2006-02-24 04:48:15 +00:00
|
|
|
// Emacs style mode select -*- C++ -*-
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//
|
|
|
|
// $Id:$
|
|
|
|
//
|
|
|
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
|
|
|
//
|
|
|
|
// This source is available for distribution and/or modification
|
|
|
|
// only under the terms of the DOOM Source Code License as
|
|
|
|
// published by id Software. All rights reserved.
|
|
|
|
//
|
|
|
|
// The source is distributed in the hope that it will be useful,
|
|
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
|
|
|
// for more details.
|
|
|
|
//
|
|
|
|
// $Log:$
|
|
|
|
//
|
|
|
|
// DESCRIPTION:
|
|
|
|
// Do all the WAD I/O, get map description,
|
|
|
|
// set up initial state and misc. LUTs.
|
|
|
|
//
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
#include <math.h>
|
|
|
|
#ifdef _MSC_VER
|
|
|
|
#include <malloc.h> // for alloca()
|
|
|
|
#endif
|
|
|
|
|
|
|
|
#include "templates.h"
|
|
|
|
#include "m_alloc.h"
|
|
|
|
#include "m_argv.h"
|
|
|
|
#include "m_swap.h"
|
|
|
|
#include "m_bbox.h"
|
|
|
|
#include "g_game.h"
|
|
|
|
#include "i_system.h"
|
|
|
|
#include "w_wad.h"
|
|
|
|
#include "doomdef.h"
|
|
|
|
#include "p_local.h"
|
|
|
|
#include "p_effect.h"
|
|
|
|
#include "p_terrain.h"
|
|
|
|
#include "nodebuild.h"
|
|
|
|
#include "s_sound.h"
|
|
|
|
#include "doomstat.h"
|
|
|
|
#include "p_lnspec.h"
|
|
|
|
#include "v_palette.h"
|
|
|
|
#include "c_console.h"
|
|
|
|
#include "p_acs.h"
|
|
|
|
#include "vectors.h"
|
|
|
|
#include "announcer.h"
|
|
|
|
#include "wi_stuff.h"
|
|
|
|
#include "stats.h"
|
|
|
|
#include "doomerrors.h"
|
|
|
|
#include "gi.h"
|
|
|
|
#include "p_conversation.h"
|
|
|
|
#include "a_keys.h"
|
|
|
|
|
|
|
|
extern void P_SpawnMapThing (mapthing2_t *mthing, int position);
|
|
|
|
extern bool P_LoadBuildMap (BYTE *mapdata, size_t len, mapthing2_t **things, int *numthings);
|
|
|
|
|
|
|
|
extern void P_TranslateLineDef (line_t *ld, maplinedef_t *mld);
|
|
|
|
extern void P_TranslateTeleportThings (void);
|
|
|
|
extern int P_TranslateSectorSpecial (int);
|
|
|
|
|
|
|
|
extern int numinterpolations;
|
|
|
|
extern unsigned int R_OldBlend;
|
|
|
|
|
|
|
|
CVAR (Bool, genblockmap, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
|
|
|
|
CVAR (Bool, gennodes, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
|
|
|
|
CVAR (Bool, genglnodes, false, CVAR_SERVERINFO);
|
|
|
|
CVAR (Bool, showloadtimes, false, 0);
|
|
|
|
|
|
|
|
static void P_InitTagLists ();
|
|
|
|
|
|
|
|
//
|
|
|
|
// MAP related Lookup tables.
|
|
|
|
// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
|
|
|
|
//
|
|
|
|
int numvertexes;
|
|
|
|
vertex_t* vertexes;
|
|
|
|
|
|
|
|
int numsegs;
|
|
|
|
seg_t* segs;
|
|
|
|
|
|
|
|
int numsectors;
|
|
|
|
sector_t* sectors;
|
|
|
|
|
|
|
|
int numsubsectors;
|
|
|
|
subsector_t* subsectors;
|
|
|
|
|
|
|
|
int numnodes;
|
|
|
|
node_t* nodes;
|
|
|
|
|
|
|
|
int numlines;
|
|
|
|
line_t* lines;
|
|
|
|
|
|
|
|
int numsides;
|
|
|
|
side_t* sides;
|
|
|
|
|
|
|
|
int numzones;
|
|
|
|
zone_t* zones;
|
|
|
|
|
|
|
|
FExtraLight* ExtraLights;
|
|
|
|
FLightStack* LightStacks;
|
|
|
|
|
|
|
|
int sidecount;
|
|
|
|
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;
|
|
|
|
DWORD map;
|
|
|
|
} a;
|
|
|
|
|
|
|
|
// Used when grouping sidedefs into loops.
|
|
|
|
struct
|
|
|
|
{
|
|
|
|
DWORD first, next;
|
|
|
|
char lineside;
|
|
|
|
} b;
|
|
|
|
};
|
|
|
|
} *sidetemp;
|
|
|
|
static WORD *linemap;
|
|
|
|
|
|
|
|
// [RH] Set true if the map contains a BEHAVIOR lump
|
|
|
|
BOOL HasBehavior;
|
|
|
|
|
|
|
|
bool UsingGLNodes;
|
|
|
|
|
|
|
|
// BLOCKMAP
|
|
|
|
// Created from axis aligned bounding box
|
|
|
|
// of the map, a rectangular array of
|
|
|
|
// blocks of size 256x256.
|
|
|
|
// Used to speed up collision detection
|
|
|
|
// by spatial subdivision in 2D.
|
|
|
|
//
|
|
|
|
// Blockmap size.
|
|
|
|
int bmapwidth;
|
|
|
|
int bmapheight; // size in mapblocks
|
|
|
|
|
|
|
|
int *blockmap; // int for larger maps ([RH] Made int because BOOM does)
|
|
|
|
int *blockmaplump; // offsets in blockmap are from here
|
|
|
|
|
|
|
|
fixed_t bmaporgx; // origin of block map
|
|
|
|
fixed_t bmaporgy;
|
|
|
|
|
|
|
|
FBlockNode** blocklinks; // for thing chains
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// REJECT
|
|
|
|
// For fast sight rejection.
|
|
|
|
// Speeds up enemy AI by skipping detailed
|
|
|
|
// LineOf Sight calculation.
|
|
|
|
// Without special effect, this could be
|
|
|
|
// used as a PVS lookup as well.
|
|
|
|
//
|
|
|
|
byte* rejectmatrix;
|
|
|
|
|
|
|
|
static bool ForceNodeBuild;
|
|
|
|
|
|
|
|
// Maintain single and multi player starting spots.
|
|
|
|
TArray<mapthing2_t> deathmatchstarts (16);
|
|
|
|
mapthing2_t playerstarts[MAXPLAYERS];
|
|
|
|
|
|
|
|
static void P_AllocateSideDefs (int count);
|
|
|
|
static void P_SetSideNum (DWORD *sidenum_p, WORD sidenum);
|
|
|
|
|
|
|
|
// [RH] Figure out blends for deep water sectors
|
|
|
|
static void SetTexture (short *texture, DWORD *blend, char *name8)
|
|
|
|
{
|
|
|
|
char name[9];
|
|
|
|
strncpy (name, name8, 8);
|
|
|
|
name[8] = 0;
|
|
|
|
if ((*blend = R_ColormapNumForName (name)) == 0)
|
|
|
|
{
|
|
|
|
if ((*texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
|
|
|
|
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny)
|
|
|
|
) == -1)
|
|
|
|
{
|
|
|
|
char name2[9];
|
|
|
|
char *stop;
|
|
|
|
strncpy (name2, name, 8);
|
|
|
|
name2[8] = 0;
|
|
|
|
*blend = strtoul (name2, &stop, 16);
|
|
|
|
*texture = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*blend = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*texture = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void SetTextureNoErr (short *texture, DWORD *color, char *name8, bool *validcolor)
|
|
|
|
{
|
|
|
|
char name[9];
|
|
|
|
strncpy (name, name8, 8);
|
|
|
|
name[8] = 0;
|
|
|
|
if ((*texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
|
|
|
|
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny)
|
|
|
|
) == -1)
|
|
|
|
{
|
|
|
|
char name2[9];
|
|
|
|
char *stop;
|
|
|
|
strncpy (name2, name, 8);
|
|
|
|
name2[8] = 0;
|
|
|
|
*color = strtoul (name2, &stop, 16);
|
|
|
|
*texture = 0;
|
|
|
|
*validcolor = (*stop == 0) && (stop == name2 + 6);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
*validcolor = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_FloodZone (sector_t *sec, int zonenum)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (sec->ZoneNumber == zonenum)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sec->ZoneNumber = zonenum;
|
|
|
|
|
|
|
|
for (i = 0; i < sec->linecount; ++i)
|
|
|
|
{
|
|
|
|
line_t *check = sec->lines[i];
|
|
|
|
sector_t *other;
|
|
|
|
|
|
|
|
if (check->sidenum[1] == NO_SIDE || (check->flags & ML_ZONEBOUNDARY))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (check->frontsector == sec)
|
|
|
|
other = check->backsector;
|
|
|
|
else
|
|
|
|
other = check->frontsector;
|
|
|
|
|
|
|
|
if (other->ZoneNumber != zonenum)
|
|
|
|
P_FloodZone (other, zonenum);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_FloodZones ()
|
|
|
|
{
|
|
|
|
int z = 0, i;
|
|
|
|
|
|
|
|
for (i = 0; i < numsectors; ++i)
|
|
|
|
{
|
|
|
|
if (sectors[i].ZoneNumber == 0xFFFF)
|
|
|
|
{
|
|
|
|
P_FloodZone (§ors[i], z++);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
numzones = z;
|
|
|
|
zones = new zone_t[z];
|
|
|
|
for (i = 0; i < z; ++i)
|
|
|
|
{
|
|
|
|
zones[i].Environment = DefaultEnvironments[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadVertexes
|
|
|
|
//
|
|
|
|
void P_LoadVertexes (int lump)
|
|
|
|
{
|
|
|
|
FWadLump data;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
// Determine number of vertices:
|
|
|
|
// total lump length / vertex record length.
|
|
|
|
numvertexes = Wads.LumpLength (lump) / sizeof(mapvertex_t);
|
|
|
|
|
|
|
|
if (numvertexes == 0)
|
|
|
|
{
|
|
|
|
I_Error ("Map has no vertices.\n");
|
|
|
|
}
|
|
|
|
|
|
|
|
// Allocate memory for buffer.
