen but assume no GL nodes if(!f) return -1; FString glheader; bool mustcheck=false; DWORD numentries = f->LumpCount(); glheader.Format("GL_%.8s", label); if (glheader.Len()>8) { glheader="GL_LEVEL"; mustcheck=true; } if (numentries > 4) { for(DWORD i=0;iGetLump(i)->Name, glheader, 8)) { if (mustcheck) { char check[16]={0}; FileReader *fr = f->GetLump(i)->GetReader(); fr->Read(check, 16); if (MatchHeader(label, check)) return i; } else return i; } } } return -1; } //========================================================================== // // Checks for the presence of GL nodes in the loaded WADs or a .GWA file // returns true if successful // //========================================================================== bool P_LoadGLNodes(MapData * map) { if (map->MapLumps[ML_GLZNODES].Reader && map->MapLumps[ML_GLZNODES].Reader->GetLength() != 0) { const int idcheck1a = MAKE_ID('Z','G','L','N'); const int idcheck2a = MAKE_ID('Z','G','L','2'); const int idcheck3a = MAKE_ID('Z','G','L','3'); const int idcheck1b = MAKE_ID('X','G','L','N'); const int idcheck2b = MAKE_ID('X','G','L','2'); const int idcheck3b = MAKE_ID('X','G','L','3'); int id; map->Seek(ML_GLZNODES); map->file->Read (&id, 4); if (id == idcheck1a || id == idcheck2a || id == idcheck3a || id == idcheck1b || id == idcheck2b || id == idcheck3b) { try { subsectors = NULL; segs = NULL; nodes = NULL; P_LoadZNodes (*map->file, id); return true; } catch (CRecoverableError &) { if (subsectors != NULL) { delete[] subsectors; subsectors = NULL; } if (segs != NULL) { delete[] segs; segs = NULL; } if (nodes != NULL) { delete[] nodes; nodes = NULL; } } } } if (!CheckCachedNodes(map)) { FileReader *gwalumps[4] = { NULL, NULL, NULL, NULL }; char path[256]; int li; int lumpfile = Wads.GetLumpFile(map->lumpnum); bool mapinwad = map->InWad; FResourceFile * f_gwa = map->resource; const char * name = Wads.GetWadFullName(lumpfile); if (mapinwad) { li = FindGLNodesInWAD(map->lumpnum); if (li>=0) { // GL nodes are loaded with a WAD for(int i=0;i<4;i++) { gwalumps[i]=Wads.ReopenLumpNum(li+i+1); } return DoLoadGLNodes(gwalumps); } else { strcpy(path, name); char * ext = strrchr(path, '.'); if (ext) { strcpy(ext, ".gwa"); // Todo: Compare file dates f_gwa = FResourceFile::OpenResourceFile(path, NULL, true); if (f_gwa==NULL) return false; strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(map->lumpnum), 8); } } } bool result = false; li = FindGLNodesInFile(f_gwa, map->MapLumps[0].Name); if (li!=-1) { static const char check[][9]={"GL_VERT","GL_SEGS","GL_SSECT","GL_NODES"}; result=true; for(unsigned i=0; i<4;i++) { if (strnicmp(f_gwa->GetLump(i)->Name, check[i], 8)) { result=false; break; } else gwalumps[i] = f_gwa->GetLump(i)->NewReader(); } if (result) result = DoLoadGLNodes(gwalumps); } if (f_gwa != map->resource) delete f_gwa; for(unsigned int i = 0;i < 4;++i) delete gwalumps[i]; return result; } else return true; } //========================================================================== // // Checks whether nodes are GL friendly or not // //========================================================================== bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime) { bool ret = false; // If the map loading code has performed a node rebuild we don't need to check for it again. if (!rebuilt && !P_CheckForGLNodes()) { ret = true; // we are not using the level's original nodes if we get here. for (int i = 0; i < numsubsectors; i++) { gamesubsectors[i].sector = gamesubsectors[i].firstline->sidedef->sector; } nodes = NULL; numnodes = 