gzdoom/src/maploader/maploader.h

315 lines
8.8 KiB
C
Raw Normal View History

#pragma once
#include "nodebuild.h"
#include "g_levellocals.h"
class FileReader;
struct FStrifeDialogueNode;
struct FStrifeDialogueReply;
struct Response;
struct EDMapthing
{
int recordnum;
int tid;
int type;
double height;
int args[5];
uint16_t skillfilter;
uint32_t flags;
};
struct EDLinedef
{
int recordnum;
int special;
int tag;
int id;
int args[5];
double alpha;
uint32_t flags;
uint32_t activation;
};
struct EDSector
{
int recordnum;
uint32_t flags;
uint32_t flagsRemove;
uint32_t flagsAdd;
int damageamount;
int damageinterval;
FName damagetype;
uint8_t leaky;
uint8_t leakyadd;
uint8_t leakyremove;
int floorterrain;
int ceilingterrain;
uint32_t color;
uint32_t damageflags;
uint32_t damageflagsAdd;
uint32_t damageflagsRemove;
bool flagsSet;
bool damageflagsSet;
bool colorSet;
// colormaptop//bottom cannot be used because ZDoom has no corresponding properties.
double xoffs[2], yoffs[2];
DAngle angle[2];
uint32_t portalflags[2];
double Overlayalpha[2];
};
struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
{
union
{
// Used when unpacking sidedefs and assigning
// properties based on linedefs.
struct
{
short tag, special;
short alpha;
uint32_t map;
} a;
// Used when grouping sidedefs into loops.
struct
{
uint32_t first, next;
char lineside;
} b;
};
};
struct FMissingCount
{
int Count = 0;
};
typedef TMap<FString,FMissingCount> FMissingTextureTracker;
struct FLevelLocals;
struct MapData;
class MapLoader
{
friend class UDMFParser;
friend class USDFParser;
void *level; // this is to hide the global variable and produce an error for referencing it.
public:
FLevelLocals *Level;
private:
int firstglvertex; // helpers for loading GL nodes from GWA files.
bool format5;
TArray<vertexdata_t> vertexdatas;
TMap<unsigned, unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
TArray<FUDMFKey> MapThingsUserData;
int sidecount = 0;
TArray<int> linemap;
TArray<sidei_t> sidetemp;
public: // for the scripted compatibility system these two members need to be public.
TArray<FMapThing> MapThingsConverted;
bool ForceNodeBuild = false;
private:
// Extradata loader
TMap<int, EDLinedef> EDLines;
TMap<int, EDSector> EDSectors;
TMap<int, EDMapthing> EDThings;
// Polyobject init
TArray<int32_t> KnownPolySides;
FName CheckCompatibility(MapData *map);
void PostProcessLevel(FName checksum);
// Slopes
void SlopeLineToPoint(int lineid, const DVector3 &pos, bool slopeCeil);
void CopyPlane(int tag, sector_t *dest, bool copyCeil);
void CopyPlane(int tag, const DVector2 &pos, bool copyCeil);
void SetSlope(secplane_t *plane, bool setCeil, int xyangi, int zangi, const DVector3 &pos);
void VavoomSlope(sector_t * sec, int id, const DVector3 &pos, int which);
void SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void AlignPlane(sector_t *sec, line_t *line, int which);
// Extradata
void InitED();
void ProcessEDMapthing(FMapThing *mt, int recordnum);
void ProcessEDLinedef(line_t *line, int recordnum);
void ProcessEDSector(sector_t *sec, int recordnum);
void parseEDLinedef(FScanner &sc, TMap<int, EDLinedef> &EDLines);
// Polyobjects
void InitSideLists();
void IterFindPolySides(FPolyObj *po, side_t *side);
void SpawnPolyobj(int index, int tag, int type);
void TranslateToStartSpot(int tag, const DVector2 &origin);
void InitPolyBlockMap(void);
// GL nodes
int checkGLVertex(int num);
int checkGLVertex3(int num);
int CheckForMissingSegs();
bool LoadGLVertexes(FileReader &lump);
bool LoadGLSegs(FileReader &lump);
bool LoadGLSubsectors(FileReader &lump);
bool LoadNodes(FileReader &lump);
bool DoLoadGLNodes(FileReader * lumps);
void CreateCachedNodes(MapData *map);
// Render info
void PrepareSectorData();
void PrepareTransparentDoors(sector_t * sector);
void InitVertexData();
void GetSideVertices(int sdnum, DVector2 *v1, DVector2 *v2);
void PrepareSegs();
void FloodSectorStacks();
void InitRenderInfo();
void FixMinisegReferences();
void FixHoles();
void ReportUnpairedMinisegs();
void CalcIndices();
// Strife dialogue
void LoadStrifeConversations (MapData *map, const char *mapname);
bool LoadScriptFile (const char *name, bool include, int type);
bool LoadScriptFile(const char *name, int lumpnum, FileReader &lump, int numnodes, bool include, int type);