|
|
|
|
vertexes = new vertex_t[numvertexes];
|
|
|
|
|
|
|
|
data = Wads.OpenLumpNum (lump);
|
|
|
|
|
|
|
|
// Copy and convert vertex coordinates, internal representation as fixed.
|
|
|
|
for (i = 0; i < numvertexes; i++)
|
|
|
|
{
|
|
|
|
SWORD x, y;
|
|
|
|
|
|
|
|
data >> x >> y;
|
|
|
|
vertexes[i].x = x << FRACBITS;
|
|
|
|
vertexes[i].y = y << FRACBITS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadZSegs
|
|
|
|
//
|
|
|
|
void P_LoadZSegs (FileReaderZ &data)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < numsegs; ++i)
|
|
|
|
{
|
|
|
|
line_t *ldef;
|
|
|
|
DWORD v1, v2;
|
|
|
|
WORD line;
|
|
|
|
BYTE side;
|
|
|
|
|
|
|
|
data >> v1 >> v2 >> line >> side;
|
|
|
|
|
|
|
|
segs[i].v1 = &vertexes[v1];
|
|
|
|
segs[i].v2 = &vertexes[v2];
|
|
|
|
segs[i].linedef = ldef = &lines[line];
|
|
|
|
segs[i].sidedef = &sides[ldef->sidenum[side]];
|
|
|
|
segs[i].PartnerSeg = NULL;
|
|
|
|
segs[i].frontsector = sides[ldef->sidenum[side]].sector;
|
|
|
|
if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
segs[i].backsector = sides[ldef->sidenum[side^1]].sector;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
segs[i].backsector = 0;
|
|
|
|
ldef->flags &= ~ML_TWOSIDED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadGLZSegs
|
|
|
|
//
|
|
|
|
// This is the GL nodes version of the above function.
|
|
|
|
//
|
|
|
|
void P_LoadGLZSegs (FileReaderZ &data)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < numsubsectors; ++i)
|
|
|
|
{
|
|
|
|
for (size_t j = 0; j < subsectors[i].numlines; ++j)
|
|
|
|
{
|
|
|
|
seg_t *seg;
|
|
|
|
DWORD v1, partner;
|
|
|
|
WORD line;
|
|
|
|
BYTE side;
|
|
|
|
|
|
|
|
data >> v1 >> partner >> line >> side;
|
|
|
|
|
|
|
|
seg = &segs[subsectors[i].firstline + j];
|
|
|
|
seg->v1 = &vertexes[v1];
|
|
|
|
if (j == 0)
|
|
|
|
{
|
|
|
|
seg[subsectors[i].numlines - 1].v2 = seg->v1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
seg[-1].v2 = seg->v1;
|
|
|
|
}
|
|
|
|
if (partner == 0xFFFFFFFF)
|
|
|
|
{
|
|
|
|
seg->PartnerSeg = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
seg->PartnerSeg = &segs[partner];
|
|
|
|
}
|
|
|
|
if (line != 0xFFFF)
|
|
|
|
{
|
|
|
|
line_t *ldef;
|
|
|
|
|
|
|
|
seg->linedef = ldef = &lines[line];
|
|
|
|
seg->sidedef = &sides[ldef->sidenum[side]];
|
|
|
|
seg->frontsector = sides[ldef->sidenum[side]].sector;
|
|
|
|
if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
seg->backsector = sides[ldef->sidenum[side^1]].sector;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
seg->backsector = 0;
|
|
|
|
ldef->flags &= ~ML_TWOSIDED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
seg->linedef = NULL;
|
|
|
|
seg->sidedef = NULL;
|
|
|
|
seg->frontsector = seg->backsector = segs[subsectors[i].firstline].frontsector;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadZNodes
|
|
|
|
//
|
|
|
|
static void P_LoadZNodes (FileReader &dalump, DWORD id)
|
|
|
|
{
|
|
|
|
FileReaderZ data (dalump);
|
|
|
|
DWORD i;
|
|
|
|
|
|
|
|
// Read extra vertices added during node building
|
|
|
|
DWORD orgVerts, newVerts;
|
|
|
|
vertex_t *newvertarray;
|
|
|
|
|
|
|
|
data >> orgVerts >> newVerts;
|
|
|
|
if (orgVerts + newVerts == (DWORD)numvertexes)
|
|
|
|
{
|
|
|
|
newvertarray = vertexes;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
newvertarray = new vertex_t[orgVerts + newVerts];
|
|
|
|
memcpy (newvertarray, vertexes, orgVerts * sizeof(vertex_t));
|
|
|
|
}
|
|
|
|
for (i = 0; i < newVerts; ++i)
|
|
|
|
{
|
|
|
|
data >> newvertarray[i + orgVerts].x >> newvertarray[i + orgVerts].y;
|
|
|
|
}
|
|
|
|
if (vertexes != newvertarray)
|
|
|
|
{
|
|
|
|
for (i = 0; i < (DWORD)numlines; ++i)
|
|
|
|
{
|
|
|
|
lines[i].v1 = lines[i].v1 - vertexes + newvertarray;
|
|
|
|
lines[i].v2 = lines[i].v2 - vertexes + newvertarray;
|
|
|
|
}
|
|
|
|
delete[] vertexes;
|
|
|
|
vertexes = newvertarray;
|
|
|
|
numvertexes = orgVerts + newVerts;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Read the subsectors
|
|
|
|
DWORD numSubs, currSeg;
|
|
|
|
|
|
|
|
data >> numSubs;
|
|
|
|
numsubsectors = numSubs;
|
|
|
|
subsectors = new subsector_t[numSubs];
|
|
|
|
memset (subsectors, 0, numsubsectors*sizeof(subsector_t));
|
|
|
|
|
|
|
|
for (i = currSeg = 0; i < numSubs; ++i)
|
|
|
|
{
|
|
|
|
DWORD numsegs;
|
|
|
|
|
|
|
|
data >> numsegs;
|
|
|
|
subsectors[i].firstline = currSeg;
|
|
|
|
subsectors[i].numlines = numsegs;
|
|
|
|
currSeg += numsegs;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Read the segs
|
|
|
|
DWORD numSegs;
|
|
|
|
|
|
|
|
data >> numSegs;
|
|
|
|
|
|
|
|
// The number of segs stored should match the number of
|
|
|
|
// segs used by subsectors.
|
|
|
|
if (numSegs != currSeg)
|
|
|
|
{
|
|
|
|
Printf ("Incorrect number of segs in nodes.\n");
|
|
|
|
delete[] subsectors;
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
numsegs = numSegs;
|
|
|
|
segs = new seg_t[numsegs];
|
|
|
|
memset (segs, 0, numsegs*sizeof(seg_t));
|
|
|
|
|
|
|
|
if (id == MAKE_ID('Z','N','O','D'))
|
|
|
|
{
|
|
|
|
P_LoadZSegs (data);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_LoadGLZSegs (data);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Read nodes
|
|
|
|
DWORD numNodes;
|
|
|
|
|
|
|
|
data >> numNodes;
|
|
|
|
numnodes = numNodes;
|
|
|
|
nodes = new node_t[numNodes];
|
|
|
|
memset (nodes, 0, sizeof(node_t)*numNodes);
|
|
|
|
|
|
|
|
for (i = 0; i < numNodes; ++i)
|
|
|
|
{
|
|
|
|
SWORD x, y, dx, dy;
|
|
|
|
|
|
|
|
data >> x >> y >> dx >> dy;
|
|
|
|
nodes[i].x = x << FRACBITS;
|
|
|
|
nodes[i].y = y << FRACBITS;
|
|
|
|
nodes[i].dx = dx << FRACBITS;
|
|
|
|
nodes[i].dy = dy << FRACBITS;
|
|
|
|
for (int j = 0; j < 2; ++j)
|
|
|
|
{
|
|
|
|
for (int k = 0; k < 4; ++k)
|
|
|
|
{
|
|
|
|
SWORD coord;
|
|
|
|
data >> coord;
|
|
|
|
nodes[i].bbox[j][k] = coord << FRACBITS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (int m = 0; m < 2; ++m)
|
|
|
|
{
|
|
|
|
DWORD child;
|
|
|
|
data >> child;
|
|
|
|
if (child & 0x80000000)
|
|
|
|
{
|
|
|
|
nodes[i].children[m] = (BYTE *)&subsectors[child & 0x7FFFFFFF] + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
nodes[i].children[m] = &nodes[child];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadSegs
|
|
|
|
//
|
|
|
|
// killough 5/3/98: reformatted, cleaned up
|
|
|
|
|
|
|
|
void P_LoadSegs (int lump)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
FMemLump lumpdata;
|
|
|
|
const byte *data;
|
|
|
|
byte *vertchanged = new byte[numvertexes]; // phares 10/4/98
|
|
|
|
DWORD segangle;
|
|
|
|
line_t* line; // phares 10/4/98
|
|
|
|
int ptp_angle; // phares 10/4/98
|
|
|
|
int delta_angle; // phares 10/4/98
|
|
|
|
int dis; // phares 10/4/98
|
|
|
|
int dx,dy; // phares 10/4/98
|
|
|
|
int vnum1,vnum2; // phares 10/4/98
|
|
|
|
|
|
|
|
memset (vertchanged,0,numvertexes); // phares 10/4/98
|
|
|
|
|
|
|
|
numsegs = Wads.LumpLength (lump) / sizeof(mapseg_t);
|
|
|
|
|
|
|
|
if (numsegs == 0)
|
|
|
|
{
|
|
|
|
Printf ("This map has no segs.\n");
|
|
|
|
delete[] subsectors;
|
|
|
|
delete[] nodes;
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
segs = new seg_t[numsegs];
|
|
|
|
memset (segs, 0, numsegs*sizeof(seg_t));
|
|
|
|
lumpdata = Wads.ReadLump (lump);
|
|
|
|
data = (const BYTE *)lumpdata.GetMem();
|
|
|
|
|
|
|
|
// phares: 10/4/98: Vertchanged is an array that represents the vertices.
|
|
|
|
// Mark those used by linedefs. A marked vertex is one that is not a
|
|
|
|
// candidate for movement further down.