0; subsectors = NULL; numsubsectors = 0; if (segs) delete [] segs; segs = NULL; numsegs = 0; // Try to load GL nodes (cached or GWA) if (!P_LoadGLNodes(map)) { // none found - we have to build new ones! unsigned int startTime, endTime; startTime = I_FPSTime (); TArray polyspots, anchors; P_GetPolySpots (map, polyspots, anchors); FNodeBuilder::FLevel leveldata = { vertexes, numvertexes, sides, numsides, lines, numlines, 0, 0, 0, 0 }; leveldata.FindMapBounds (); FNodeBuilder builder (leveldata, polyspots, anchors, true); delete[] vertexes; builder.Extract (nodes, numnodes, segs, glsegextras, numsegs, subsectors, numsubsectors, vertexes, numvertexes); endTime = I_FPSTime (); DPrintf ("BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, numsegs); buildtime = endTime - startTime; } } #ifdef DEBUG // Building nodes in debug is much slower so let's cache them only if cachetime is 0 buildtime = 0; #endif if (gl_cachenodes && buildtime/1000.f >= gl_cachetime) { DPrintf("Caching nodes\n"); CreateCachedNodes(map); } else { DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f); } if (!gamenodes) { gamenodes = nodes; numgamenodes = numnodes; gamesubsectors = subsectors; numgamesubsectors = numsubsectors; } return ret; } //========================================================================== // // Node caching // //========================================================================== typedef TArray MemFile; static FString GetCachePath() { FString path; #ifdef _WIN32 char pathstr[MAX_PATH]; if (0 != SHGetFolderPathA(NULL, CSIDL_LOCAL_APPDATA, NULL, 0, pathstr)) { // Failed (e.g. On Win9x): use program directory path = progdir; } else { path = pathstr; } path += "/zdoom/cache"; #elif defined(__APPLE__) char pathstr[PATH_MAX]; FSRef folder; if (noErr == FSFindFolder(kLocalDomain, kApplicationSupportFolderType, kCreateFolder, &folder) && noErr == FSRefMakePath(&folder, (UInt8*)pathstr, PATH_MAX)) { path = pathstr; } else { path = progdir; } path += "/zdoom/cache"; #else // Don't use GAME_DIR and such so that ZDoom and its child ports can share the node cache. path = NicePath("~/.config/zdoom/cache"); #endif return path; } static FString CreateCacheName(MapData *map, bool create) { FString path = GetCachePath(); FString lumpname = Wads.GetLumpFullPath(map->lumpnum); int separator = lumpname.IndexOf(':'); path << '/' << lumpname.Left(separator); if (create) CreatePath(path); lumpname.ReplaceChars('/', '%'); path << '/' << lumpname.Right(lumpname.Len() - separator - 1) << ".gzc"; return path; } static void WriteByte(MemFile &f, BYTE b) { f.Push(b); } static void WriteWord(MemFile &f, WORD b) { int v = f.Reserve(2); f[v] = (BYTE)b; f[v+1] = (BYTE)(b>>8); } static void WriteLong(MemFile &f, DWORD b) { int v = f.Reserve(4); f[v] = (BYTE)b; f[v+1] = (BYTE)(b>>8); f[v+2] = (BYTE)(b>>16); f[v+3] = (BYTE)(b>>24); } static void CreateCachedNodes(MapData *map) { MemFile ZNodes; WriteLong(ZNodes, 0); WriteLong(ZNodes, numvertexes); for(int i=0;isidedef[0]? 0:1); } else { WriteLong(ZNodes, 0xffffffffu); WriteByte(ZNodes, 0); } } WriteLong(ZNodes, numnodes); for(int i=0;i> FRACBITS); WriteWord(ZNodes, nodes[i].y >> FRACBITS); WriteWord(ZNodes, nodes[i].dx >> FRACBITS); WriteWord(ZNodes, nodes[i].dy >> FRACBITS); for (int j = 0; j < 2; ++j) { for (int k = 0; k < 4; ++k) { WriteWord(ZNodes, nodes[i].bbox[j][k] >> FRACBITS); } } for (int j = 0; j < 2; ++j) { DWORD child; if ((size_t)nodes[i].children[j] & 1) { child = 0x80000000 | DWORD((subsector_t *)((BYTE *)nodes[i].children[j] - 1) - subsectors); } else { child = DWORD((node_t *)nodes[i].children[j] - nodes); } WriteLong(ZNodes, child); } } uLongf outlen = ZNodes.Size(); BYTE *compressed; int offset = numlines * 8 + 12 + 16; int r; do { compressed = new Bytef[outlen + offset]; r = compress (compressed + offset, &outlen, &ZNodes[0], ZNodes.Size()); if (r == Z_BUF_ERROR) { delete[] compressed; outlen += 1024; } } while (r == Z_BUF_ERROR); memcpy(compressed, "CACH", 4); DWORD len = LittleLong(numlines); memcpy(compressed+4, &len, 4); map->GetChecksum(compressed+8); for(int i=0;iGetChecksum(md5map); if (memcmp(md5, md5map, 16)) goto errorout; verts = new DWORD[numlin * 8]; if (fread(verts, 8, numlin, f) != numlin) goto errorout; if (fread(magic, 1, 4, f) != 4) goto errorout; if (memcmp(magic, "ZGL2", 4)) goto errorout; try { long pos = ftell(f); FileReader fr(f); fr.Seek(pos, SEEK_SET); P_LoadZNodes (fr, MAKE_ID('Z','G','L','2')); } catch (CRecoverableError &error) { Printf ("Error loading nodes: %s\n", error.GetMessage()); if (subsectors != NULL) { delete[] subsectors; subsectors = NULL; } if (segs != NULL) { delete[] segs; segs = NULL; } if (nodes != NULL) { delete[] nodes; nodes = NULL; } goto errorout; } for(int i=0;i list; FString path = GetCachePath(); path += "/"; try { ScanDirectory(list, path); } catch (CRecoverableError &err) { Printf("%s", err.GetMessage()); return; } // Scan list backwards so that when we reach a directory // all files within are already deleted. for(int i = list.Size()-1; i >= 0; i--) { if (list[i].isDirectory) { rmdir(list[i].Filename); } else { remove(list[i].Filename); } } } //========================================================================== // // Keep both the original nodes from the WAD and the GL nodes created here. // The original set is only being used to get the sector for in-game // positioning of actors but not for rendering. // // This is necessary because ZDBSP is much more sensitive // to sloppy mapping practices that produce overlapping sectors. // The crane in P:AR E1M3 is a good example that would be broken if // this wasn't done. // //========================================================================== //========================================================================== // // P_PointInSubsector // //========================================================================== subsector_t *P_PointInSubsector (fixed_t x, fixed_t y) { node_t *node; int side; // single subsector is a special case if (numgamenodes == 0) return gamesubsectors; node = gamenodes + numgamenodes - 1; do { side = R_PointOnSide (x, y, node); node = (node_t *)node->children[side]; } while (!((size_t)node & 1)); return (subsector_t *)((BYTE *)node - 1); } //========================================================================== // // PointOnLine // // Same as the one im the node builder, but not part of a specific class // //========================================================================== static bool PointOnLine (int x, int y, int x1, int y1, int dx, int dy) { const double SIDE_EPSILON = 6.5536; // For most cases, a simple dot product is enough. double d_dx = double(dx); double d_dy = double(dy); double d_x = double(x); double d_y = double(y); double d_x1 = double(x1); double d_y1 = double(y1); double s_num = (d_y1-d_y)*d_dx - (d_x1-d_x)*d_dy; if (fabs(s_num) < 17179869184.0) // 4<<32 { // Either the point is very near the line, or the segment defining // the line is very short: Do a more expensive test to determine // just how far from the line the point is. double l = sqrt(d_dx*d_dx+d_dy*d_dy); double