FStrifeDialogueNode *ReadRetailNode (const char *name, FileReader &lump, uint32_t &prevSpeakerType);
FStrifeDialogueNode *ReadTeaserNode (const char *name, FileReader &lump, uint32_t &prevSpeakerType);
void ParseReplies (const char *name, int pos, FStrifeDialogueReply **replyptr, Response *responses);
bool ParseUSDF(int lumpnum, FileReader &lump, int lumplen);
// Specials
void SpawnSpecials();
void InitSectorSpecial(sector_t *sector, int special);
void SpawnLights(sector_t *sector);
void CreateScroller(EScroll type, double dx, double dy, sector_t *affectee, int accel, EScrollPos scrollpos = EScrollPos::scw_all);
void SpawnScrollers();
void SpawnFriction();
void SpawnPushers();
AActor *GetPushThing (int s);
void SpawnPortal(line_t *line, int sectortag, int plane, int bytealpha, int linked);
void CopyPortal(int sectortag, int plane, unsigned pnum, double alpha, bool tolines);
void SetPortal(sector_t *sector, int plane, unsigned pnum, double alpha);
void SpawnLinePortal(line_t* line);
void SetupPortals();
void SpawnSkybox(AActor *origin);
void SetupFloorPortal (AActor *point);
void SetupCeilingPortal (AActor *point);
void TranslateTeleportThings();
int Set3DFloor(line_t * line, int param, int param2, int alpha);
void Spawn3DFloors ();
void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track);
void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate);
void SetTexture(side_t *side, int position, uint32_t *blend, const char *name);
void SetTextureNoErr(side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog);
void FloodZone(sector_t *sec, int zonenum);
void LoadGLZSegs(FileReader &data, int type);
void LoadZSegs(FileReader &data);
void LoadZNodes(FileReader &data, int glnodes);
void SetLineID(int i, line_t *ld);
void SaveLineSpecial(line_t *ld);
void FinishLoadingLineDef(line_t *ld, int alpha);
void SetSideNum(side_t **sidenum_p, uint16_t sidenum);
void AllocateSideDefs(MapData *map, int count);
void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex);
void SetMapThingUserData(AActor *actor, unsigned udi);
void CreateBlockMap();
void PO_Init(void);
// During map init the items' own Index functions should not be used.
inline int Index(vertex_t *v) const
{
return int(v - &Level->vertexes[0]);
}
inline int Index(side_t *v) const
{
return int(v - &Level->sides[0]);
}
inline int Index(line_t *v) const
{
return int(v - &Level->lines[0]);
}
inline int Index(seg_t *v) const
{
return int(v - &Level->segs[0]);
}
inline int Index(subsector_t *v) const
{
return int(v - &Level->subsectors[0]);
}
inline int Index(node_t *v) const
{
return int(v - &Level->nodes[0]);
}
inline int Index(sector_t *v) const
{
return int(v - &Level->sectors[0]);
}
public:
void LoadMapinfoACSLump();
void ProcessEDSectors();
void FloodZones();
void LoadVertexes(MapData * map);
bool LoadExtendedNodes(FileReader &dalump, uint32_t id);
template<class segtype> bool LoadSegs(MapData * map);
template<class subsectortype, class segtype> bool LoadSubsectors(MapData * map);
template<class nodetype, class subsectortype> bool LoadNodes(MapData * map);
bool LoadGLNodes(MapData * map);
bool CheckCachedNodes(MapData *map);
bool CheckNodes(MapData * map, bool rebuilt, int buildtime);
bool CheckForGLNodes();
void LoadSectors(MapData *map, FMissingTextureTracker &missingtex);
void LoadThings(MapData * map);
void LoadThings2(MapData * map);
void SpawnThings(int position);
void FinishLoadingLineDefs();
void LoadLineDefs(MapData * map);
void LoadLineDefs2(MapData * map);
void LoopSidedefs(bool firstloop);
void LoadSideDefs2(MapData *map, FMissingTextureTracker &missingtex);
void LoadBlockMap(MapData * map);
void LoadReject(MapData * map, bool junk);
void LoadBehavior(MapData * map);
void GetPolySpots(MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
void GroupLines(bool buildmap);
void ParseTextMap(MapData *map, FMissingTextureTracker &missingtex);
void SummarizeMissingTextures(const FMissingTextureTracker &missing);
void SetRenderSector();
void SpawnSlopeMakers(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void SetSlopes();
void CopySlopes();
void LoadLevel(MapData *map, const char *lumpname, int position);
MapLoader(FLevelLocals *lev)
{
Level = lev;
}
};