|
|
|
|
|
|
|
|
line = lines;
|
|
|
|
for (i = 0; i < numlines ; i++, line++)
|
|
|
|
{
|
|
|
|
vertchanged[line->v1 - vertexes] = vertchanged[line->v2 - vertexes] = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
try
|
|
|
|
{
|
|
|
|
for (i = 0; i < numsegs; i++)
|
|
|
|
{
|
|
|
|
seg_t *li = segs+i;
|
|
|
|
mapseg_t *ml = (mapseg_t *) data + i;
|
|
|
|
|
|
|
|
int side, linedef;
|
|
|
|
line_t *ldef;
|
|
|
|
|
|
|
|
li->v1 = &vertexes[LittleShort(ml->v1)];
|
|
|
|
li->v2 = &vertexes[LittleShort(ml->v2)];
|
|
|
|
li->PartnerSeg = NULL;
|
|
|
|
|
|
|
|
segangle = (WORD)LittleShort(ml->angle);
|
|
|
|
|
|
|
|
// phares 10/4/98: In the case of a lineseg that was created by splitting
|
|
|
|
// another line, it appears that the line angle is inherited from the
|
|
|
|
// father line. Due to roundoff, the new vertex may have been placed 'off
|
|
|
|
// the line'. When you get close to such a line, and it is very short,
|
|
|
|
// it's possible that the roundoff error causes 'firelines', the thin
|
|
|
|
// lines that can draw from screen top to screen bottom occasionally. This
|
|
|
|
// is due to all the angle calculations that are done based on the line
|
|
|
|
// angle, the angles from the viewer to the vertices, and the viewer's
|
|
|
|
// angle in the world. In the case of firelines, the rounded-off position
|
|
|
|
// of one of the vertices determines one of these angles, and introduces
|
|
|
|
// an error in the scaling factor for mapping textures and determining
|
|
|
|
// where on the screen the ceiling and floor spans should be shown. For a
|
|
|
|
// fireline, the engine thinks the ceiling bottom and floor top are at the
|
|
|
|
// midpoint of the screen. So you get ceilings drawn all the way down to the
|
|
|
|
// screen midpoint, and floors drawn all the way up. Thus 'firelines'. The
|
|
|
|
// name comes from the original sighting, which involved a fire texture.
|
|
|
|
//
|
|
|
|
// To correct this, reset the vertex that was added so that it sits ON the
|
|
|
|
// split line.
|
|
|
|
//
|
|
|
|
// To know which of the two vertices was added, its number is greater than
|
|
|
|
// that of the last of the author-created vertices. If both vertices of the
|
|
|
|
// line were added by splitting, pick the higher-numbered one. Once you've
|
|
|
|
// changed a vertex, don't change it again if it shows up in another seg.
|
|
|
|
//
|
|
|
|
// To determine if there's an error in the first place, find the
|
|
|
|
// angle of the line between the two seg vertices. If it's one degree or more
|
|
|
|
// off, then move one vertex. This may seem insignificant, but one degree
|
|
|
|
// errors _can_ cause firelines.
|
|
|
|
|
|
|
|
ptp_angle = R_PointToAngle2 (li->v1->x, li->v1->y, li->v2->x, li->v2->y);
|
|
|
|
dis = 0;
|
|
|
|
delta_angle = (abs(ptp_angle-(segangle<<16))>>ANGLETOFINESHIFT)*360/FINEANGLES;
|
|
|
|
|
|
|
|
vnum1 = li->v1 - vertexes;
|
|
|
|
vnum2 = li->v2 - vertexes;
|
|
|
|
|
|
|
|
if (vnum1 >= numvertexes || vnum2 >= numvertexes)
|
|
|
|
{
|
|
|
|
throw i * 4;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (delta_angle != 0)
|
|
|
|
{
|
|
|
|
segangle >>= (ANGLETOFINESHIFT-16);
|
|
|
|
dx = (li->v1->x - li->v2->x)>>FRACBITS;
|
|
|
|
dy = (li->v1->y - li->v2->y)>>FRACBITS;
|
|
|
|
dis = ((int) sqrt((double)(dx*dx + dy*dy)))<<FRACBITS;
|
|
|
|
dx = finecosine[segangle];
|
|
|
|
dy = finesine[segangle];
|
|
|
|
if ((vnum2 > vnum1) && (vertchanged[vnum2] == 0))
|
|
|
|
{
|
|
|
|
li->v2->x = li->v1->x + FixedMul(dis,dx);
|
|
|
|
li->v2->y = li->v1->y + FixedMul(dis,dy);
|
|
|
|
vertchanged[vnum2] = 1; // this was changed
|
|
|
|
}
|
|
|
|
else if (vertchanged[vnum1] == 0)
|
|
|
|
{
|
|
|
|
li->v1->x = li->v2->x - FixedMul(dis,dx);
|
|
|
|
li->v1->y = li->v2->y - FixedMul(dis,dy);
|
|
|
|
vertchanged[vnum1] = 1; // this was changed
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
linedef = LittleShort(ml->linedef);
|
|
|
|
if ((unsigned)linedef >= (unsigned)numlines)
|
|
|
|
{
|
|
|
|
throw i * 4 + 1;
|
|
|
|
}
|
|
|
|
ldef = &lines[linedef];
|
|
|
|
li->linedef = ldef;
|
|
|
|
side = LittleShort(ml->side);
|
|
|
|
if ((unsigned)ldef->sidenum[side] >= (unsigned)numsides)
|
|
|
|
{
|
|
|
|
throw i * 4 + 2;
|
|
|
|
}
|
|
|
|
li->sidedef = &sides[ldef->sidenum[side]];
|
|
|
|
li->frontsector = sides[ldef->sidenum[side]].sector;
|
|
|
|
|
|
|
|
// killough 5/3/98: ignore 2s flag if second sidedef missing:
|
|
|
|
if (ldef->flags & ML_TWOSIDED && ldef->sidenum[side^1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
li->backsector = sides[ldef->sidenum[side^1]].sector;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
li->backsector = 0;
|
|
|
|
ldef->flags &= ~ML_TWOSIDED;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
catch (int foo)
|
|
|
|
{
|
|
|
|
switch (foo & 3)
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
Printf ("Seg %d references a nonexistant vertex.\n", foo >> 2);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 1:
|
|
|
|
Printf ("Seg %d references a nonexistant linedef.\n", foo >> 2);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
Printf ("The linedef for seg %d references a nonexistant sidedef.\n", foo >> 2);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
Printf ("The BSP will be rebuilt.\n");
|
|
|
|
delete[] segs;
|
|
|
|
delete[] subsectors;
|
|
|
|
delete[] nodes;
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
delete[] vertchanged; // phares 10/4/98
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadSubsectors
|
|
|
|
//
|
|
|
|
void P_LoadSubsectors (int lump)
|
|
|
|
{
|
|
|
|
DWORD maxseg;
|
|
|
|
FWadLump data;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
numsubsectors = Wads.LumpLength (lump) / sizeof(mapsubsector_t);
|
|
|
|
maxseg = Wads.LumpLength (lump - ML_SSECTORS + ML_SEGS) / sizeof(mapseg_t);
|
|
|
|
|
|
|
|
if (numsubsectors == 0 || maxseg == 0)
|
|
|
|
{
|
|
|
|
Printf ("This map has an incomplete BSP tree.\n");
|
|
|
|
delete[] nodes;
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
subsectors = new subsector_t[numsubsectors];
|
|
|
|
data = Wads.OpenLumpNum (lump);
|
|
|
|
|
|
|
|
memset (subsectors, 0, numsubsectors*sizeof(subsector_t));
|
|
|
|
|
|
|
|
for (i = 0; i < numsubsectors; i++)
|
|
|
|
{
|
|
|
|
WORD numsegs, firstseg;
|
|
|
|
|
|
|
|
data >> numsegs >> firstseg;
|
|
|
|
|
|
|
|
if (numsegs == 0)
|
|
|
|
{
|
|
|
|
Printf ("Subsector %i is empty.\n", i);
|
|
|
|
delete[] subsectors;
|
|
|
|
delete[] nodes;
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
subsectors[i].numlines = numsegs;
|
|
|
|
subsectors[i].firstline = firstseg;
|
|
|
|
|
|
|
|
if (subsectors[i].firstline >= maxseg)
|
|
|
|
{
|
|
|
|
Printf ("Subsector %d contains invalid segs %lu-%lu\n"
|
|
|
|
"The BSP will be rebuilt.\n", i, subsectors[i].firstline,
|
|
|
|
subsectors[i].firstline + subsectors[i].numlines - 1);
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
delete[] nodes;
|
|
|
|
delete[] subsectors;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if (subsectors[i].firstline + subsectors[i].numlines > maxseg)
|
|
|
|
{
|
|
|
|
Printf ("Subsector %d contains invalid segs %lu-%lu\n"
|
|
|
|
"The BSP will be rebuilt.\n", i, maxseg,
|
|
|
|
subsectors[i].firstline + subsectors[i].numlines - 1);
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
delete[] nodes;
|
|
|
|
delete[] subsectors;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadSectors
|
|
|
|
//
|
|
|
|
void P_LoadSectors (int lump)
|
|
|
|
{
|
|
|
|
FMemLump data;
|
|
|
|
char fname[9];
|
|
|
|
int i;
|
|
|
|
mapsector_t* ms;
|
|
|
|
sector_t* ss;
|
|
|
|
int defSeqType;
|
|
|
|
FDynamicColormap *fogMap, *normMap;
|
|
|
|
|
|
|
|
numsectors = Wads.LumpLength (lump) / sizeof(mapsector_t);
|
|
|
|
sectors = new sector_t[numsectors];
|
|
|
|
memset (sectors, 0, numsectors*sizeof(sector_t));
|
|
|
|
data = Wads.ReadLump (lump);
|
|
|
|
|
|
|
|
if (level.flags & LEVEL_SNDSEQTOTALCTRL)
|
|
|
|
defSeqType = 0;
|
|
|
|
else
|
|
|
|
defSeqType = -1;
|
|
|
|
|
|
|
|
fogMap = normMap = NULL;
|
|
|
|
fname[8] = 0;
|
|
|
|
|
|
|
|
ms = (mapsector_t *)data.GetMem();
|
|
|
|
ss = sectors;
|
|
|
|
for (i = 0; i < numsectors; i++, ss++, ms++)
|
|
|
|
{
|
|
|
|
ss->floortexz = LittleShort(ms->floorheight)<<FRACBITS;
|
|
|
|
ss->floorplane.d = -ss->floortexz;
|
|
|
|
ss->floorplane.c = FRACUNIT;
|
|
|
|
ss->floorplane.ic = FRACUNIT;
|
|
|
|
ss->ceilingtexz = LittleShort(ms->ceilingheight)<<FRACBITS;
|
|
|
|
ss->ceilingplane.d = ss->ceilingtexz;
|
|
|
|
ss->ceilingplane.c = -FRACUNIT;
|
|
|
|
ss->ceilingplane.ic = -FRACUNIT;
|
|
|
|
strncpy (fname, ms->floorpic, 8);
|
|
|
|
ss->floorpic = TexMan.GetTexture (fname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
strncpy (fname, ms->ceilingpic, 8);
|
|
|
|
ss->ceilingpic = TexMan.GetTexture (fname, FTexture::TEX_Flat, FTextureManager::TEXMAN_Overridable);
|
|
|
|
ss->lightlevel = clamp (LittleShort(ms->lightlevel), (short)0, (short)255);
|
|
|
|
if (HasBehavior)
|
|
|
|
ss->special = LittleShort(ms->special);
|
|
|
|
else // [RH] Translate to new sector special
|
|
|
|
ss->special = P_TranslateSectorSpecial (LittleShort(ms->special));
|
2006-04-11 16:27:41 +00:00
|
|
|
ss->oldspecial = !!(ss->special&SECRET_MASK);
|
2006-02-24 04:48:15 +00:00
|
|
|
ss->tag = LittleShort(ms->tag);
|
|
|
|
ss->thinglist = NULL;
|
|
|
|
ss->touching_thinglist = NULL; // phares 3/14/98
|
|
|
|
ss->seqType = defSeqType;
|
|
|
|
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
|
|
|
ss->prevsec = -1; // stair retriggering until build completes
|
|
|
|
|
|
|
|
// killough 3/7/98:
|
|
|
|
ss->floor_xscale = FRACUNIT; // [RH] floor and ceiling scaling
|
|
|
|
ss->floor_yscale = FRACUNIT;
|
|
|
|
ss->ceiling_xscale = FRACUNIT;
|
|
|
|
ss->ceiling_yscale = FRACUNIT;
|
|
|
|
|
|
|
|
ss->heightsec = NULL; // sector used to get floor and ceiling height
|
|
|
|
// killough 3/7/98: end changes
|
|
|
|
|
|
|
|
ss->gravity = 1.f; // [RH] Default sector gravity of 1.0
|
|
|
|
ss->ZoneNumber = 0xFFFF;
|
|
|
|
|
|
|
|
// [RH] Sectors default to white light with the default fade.