dist = fabs(s_num)/l; if (dist < SIDE_EPSILON) { return true; } } return false; } //========================================================================== // // SetRenderSector // // Sets the render sector for each GL subsector so that the proper flat // information can be retrieved // //========================================================================== void P_SetRenderSector() { int i; DWORD j; TArray undetermined; subsector_t * ss; #if 0 // doesn't work as expected :( // hide all sectors on textured automap that only have hidden lines. bool *hidesec = new bool[numsectors]; for(i = 0; i < numsectors; i++) { hidesec[i] = true; } for(i = 0; i < numlines; i++) { if (!(lines[i].flags & ML_DONTDRAW)) { hidesec[lines[i].frontsector - sectors] = false; if (lines[i].backsector != NULL) { hidesec[lines[i].backsector - sectors] = false; } } } for(i = 0; i < numsectors; i++) { if (hidesec[i]) sectors[i].MoreFlags |= SECF_HIDDEN; } delete [] hidesec; #endif // Check for incorrect partner seg info so that the following code does not crash. if (glsegextras == NULL) { // This can be normal nodes, mistakenly identified as GL nodes so we must fill // in the missing pieces differently. for (i = 0; i < numsubsectors; i++) { ss = &subsectors[i]; ss->render_sector = ss->sector; } return; } for(i=0;i=numsegs/*eh? || &segs[partner]!=glsegextras[i].PartnerSeg*/) { glsegextras[i].PartnerSeg=DWORD_MAX; } // glbsp creates such incorrect references for Strife. if (segs[i].linedef && glsegextras[i].PartnerSeg != DWORD_MAX && !segs[glsegextras[i].PartnerSeg].linedef) { glsegextras[i].PartnerSeg = glsegextras[glsegextras[i].PartnerSeg].PartnerSeg = DWORD_MAX; } } for(i=0;ifirstline; // Check for one-dimensional subsectors. These should be ignored when // being processed for automap drawinng etc. ss->flags |= SSECF_DEGENERATE; for(j=2; jnumlines; j++) { if (!PointOnLine(seg[j].v1->x, seg[j].v1->y, seg->v1->x, seg->v1->y, seg->v2->x-seg->v1->x, seg->v2->y-seg->v1->y)) { // Not on the same line ss->flags &= ~SSECF_DEGENERATE; break; } } seg = ss->firstline; for(j=0; jnumlines; j++) { if(seg->sidedef && (glsegextras[seg - segs].PartnerSeg == DWORD_MAX || seg->sidedef->sector!=segs[glsegextras[seg - segs].PartnerSeg].sidedef->sector)) { ss->render_sector = seg->sidedef->sector; break; } seg++; } if(ss->render_sector == NULL) { undetermined.Push(ss); } } // assign a vaild render sector to all subsectors which haven't been processed yet. while (undetermined.Size()) { bool deleted=false; for(i=undetermined.Size()-1;i>=0;i--) { ss=undetermined[i]; seg_t * seg = ss->firstline; for(j=0; jnumlines; j++) { DWORD partner = glsegextras[seg - segs].PartnerSeg; if (partner != DWORD_MAX && glsegextras[partner].Subsector) { sector_t * backsec = glsegextras[partner].Subsector->render_sector; if (backsec) { ss->render_sector=backsec; undetermined.Delete(i); deleted=1; break; } } seg++; } } // We still got some left but the loop above was unable to assign them. // This only happens when a subsector is off the map. // Don't bother and just assign the real sector for rendering if (!deleted && undetermined.Size()) { for(i=undetermined.Size()-1;i>=0;i--) { ss=undetermined[i]; ss->render_sector=ss->sector; } break; } } #if 0 // may be useful later so let's keep it here for now // now group the subsectors by sector subsector_t ** subsectorbuffer = new subsector_t * [numsubsectors]; for(i=0, ss=subsectors; irender_sector->subsectorcount++; } for (i=0; irender_sector->subsectors[ss->render_sector->subsectorcount++]=ss; } #endif }