|
|
|
|
// If they are outside (have a sky ceiling), they use the outside fog.
|
|
|
|
if (level.outsidefog != 0xff000000 && ss->ceilingpic == skyflatnum)
|
|
|
|
{
|
|
|
|
if (fogMap == NULL)
|
|
|
|
fogMap = GetSpecialLights (PalEntry (255,255,255), level.outsidefog, 0);
|
|
|
|
ss->ColorMap = fogMap;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (normMap == NULL)
|
|
|
|
normMap = GetSpecialLights (PalEntry (255,255,255), level.fadeto, NormalLight.Desaturate);
|
|
|
|
ss->ColorMap = normMap;
|
|
|
|
}
|
|
|
|
|
|
|
|
// killough 8/28/98: initialize all sectors to normal friction
|
|
|
|
ss->friction = ORIG_FRICTION;
|
|
|
|
ss->movefactor = ORIG_FRICTION_FACTOR;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadNodes
|
|
|
|
//
|
|
|
|
void P_LoadNodes (int lump)
|
|
|
|
{
|
|
|
|
FMemLump data;
|
|
|
|
int i;
|
|
|
|
int j;
|
|
|
|
int k;
|
|
|
|
mapnode_t* mn;
|
|
|
|
node_t* no;
|
|
|
|
int maxss;
|
|
|
|
WORD* used;
|
|
|
|
|
|
|
|
numnodes = Wads.LumpLength (lump) / sizeof(mapnode_t);
|
|
|
|
maxss = Wads.LumpLength (lump - ML_NODES + ML_SSECTORS) / sizeof(mapsubsector_t);
|
|
|
|
|
|
|
|
if ((numnodes == 0 && maxss != 1) || maxss == 0)
|
|
|
|
{
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
nodes = new node_t[numnodes];
|
|
|
|
data = Wads.ReadLump (lump);
|
|
|
|
used = (WORD *)alloca (sizeof(WORD)*numnodes);
|
|
|
|
memset (used, 0, sizeof(WORD)*numnodes);
|
|
|
|
|
|
|
|
mn = (mapnode_t *)data.GetMem();
|
|
|
|
no = nodes;
|
|
|
|
|
|
|
|
for (i = 0; i < numnodes; i++, no++, mn++)
|
|
|
|
{
|
|
|
|
no->x = LittleShort(mn->x)<<FRACBITS;
|
|
|
|
no->y = LittleShort(mn->y)<<FRACBITS;
|
|
|
|
no->dx = LittleShort(mn->dx)<<FRACBITS;
|
|
|
|
no->dy = LittleShort(mn->dy)<<FRACBITS;
|
|
|
|
for (j = 0; j < 2; j++)
|
|
|
|
{
|
|
|
|
WORD child = LittleShort(mn->children[j]);
|
|
|
|
if (child & NF_SUBSECTOR)
|
|
|
|
{
|
|
|
|
child &= ~NF_SUBSECTOR;
|
|
|
|
if (child >= maxss)
|
|
|
|
{
|
|
|
|
Printf ("BSP node %d references invalid subsector %d.\n"
|
|
|
|
"The BSP will be rebuilt.\n", i, child);
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
delete[] nodes;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
no->children[j] = (BYTE *)&subsectors[child] + 1;
|
|
|
|
}
|
|
|
|
else if (child >= numnodes)
|
|
|
|
{
|
|
|
|
Printf ("BSP node %d references invalid node %d.\n"
|
|
|
|
"The BSP will be rebuilt.\n", i, (node_t *)no->children[j] - nodes);
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
delete[] nodes;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else if (used[child])
|
|
|
|
{
|
|
|
|
Printf ("BSP node %d references node %d,\n"
|
|
|
|
"which is already used by node %d.\n"
|
|
|
|
"The BSP will be rebuilt.\n", i, child, used[child]-1);
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
delete[] nodes;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
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])<<FRACBITS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadThings
|
|
|
|
//
|
|
|
|
void P_LoadThings (int lump, int position)
|
|
|
|
{
|
|
|
|
mapthing2_t mt2; // [RH] for translation
|
|
|
|
FMemLump data = Wads.ReadLump (lump);
|
|
|
|
const mapthing_t *mt = (mapthing_t *)data.GetMem();
|
|
|
|
const mapthing_t *lastmt = (mapthing_t *)((BYTE*)data.GetMem() + Wads.LumpLength (lump));
|
|
|
|
|
|
|
|
// [RH] ZDoom now uses Hexen-style maps as its native format.
|
|
|
|
// Since this is the only place where Doom-style Things are ever
|
|
|
|
// referenced, we translate them into a Hexen-style thing.
|
|
|
|
for ( ; mt < lastmt; mt++)
|
|
|
|
{
|
|
|
|
// [RH] At this point, monsters unique to Doom II were weeded out
|
|
|
|
// if the IWAD wasn't for Doom II. R_SpawnMapThing() can now
|
|
|
|
// handle these and more cases better, so we just pass it
|
|
|
|
// everything and let it decide what to do with them.
|
|
|
|
|
|
|
|
// [RH] Need to translate the spawn flags to Hexen format.
|
|
|
|
short flags = LittleShort(mt->options);
|
|
|
|
|
|
|
|
memset (&mt2, 0, sizeof(mt2));
|
|
|
|
mt2.flags = (short)((flags & 0xf) | 0x7e0);
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
mt2.flags &= ~MTF_AMBUSH;
|
|
|
|
if (flags & STF_SHADOW) mt2.flags |= MTF_SHADOW;
|
|
|
|
if (flags & STF_ALTSHADOW) mt2.flags |= MTF_ALTSHADOW;
|
|
|
|
if (flags & STF_STANDSTILL) mt2.flags |= MTF_STANDSTILL;
|
|
|
|
if (flags & STF_AMBUSH) mt2.flags |= MTF_AMBUSH;
|
|
|
|
if (flags & STF_FRIENDLY) mt2.flags |= MTF_FRIENDLY;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (flags & BTF_BADEDITORCHECK)
|
|
|
|
{
|
|
|
|
flags &= 0x1F;
|
|
|
|
}
|
|
|
|
if (flags & BTF_NOTDEATHMATCH) mt2.flags &= ~MTF_DEATHMATCH;
|
|
|
|
if (flags & BTF_NOTCOOPERATIVE) mt2.flags &= ~MTF_COOPERATIVE;
|
|
|
|
if (flags & BTF_FRIENDLY) mt2.flags |= MTF_FRIENDLY;
|
|
|
|
}
|
|
|
|
if (flags & BTF_NOTSINGLE) mt2.flags &= ~MTF_SINGLE;
|
|
|
|
|
|
|
|
mt2.x = LittleShort(mt->x);
|
|
|
|
mt2.y = LittleShort(mt->y);
|
|
|
|
mt2.angle = LittleShort(mt->angle);
|
|
|
|
mt2.type = LittleShort(mt->type);
|
|
|
|
|
|
|
|
P_SpawnMapThing (&mt2, position);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_SpawnSlopeMakers
|
|
|
|
//
|
|
|
|
|
|
|
|
static void P_SlopeLineToPoint (int lineid, fixed_t x, fixed_t y, fixed_t z, BOOL slopeCeil)
|
|
|
|
{
|
|
|
|
int linenum = -1;
|
|
|
|
|
|
|
|
while ((linenum = P_FindLineFromID (lineid, linenum)) != -1)
|
|
|
|
{
|
|
|
|
const line_t *line = &lines[linenum];
|
|
|
|
sector_t *sec;
|
|
|
|
secplane_t *plane;
|
|
|
|
|
|
|
|
if (P_PointOnLineSide (x, y, line) == 0)
|
|
|
|
{
|
|
|
|
sec = line->frontsector;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sec = line->backsector;
|
|
|
|
}
|
|
|
|
if (sec == NULL)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (slopeCeil)
|
|
|
|
{
|
|
|
|
plane = &sec->ceilingplane;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
plane = &sec->floorplane;
|
|
|
|
}
|
|
|
|
|
|
|
|
vec3_t p, v1, v2, cross;
|
|
|
|
|
|
|
|
p[0] = FIXED2FLOAT (line->v1->x);
|
|
|
|
p[1] = FIXED2FLOAT (line->v1->y);
|
|
|
|
p[2] = FIXED2FLOAT (plane->ZatPoint (line->v1->x, line->v1->y));
|
|
|
|
v1[0] = FIXED2FLOAT (line->dx);
|
|
|
|
v1[1] = FIXED2FLOAT (line->dy);
|
|
|
|
v1[2] = FIXED2FLOAT (plane->ZatPoint (line->v2->x, line->v2->y)) - p[2];
|
|
|
|
v2[0] = FIXED2FLOAT (x - line->v1->x);
|
|
|
|
v2[1] = FIXED2FLOAT (y - line->v1->y);
|
|
|
|
v2[2] = FIXED2FLOAT (z) - p[2];
|
|
|
|
|
|
|
|
CrossProduct (v1, v2, cross);
|
|
|
|
if (VectorLength (cross) == 0)
|
|
|
|
{
|
|
|
|
Printf ("Slope thing at (%d,%d) lies directly on its target line.\n", x>>16, y>>16);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
VectorNormalize (cross);
|
|
|
|
|
|
|
|
// Fix backward normals
|
|
|
|
if ((cross[2] < 0 && !slopeCeil) || (cross[2] > 0 && slopeCeil))
|
|
|
|
{
|
|
|
|
cross[0] = -cross[0];
|
|
|
|
cross[1] = -cross[1];
|
|
|
|
cross[2] = -cross[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
plane->a = FLOAT2FIXED (cross[0]);
|
|
|
|
plane->b = FLOAT2FIXED (cross[1]);
|
|
|
|
plane->c = FLOAT2FIXED (cross[2]);
|
|
|
|
//plane->ic = FLOAT2FIXED (1.f/cross[2]);
|
|
|
|
plane->ic = DivScale32 (1, plane->c);
|
|
|
|
plane->d = -TMulScale16 (plane->a, x,
|
|
|
|
plane->b, y,
|
|
|
|
plane->c, z);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void P_CopyPlane (int tag, fixed_t x, fixed_t y, BOOL copyCeil)
|
|
|
|
{
|
|
|
|
sector_t *dest = R_PointInSubsector (x, y)->sector;
|
|
|
|
sector_t *source;
|
|
|
|
int secnum;
|
|
|
|
size_t planeofs;
|
|
|
|
|
|
|
|
secnum = P_FindSectorFromTag (tag, -1);
|
|
|
|
if (secnum == -1)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
source = §ors[secnum];
|
|
|
|
|
|
|
|
if (copyCeil)
|
|
|
|
{
|
|
|
|
planeofs = myoffsetof(sector_t, ceilingplane);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
planeofs = myoffsetof(sector_t, floorplane);
|
|
|
|
}
|
|
|
|
*(secplane_t *)((BYTE *)dest + planeofs) = *(secplane_t *)((BYTE *)source + planeofs);
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_SetSlope (secplane_t *plane, BOOL setCeil, int xyangi, int zangi,
|
|
|
|
fixed_t x, fixed_t y, fixed_t z)
|
|
|
|
{
|
|
|
|
angle_t xyang;
|
|
|
|
angle_t zang;
|
|
|
|
|
|
|
|
if (zangi >= 180)
|
|
|
|
{
|
|
|
|
zang = ANGLE_180-ANGLE_1;
|
|
|
|
}
|
|
|
|
else if (zangi <= 0)
|
|
|
|
{
|
|
|
|
zang = ANGLE_1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
zang = Scale (zangi, ANGLE_90, 90);
|
|
|
|
}
|
|
|
|
if (setCeil)
|
|
|
|
{
|
|
|
|
zang += ANGLE_180;
|
|
|
|
}
|
|
|
|
zang >>= ANGLETOFINESHIFT;
|
|
|
|
|
|
|
|
xyang = (angle_t)Scale (xyangi, ANGLE_90, 90 << ANGLETOFINESHIFT);
|
|
|
|
|
|
|
|
vec3_t norm;
|
|
|
|
|
|
|
|
norm[0] = float(finecosine[zang]) * float(finecosine[xyang]);
|
|
|
|
norm[1] = float(finecosine[zang]) * float(finesine[xyang]);
|
|
|
|
norm[2] = float(finesine[zang]) * 65536.f;
|
|
|
|
VectorNormalize (norm);
|
|
|
|
plane->a = (int)(norm[0] * 65536.f);
|
|
|
|
plane->b = (int)(norm[1] * 65536.f);
|
|
|
|
plane->c = (int)(norm[2] * 65536.f);
|
|
|
|
//plane->ic = (int)(65536.f / norm[2]);
|
|
|
|
plane->ic = DivScale32 (1, plane->c);
|
|
|
|
plane->d = -TMulScale16 (plane->a, x,
|
|
|
|
plane->b, y,
|
|
|
|
plane->c, z);
|
|
|
|
}
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
THING_SlopeFloorPointLine = 9500,
|
|
|
|
THING_SlopeCeilingPointLine = 9501,
|
|
|
|
THING_SetFloorSlope = 9502,
|
|
|
|
THING_SetCeilingSlope = 9503,
|
|
|
|
THING_CopyFloorPlane = 9510,
|
|
|
|
THING_CopyCeilingPlane = 9511,
|
|
|
|
};
|
|
|
|
|
|
|
|
static void P_SpawnSlopeMakers (mapthing2_t *firstmt, mapthing2_t *lastmt)
|
|
|
|
{
|
|
|
|
mapthing2_t *mt;
|
|
|
|
|
|
|
|
for (mt = firstmt; mt < lastmt; ++mt)
|
|
|
|
{
|
|
|
|
if (mt->type >= THING_SlopeFloorPointLine &&
|
|
|
|
mt->type <= THING_SetCeilingSlope)
|
|
|
|
{
|
|
|
|
fixed_t x, y, z;
|
|
|
|
secplane_t *refplane;
|
|
|
|
sector_t *sec;
|
|
|
|
|
|
|
|
x = mt->x << FRACBITS;
|
|
|
|
y = mt->y << FRACBITS;
|
|
|
|
sec = R_PointInSubsector (x, y)->sector;
|
|
|
|
if (mt->type & 1)
|
|
|
|
{
|
|
|
|
refplane = &sec->ceilingplane;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
refplane = &sec->floorplane;
|
|
|
|
}
|
|
|
|
z = refplane->ZatPoint (x, y) + (mt->z << FRACBITS);
|
|
|
|
if (mt->type <= THING_SlopeCeilingPointLine)
|
|
|
|
{
|
|
|
|
P_SlopeLineToPoint (mt->args[0], x, y, z, mt->type & 1);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_SetSlope (refplane, mt->type & 1, mt->angle, mt->args[0], x, y, z);
|
|
|
|
}
|
|
|
|
mt->type = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (mt = firstmt; mt < lastmt; ++mt)
|
|
|
|
{
|
|
|
|
if (mt->type == THING_CopyFloorPlane ||
|
|
|
|
mt->type == THING_CopyCeilingPlane)
|
|
|
|
{
|
|
|
|
P_CopyPlane (mt->args[0], mt->x << FRACBITS, mt->y << FRACBITS, mt->type & 1);
|
|
|
|
mt->type = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH]
|
|
|
|
// P_LoadThings2
|
|
|
|
//
|
|
|
|
// Same as P_LoadThings() except it assumes Things are
|
|
|
|
// saved Hexen-style. Position also controls which single-
|
|
|
|
// player start spots are spawned by filtering out those
|
|
|
|
// whose first parameter don't match position.
|
|
|
|
//
|
|
|
|
void P_LoadThings2 (int lump, int position)
|
|
|
|
{
|
|
|
|
FMemLump data = Wads.ReadLump (lump);
|
|
|
|
mapthing2_t *mt;
|
|
|
|
mapthing2_t *firstmt = (mapthing2_t *)data.GetMem();
|
|
|
|
mapthing2_t *lastmt = (mapthing2_t *)((BYTE *)firstmt + Wads.LumpLength (lump));
|
|
|
|
|
|
|
|
#ifdef WORDS_BIGENDIAN
|
|
|
|
for (mt = firstmt; mt < lastmt; ++mt)
|
|
|
|
{
|
|
|
|
mt->thingid = LittleShort(mt->thingid);
|
|
|
|
mt->x = LittleShort(mt->x);
|
|
|
|
mt->y = LittleShort(mt->y);
|
|
|
|
mt->z = LittleShort(mt->z);
|
|
|
|
mt->angle = LittleShort(mt->angle);
|
|
|
|
mt->type = LittleShort(mt->type);
|
|
|
|
mt->flags = LittleShort(mt->flags);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// [RH] Spawn slope creating things first.
|
|
|
|
P_SpawnSlopeMakers (firstmt, lastmt);
|
|
|
|
|
|
|
|
for (mt = firstmt; mt < lastmt; mt++)
|
|
|
|
{
|
|
|
|
P_SpawnMapThing (mt, position);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadLineDefs
|
|
|
|
//
|
|
|
|
// killough 4/4/98: split into two functions, to allow sidedef overloading
|
|
|
|
//
|
|
|
|
// [RH] Actually split into four functions to allow for Hexen and Doom
|
|
|
|
// linedefs.
|
|
|
|
void P_AdjustLine (line_t *ld)
|
|
|
|
{
|
|
|
|
vertex_t *v1, *v2;
|
|
|
|
|
|
|
|
v1 = ld->v1;
|
|
|
|
v2 = ld->v2;
|
|
|
|
|
|
|
|
ld->dx = v2->x - v1->x;
|
|
|
|
ld->dy = v2->y - v1->y;
|
|
|
|
|
|
|
|
if (ld->dx == 0)
|
|
|
|
ld->slopetype = ST_VERTICAL;
|
|
|
|
else if (ld->dy == 0)
|
|
|
|
ld->slopetype = ST_HORIZONTAL;
|
|
|
|
else
|
|
|
|
ld->slopetype = ((ld->dy ^ ld->dx) >= 0) ? ST_POSITIVE : ST_NEGATIVE;
|
|
|
|
|
|
|
|
if (v1->x < v2->x)
|
|
|
|
{
|
|
|
|
ld->bbox[BOXLEFT] = v1->x;
|
|
|
|
ld->bbox[BOXRIGHT] = v2->x;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ld->bbox[BOXLEFT] = v2->x;
|
|
|
|
ld->bbox[BOXRIGHT] = v1->x;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (v1->y < v2->y)
|
|
|
|
{
|
|
|
|
ld->bbox[BOXBOTTOM] = v1->y;
|
|
|
|
ld->bbox[BOXTOP] = v2->y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ld->bbox[BOXBOTTOM] = v2->y;
|
|
|
|
ld->bbox[BOXTOP] = v1->y;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Set line id (as appropriate) here
|
|
|
|
// for Doom format maps this must be done in P_TranslateLinedef because
|
|
|
|
// the tag doesn't always go into the first arg!
|
|
|
|
if (HasBehavior)
|
|
|
|
{
|
|
|
|
if (ld->special == Line_SetIdentification)
|
|
|
|
{
|
|
|
|
ld->id = ld->args[0];
|
|
|
|
if (ld->args[1] == 1)
|
|
|
|
{
|
|
|
|
ld->flags |= ML_ZONEBOUNDARY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (
|
|
|
|
ld->special == Teleport_Line ||
|
|
|
|
ld->special == TranslucentLine ||
|
|
|
|
ld->special == Scroll_Texture_Model)
|
|
|
|
{
|
|
|
|
ld->id = ld->args[0];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_SaveLineSpecial (line_t *ld)
|
|
|
|
{
|
|
|
|
if (*ld->sidenum == NO_SIDE)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// killough 4/4/98: support special sidedef interpretation below
|
|
|
|
if ((ld->sidenum[0] != NO_SIDE) &&
|
|
|
|
// [RH] Save Static_Init only if it's interested in the textures
|
|
|
|
(ld->special != Static_Init || ld->args[1] == Init_Color))
|
|
|
|
{
|
|
|
|
sidetemp[*ld->sidenum].a.special = ld->special;
|
|
|
|
sidetemp[*ld->sidenum].a.tag = ld->args[0];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sidetemp[*ld->sidenum].a.special = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// killough 4/4/98: delay using sidedefs until they are loaded
|
|
|
|
void P_FinishLoadingLineDefs ()
|
|
|
|
{
|
|
|
|
WORD len;
|
|
|
|
int i, linenum;
|
|
|
|
line_t *ld = lines;
|
|
|
|
|
|
|
|
for (i = numlines, linenum = 0; i--; ld++, linenum++)
|
|
|
|
{
|
|
|
|
ld->frontsector = ld->sidenum[0]!=NO_SIDE ? sides[ld->sidenum[0]].sector : 0;
|
|
|
|
ld->backsector = ld->sidenum[1]!=NO_SIDE ? sides[ld->sidenum[1]].sector : 0;
|
|
|
|
float dx = FIXED2FLOAT(ld->v2->x - ld->v1->x);
|
|
|
|
float dy = FIXED2FLOAT(ld->v2->y - ld->v1->y);
|
|
|
|
SBYTE light;
|
|
|
|
|
|
|
|
if (ld->frontsector == NULL)
|
|
|
|
{
|
|
|
|
Printf ("Line %d has no front sector\n", linemap[linenum]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Set some new sidedef properties
|
|
|
|
len = (int)(sqrtf (dx*dx + dy*dy) + 0.5f);
|
|
|
|
light = dy == 0 ? level.WallHorizLight :
|
|
|
|
dx == 0 ? level.WallVertLight : 0;
|
|
|
|
|
|
|
|
if (ld->sidenum[0] != NO_SIDE)
|
|
|
|
{
|
|
|
|
sides[ld->sidenum[0]].linenum = linenum;
|
|
|
|
sides[ld->sidenum[0]].TexelLength = len;
|
|
|
|
sides[ld->sidenum[0]].Light = light;
|
|
|
|
}
|
|
|
|
if (ld->sidenum[1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
sides[ld->sidenum[1]].linenum = linenum;
|
|
|
|
sides[ld->sidenum[1]].TexelLength = len;
|
|
|
|
sides[ld->sidenum[1]].Light = light;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (ld->special)
|
|
|
|
{ // killough 4/11/98: handle special types
|
|
|
|
int j;
|
|
|
|
|
|
|
|
case TranslucentLine: // killough 4/11/98: translucent 2s textures
|
|
|
|
// [RH] Second arg controls how opaque it is.
|
|
|
|
if (!ld->args[0])
|
|
|
|
{
|
|
|
|
ld->alpha = (byte)ld->args[1];
|
|
|
|
if (ld->args[2] == 1)
|
|
|
|
{
|
|
|
|
sides[ld->sidenum[0]].Flags |= WALLF_ADDTRANS;
|
|
|
|
if (ld->sidenum[1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
sides[ld->sidenum[1]].Flags |= WALLF_ADDTRANS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (j = 0; j < numlines; j++)
|
|
|
|
{
|
|
|
|
if (lines[j].id == ld->args[0])
|
|
|
|
{
|
|
|
|
lines[j].alpha = (byte)ld->args[1];
|
|
|
|
if (lines[j].args[2] == 1)
|
|
|
|
{
|
|
|
|
sides[lines[j].sidenum[0]].Flags |= WALLF_ADDTRANS;
|
|
|
|
if (lines[j].sidenum[1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
sides[lines[j].sidenum[1]].Flags |= WALLF_ADDTRANS;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ld->special = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_LoadLineDefs (int lump)
|
|
|
|
{
|
|
|
|
FMemLump data;
|
|
|
|
int i, skipped;
|
|
|
|
line_t *ld;
|
|
|
|
|
|
|
|
numlines = Wads.LumpLength (lump) / sizeof(maplinedef_t);
|
|
|
|
lines = new line_t[numlines];
|
|
|
|
linemap = new WORD[numlines];
|
|
|
|
memset (lines, 0, numlines*sizeof(line_t));
|
|
|
|
data = Wads.ReadLump (lump);
|
|
|
|
|
|
|
|
// [RH] Count the number of sidedef references. This is the number of
|
|
|
|
// sidedefs we need. The actual number in the SIDEDEFS lump might be less.
|
|
|
|
// Lines with 0 length are also removed.
|
|
|
|
|
|
|
|
for (skipped = sidecount = i = 0; i < numlines; )
|
|
|
|
{
|
|
|
|
maplinedef_t *mld = ((maplinedef_t *)data.GetMem()) + i;
|
|
|
|
int v1 = LittleShort(mld->v1);
|
|
|
|
int v2 = LittleShort(mld->v2);
|
|
|
|
|
|
|
|
if (v1 >= numvertexes || v2 >= numvertexes)
|
|
|
|
{
|
|
|
|
I_Error ("Line %d has invalid vertices: %d and/or %d.\nThe map only contains %d vertices.", i+skipped, v1, v2, numvertexes);
|
|
|
|
}
|
|
|
|
else if (v1 == v2 ||
|
|
|
|
(vertexes[LittleShort(mld->v1)].x == vertexes[LittleShort(mld->v2)].x &&
|
|
|
|
vertexes[LittleShort(mld->v1)].y == vertexes[LittleShort(mld->v2)].y))
|
|
|
|
{
|
|
|
|
Printf ("Removing 0-length line %d\n", i+skipped);
|
|
|
|
memmove (mld, mld+1, sizeof(*mld)*(numlines-i-1));
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
skipped++;
|
|
|
|
numlines--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (LittleShort(mld->sidenum[0]) != NO_INDEX)
|
|
|
|
sidecount++;
|
|
|
|
if (LittleShort(mld->sidenum[1]) != NO_INDEX)
|
|
|
|
sidecount++;
|
|
|
|
linemap[i] = i+skipped;
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
P_AllocateSideDefs (sidecount);
|
|
|
|
|
|
|
|
maplinedef_t *mld = (maplinedef_t *)data.GetMem();
|
|
|
|
ld = lines;
|
|
|
|
for (i = numlines; i > 0; i--, mld++, ld++)
|
|
|
|
{
|
|
|
|
ld->alpha = 255; // [RH] Opaque by default
|
|
|
|
|
|
|
|
// [RH] Translate old linedef special and flags to be
|
|
|
|
// compatible with the new format.
|
|
|
|
P_TranslateLineDef (ld, mld);
|
|
|
|
|
|
|
|
ld->v1 = &vertexes[LittleShort(mld->v1)];
|
|
|
|
ld->v2 = &vertexes[LittleShort(mld->v2)];
|
|
|
|
//ld->id = -1; ID has been assigned in P_TranslateLineDef
|
|
|
|
|
|
|
|
P_SetSideNum (&ld->sidenum[0], LittleShort(mld->sidenum[0]));
|
|
|
|
P_SetSideNum (&ld->sidenum[1], LittleShort(mld->sidenum[1]));
|
|
|
|
|
|
|
|
P_AdjustLine (ld);
|
|
|
|
P_SaveLineSpecial (ld);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Same as P_LoadLineDefs() except it uses Hexen-style LineDefs.
|
|
|
|
void P_LoadLineDefs2 (int lump)
|
|
|
|
{
|
|
|
|
FMemLump data;
|
|
|
|
int i, skipped;
|
|
|
|
maplinedef2_t* mld;
|
|
|
|
line_t* ld;
|
|
|
|
|
|
|
|
numlines = Wads.LumpLength (lump) / sizeof(maplinedef2_t);
|
|
|
|
lines = new line_t[numlines];
|
|
|
|
linemap = new WORD[numlines];
|
|
|
|
memset (lines, 0, numlines*sizeof(line_t));
|
|
|
|
data = Wads.ReadLump (lump);
|
|
|
|
|
|
|
|
// [RH] Remove any lines that have 0 length and count sidedefs used
|
|
|
|
for (skipped = sidecount = i = 0; i < numlines; )
|
|
|
|
{
|
|
|
|
maplinedef2_t *mld = ((maplinedef2_t *)data.GetMem()) + i;
|
|
|
|
|
|
|
|
if (mld->v1 == mld->v2 ||
|
|
|
|
(vertexes[LittleShort(mld->v1)].x == vertexes[LittleShort(mld->v2)].x &&
|
|
|
|
vertexes[LittleShort(mld->v1)].y == vertexes[LittleShort(mld->v2)].y))
|
|
|
|
{
|
|
|
|
Printf ("Removing 0-length line %d\n", i+skipped);
|
|
|
|
memmove (mld, mld+1, sizeof(*mld)*(numlines-i-1));
|
|
|
|
skipped++;
|
|
|
|
numlines--;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (LittleShort(mld->sidenum[0]) != NO_INDEX)
|
|
|
|
sidecount++;
|
|
|
|
if (LittleShort(mld->sidenum[1]) != NO_INDEX)
|
|
|
|
sidecount++;
|
|
|
|
linemap[i] = i+skipped;
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (skipped > 0)
|
|
|
|
{
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
P_AllocateSideDefs (sidecount);
|
|
|
|
|
|
|
|
mld = (maplinedef2_t *)data.GetMem();
|
|
|
|
ld = lines;
|
|
|
|
for (i = numlines; i > 0; i--, mld++, ld++)
|
|
|
|
{
|
|
|
|
int j;
|
|
|
|
|
|
|
|
for (j = 0; j < 5; j++)
|
|
|
|
ld->args[j] = mld->args[j];
|
|
|
|
|
|
|
|
ld->flags = LittleShort(mld->flags);
|
|
|
|
ld->special = mld->special;
|
|
|
|
|
|
|
|
ld->v1 = &vertexes[LittleShort(mld->v1)];
|
|
|
|
ld->v2 = &vertexes[LittleShort(mld->v2)];
|
|
|
|
ld->alpha = 255; // [RH] Opaque by default
|
|
|
|
ld->id = -1;
|
|
|
|
|
|
|
|
P_SetSideNum (&ld->sidenum[0], LittleShort(mld->sidenum[0]));
|
|
|
|
P_SetSideNum (&ld->sidenum[1], LittleShort(mld->sidenum[1]));
|
|
|
|
|
|
|
|
P_AdjustLine (ld);
|
|
|
|
P_SaveLineSpecial (ld);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadSideDefs
|
|
|
|
//
|
|
|
|
// killough 4/4/98: split into two functions
|
|
|
|
void P_LoadSideDefs (int lump)
|
|
|
|
{
|
|
|
|
numsides = Wads.LumpLength (lump) / sizeof(mapsidedef_t);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void P_AllocateSideDefs (int count)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
sides = new side_t[count];
|
|
|
|
memset (sides, 0, count*sizeof(side_t));
|
|
|
|
|
|
|
|
sidetemp = new sidei_t[MAX(count,numvertexes)];
|
|
|
|
for (i = 0; i < count; i++)
|
|
|
|
{
|
|
|
|
sidetemp[i].a.special = sidetemp[i].a.tag = 0;
|
|
|
|
sidetemp[i].a.map = NO_SIDE;
|
|
|
|
}
|
|
|
|
if (count < numsides)
|
|
|
|
{
|
|
|
|
Printf ("Map has %d unused sidedefs\n", numsides - count);
|
|
|
|
}
|
|
|
|
numsides = count;
|
|
|
|
sidecount = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void P_SetSideNum (DWORD *sidenum_p, WORD sidenum)
|
|
|
|
{
|
|
|
|
if (sidenum == NO_INDEX)
|
|
|
|
{
|
|
|
|
*sidenum_p = NO_SIDE;
|
|
|
|
}
|
|
|
|
else if (sidecount < numsides)
|
|
|
|
{
|
|
|
|
sidetemp[sidecount].a.map = sidenum;
|
|
|
|
*sidenum_p = sidecount++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
I_Error ("%d sidedefs is not enough\n", sidecount);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Group sidedefs into loops so that we can easily determine
|
|
|
|
// what walls any particular wall neighbors.
|
|
|
|
|
|
|
|
static void P_LoopSidedefs ()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < numvertexes; ++i)
|
|
|
|
{
|
|
|
|
sidetemp[i].b.first = NO_SIDE;
|
|
|
|
sidetemp[i].b.next = NO_SIDE;
|
|
|
|
}
|
|
|
|
for (; i < numsides; ++i)
|
|
|
|
{
|
|
|
|
sidetemp[i].b.next = NO_SIDE;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0; i < numsides; ++i)
|
|
|
|
{
|
|
|
|
// For each vertex, build a list of sidedefs that use that vertex
|
|
|
|
// as their left edge.
|
|
|
|
line_t *line = &lines[sides[i].linenum];
|
|
|
|
int lineside = (line->sidenum[0] != i);
|
|
|
|
int vert = (lineside ? line->v2 : line->v1) - vertexes;
|
|
|
|
|
|
|
|
sidetemp[i].b.lineside = lineside;
|
|
|
|
sidetemp[i].b.next = sidetemp[vert].b.first;
|
|
|
|
sidetemp[vert].b.first = i;
|
|
|
|
|
|
|
|
// Set each side so that it is the only member of its loop
|
|
|
|
sides[i].LeftSide = NO_SIDE;
|
|
|
|
sides[i].RightSide = NO_SIDE;
|
|
|
|
}
|
|
|
|
|
|
|
|
// For each side, find the side that is to its right and set the
|
|
|
|
// loop pointers accordingly. If two sides share a left vertex, the
|
|
|
|
// one that forms the smallest angle is assumed to be the right one.
|
|
|
|
for (i = 0; i < numsides; ++i)
|
|
|
|
{
|
|
|
|
DWORD right;
|
|
|
|
line_t *line = &lines[sides[i].linenum];
|
|
|
|
|
|
|
|
// If the side's line only exists in a single sector,
|
|
|
|
// then consider that line to be a self-contained loop
|
|
|
|
// instead of as part of another loop
|
|
|
|
if (line->frontsector == line->backsector)
|
|
|
|
{
|
|
|
|
right = line->sidenum[!sidetemp[i].b.lineside];
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (sidetemp[i].b.lineside)
|
|
|
|
{
|
|
|
|
right = line->v1 - vertexes;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
right = line->v2 - vertexes;
|
|
|
|
}
|
|
|
|
|
|
|
|
right = sidetemp[right].b.first;
|
|
|
|
|
|
|
|
if (right == NO_SIDE)
|
|
|
|
{ // There is no right side!
|
|
|
|
Printf ("Line %d's right edge is unconnected\n", linemap[line-lines]);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (sidetemp[right].b.next != NO_SIDE)
|
|
|
|
{
|
|
|
|
int bestright = right; // Shut up, GCC
|
|
|
|
angle_t bestang = ANGLE_MAX;
|
|
|
|
line_t *leftline, *rightline;
|
|
|
|
angle_t ang1, ang2, ang;
|
|
|
|
|
|
|
|
leftline = &lines[sides[i].linenum];
|
|
|
|
ang1 = R_PointToAngle2 (0, 0, leftline->dx, leftline->dy);
|
|
|
|
if (!sidetemp[i].b.lineside)
|
|
|
|
{
|
|
|
|
ang1 += ANGLE_180;
|
|
|
|
}
|
|
|
|
|
|
|
|
while (right != NO_SIDE)
|
|
|
|
{
|
|
|
|
if (sides[right].LeftSide == NO_SIDE)
|
|
|
|
{
|
|
|
|
rightline = &lines[sides[right].linenum];
|
|
|
|
if (rightline->frontsector != rightline->backsector)
|
|
|
|
{
|
|
|
|
ang2 = R_PointToAngle2 (0, 0, rightline->dx, rightline->dy);
|
|
|
|
if (sidetemp[right].b.lineside)
|
|
|
|
{
|
|
|
|
ang2 += ANGLE_180;
|
|
|
|
}
|
|
|
|
|
|
|
|
ang = ang2 - ang1;
|
|
|
|
|
|
|
|
if (ang != 0 && ang <= bestang)
|
|
|
|
{
|
|
|
|
bestright = right;
|
|
|
|
bestang = ang;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
right = sidetemp[right].b.next;
|
|
|
|
}
|
|
|
|
right = bestright;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
sides[i].RightSide = right;
|
|
|
|
sides[right].LeftSide = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Throw away sidedef init info now that we're done with it
|
|
|
|
delete[] sidetemp;
|
|
|
|
sidetemp = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// killough 4/4/98: delay using texture names until
|
|
|
|
// after linedefs are loaded, to allow overloading.
|
|
|
|
// killough 5/3/98: reformatted, cleaned up
|
|
|
|
|
|
|
|
void P_LoadSideDefs2 (int lump)
|
|
|
|
{
|
|
|
|
char name[9];
|
|
|
|
FMemLump data = Wads.ReadLump (lump);
|
|
|
|
int i;
|
|
|
|
|
|
|
|
name[8] = 0;
|
|
|
|
|
|
|
|
for (i = 0; i < numsides; i++)
|
|
|
|
{
|
|
|
|
mapsidedef_t *msd = (mapsidedef_t *)data.GetMem() + sidetemp[i].a.map;
|
|
|
|
side_t *sd = sides + i;
|
|
|
|
sector_t *sec;
|
|
|
|
|
|
|
|
// [RH] The Doom renderer ignored the patch y locations when
|
|
|
|
// drawing mid textures. ZDoom does not, so fix the laser beams in Strife.
|
|
|
|
if (gameinfo.gametype == GAME_Strife &&
|
|
|
|
strncmp (msd->midtexture, "LASERB01", 8) == 0)
|
|
|
|
{
|
|
|
|
msd->rowoffset += 102;
|
|
|
|
}
|
|
|
|
|
|
|
|
sd->textureoffset = LittleShort(msd->textureoffset)<<FRACBITS;
|
|
|
|
sd->rowoffset = LittleShort(msd->rowoffset)<<FRACBITS;
|
|
|
|
sd->linenum = NO_INDEX;
|
|
|
|
|
|
|
|
// killough 4/4/98: allow sidedef texture names to be overloaded
|
|
|
|
// killough 4/11/98: refined to allow colormaps to work as wall
|
|
|
|
// textures if invalid as colormaps but valid as textures.
|
|
|
|
|
|
|
|
if ((unsigned)LittleShort(msd->sector)>=(unsigned)numsectors)
|
|
|
|
{
|
|
|
|
Printf (PRINT_HIGH, "Sidedef %d has a bad sector\n", i);
|
|
|
|
sd->sector = sec = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sd->sector = sec = §ors[LittleShort(msd->sector)];
|
|
|
|
}
|
|
|
|
switch (sidetemp[i].a.special)
|
|
|
|
{
|
|
|
|
case Transfer_Heights: // variable colormap via 242 linedef
|
|
|
|
// [RH] The colormap num we get here isn't really a colormap,
|
|
|
|
// but a packed ARGB word for blending, so we also allow
|
|
|
|
// the blend to be specified directly by the texture names
|
|
|
|
// instead of figuring something out from the colormap.
|
|
|
|
if (sec != NULL)
|
|
|
|
{
|
|
|
|
SetTexture (&sd->bottomtexture, &sec->bottommap, msd->bottomtexture);
|
|
|
|
SetTexture (&sd->midtexture, &sec->midmap, msd->midtexture);
|
|
|
|
SetTexture (&sd->toptexture, &sec->topmap, msd->toptexture);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Static_Init:
|
|
|
|
// [RH] Set sector color and fog
|
|
|
|
// upper "texture" is light color
|
|
|
|
// lower "texture" is fog color
|
|
|
|
{
|
|
|
|
DWORD color, fog;
|
|
|
|
bool colorgood, foggood;
|
|
|
|
|
|
|
|
SetTextureNoErr (&sd->bottomtexture, &fog, msd->bottomtexture, &foggood);
|
|
|
|
SetTextureNoErr (&sd->toptexture, &color, msd->toptexture, &colorgood);
|
|
|
|
strncpy (name, msd->midtexture, 8);
|
|
|
|
sd->midtexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
if (colorgood | foggood)
|
|
|
|
{
|
|
|
|
int s;
|
|
|
|
FDynamicColormap *colormap = NULL;
|
|
|
|
|
|
|
|
for (s = 0; s < numsectors; s++)
|
|
|
|
{
|
|
|
|
if (sectors[s].tag == sidetemp[i].a.tag)
|
|
|
|
{
|
|
|
|
if (!colorgood) color = sectors[s].ColorMap->Color;
|
|
|
|
if (!foggood) fog = sectors[s].ColorMap->Fade;
|
|
|
|
if (colormap == NULL ||
|
|
|
|
colormap->Color != color ||
|
|
|
|
colormap->Fade != fog)
|
|
|
|
{
|
|
|
|
colormap = GetSpecialLights (color, fog, 0);
|
|
|
|
}
|
|
|
|
sectors[s].ColorMap = colormap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
/*
|
|
|
|
case TranslucentLine: // killough 4/11/98: apply translucency to 2s normal texture
|
|
|
|
sd->midtexture = strncasecmp("TRANMAP", msd->midtexture, 8) ?
|
|
|
|
(sd->special = W_CheckNumForName(msd->midtexture)) < 0 ||
|
|
|
|
W_LumpLength(sd->special) != 65536 ?
|
|
|
|
sd->special=0, R_TextureNumForName(msd->midtexture) :
|
|
|
|
(sd->special++, 0) : (sd->special=0);
|
|
|
|
sd->toptexture = R_TextureNumForName(msd->toptexture);
|
|
|
|
sd->bottomtexture = R_TextureNumForName(msd->bottomtexture);
|
|
|
|
break;
|
|
|
|
*/
|
|
|
|
default: // normal cases
|
|
|
|
strncpy (name, msd->midtexture, 8);
|
|
|
|
sd->midtexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
strncpy (name, msd->toptexture, 8);
|
|
|
|
sd->toptexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
|
|
|
|
strncpy (name, msd->bottomtexture, 8);
|
|
|
|
sd->bottomtexture = TexMan.GetTexture (name, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Set slopes for sectors, based on line specials
|
|
|
|
//
|
|
|
|
// P_AlignPlane
|
|
|
|
//
|
|
|
|
// Aligns the floor or ceiling of a sector to the corresponding plane
|
|
|
|
// on the other side of the reference line. (By definition, line must be
|
|
|
|
// two-sided.)
|
|
|
|
//
|
|
|
|
// If (which & 1), sets floor.
|
|
|
|
// If (which & 2), sets ceiling.
|
|
|
|
//
|
|
|
|
|
|
|
|
static void P_AlignPlane (sector_t *sec, line_t *line, int which)
|
|
|
|
{
|
|
|
|
sector_t *refsec;
|
|
|
|
int bestdist;
|
|
|
|
vertex_t *refvert = (*sec->lines)->v1; // Shut up, GCC
|
|
|
|
int i;
|
|
|
|
line_t **probe;
|
|
|
|
|
|
|
|
if (line->backsector == NULL)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Find furthest vertex from the reference line. It, along with the two ends
|
|
|
|
// of the line will define the plane.
|
|
|
|
bestdist = 0;
|
|
|
|
for (i = sec->linecount*2, probe = sec->lines; i > 0; i--)
|
|
|
|
{
|
|
|
|
int dist;
|
|
|
|
vertex_t *vert;
|
|
|
|
|
|
|
|
// Do calculations with only the upper bits, because the lower ones
|
|
|
|
// are all zero, and we would overflow for a lot of distances if we
|
|
|
|
// kept them around.
|
|
|
|
|
|
|
|
if (i & 1)
|
|
|
|
vert = (*probe++)->v2;
|
|
|
|
else
|
|
|
|
vert = (*probe)->v1;
|
|
|
|
dist = abs (((line->v1->y - vert->y) >> FRACBITS) * (line->dx >> FRACBITS) -
|
|
|
|
((line->v1->x - vert->x) >> FRACBITS) * (line->dy >> FRACBITS));
|
|
|
|
|
|
|
|
if (dist > bestdist)
|
|
|
|
{
|
|
|
|
bestdist = dist;
|
|
|
|
refvert = vert;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
refsec = line->frontsector == sec ? line->backsector : line->frontsector;
|
|
|
|
|
|
|
|
vec3_t p, v1, v2, cross;
|
|
|
|
|
|
|
|
p[0] = FIXED2FLOAT (line->v1->x);
|
|
|
|
p[1] = FIXED2FLOAT (line->v1->y);
|
|
|
|
v1[0] = FIXED2FLOAT (line->dx);
|
|
|
|
v1[1] = FIXED2FLOAT (line->dy);
|
|
|
|
v2[0] = FIXED2FLOAT (refvert->x - line->v1->x);
|
|
|
|
v2[1] = FIXED2FLOAT (refvert->y - line->v1->y);
|
|
|
|
|
|
|
|
const secplane_t *refplane;
|
|
|
|
secplane_t *srcplane;
|
|
|
|
fixed_t srcheight, destheight;
|
|
|
|
|
|
|
|
refplane = (which == 0) ? &refsec->floorplane : &refsec->ceilingplane;
|
|
|
|
srcplane = (which == 0) ? &sec->floorplane : &sec->ceilingplane;
|
|
|
|
srcheight = (which == 0) ? sec->floortexz : sec->ceilingtexz;
|
|
|
|
destheight = (which == 0) ? refsec->floortexz : refsec->ceilingtexz;
|
|
|
|
|
|
|
|
p[2] = FIXED2FLOAT (destheight);
|
|
|
|
v1[2] = 0;
|
|
|
|
v2[2] = FIXED2FLOAT (srcheight - destheight);
|
|
|
|
|
|
|
|
CrossProduct (v1, v2, cross);
|
|
|
|
VectorNormalize (cross);
|
|
|
|
|
|
|
|
// Fix backward normals
|
|
|
|
if ((cross[2] < 0 && which == 0) || (cross[2] > 0 && which == 1))
|
|
|
|
{
|
|
|
|
cross[0] = -cross[0];
|
|
|
|
cross[1] = -cross[1];
|
|
|
|
cross[2] = -cross[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
srcplane->a = FLOAT2FIXED (cross[0]);
|
|
|
|
srcplane->b = FLOAT2FIXED (cross[1]);
|
|
|
|
srcplane->c = FLOAT2FIXED (cross[2]);
|
|
|
|
//srcplane->ic = FLOAT2FIXED (1.f/cross[2]);
|
|
|
|
srcplane->ic = DivScale32 (1, srcplane->c);
|
|
|
|
srcplane->d = -TMulScale16 (srcplane->a, line->v1->x,
|
|
|
|
srcplane->b, line->v1->y,
|
|
|
|
srcplane->c, destheight);
|
|
|
|
}
|
|
|
|
|
|
|
|
void P_SetSlopes ()
|
|
|
|
{
|
|
|
|
int i, s;
|
|
|
|
|
|
|
|
for (i = 0; i < numlines; i++)
|
|
|
|
{
|
|
|
|
if (lines[i].special == Plane_Align)
|
|
|
|
{
|
|
|
|
lines[i].special = 0;
|
|
|
|
lines[i].id = lines[i].args[2];
|
|
|
|
if (lines[i].backsector != NULL)
|
|
|
|
{
|
|
|
|
// args[0] is for floor, args[1] is for ceiling
|
|
|
|
//
|
|
|
|
// As a special case, if args[1] is 0,
|
|
|
|
// then args[0], bits 2-3 are for ceiling.
|
|
|
|
for (s = 0; s < 2; s++)
|
|
|
|
{
|
|
|
|
int bits = lines[i].args[s] & 3;
|
|
|
|
|
|
|
|
if (s == 1 && bits == 0)
|
|
|
|
bits = (lines[i].args[0] >> 2) & 3;
|
|
|
|
|
|
|
|
if (bits == 1) // align front side to back
|
|
|
|
P_AlignPlane (lines[i].frontsector, lines + i, s);
|
|
|
|
else if (bits == 2) // align back side to front
|
|
|
|
P_AlignPlane (lines[i].backsector, lines + i, s);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// [RH] My own blockmap builder, not Killough's or TeamTNT's.
|
|
|
|
//
|
|
|
|
// Killough's turned out not to be correct enough, and I had
|
|
|
|
// written this for ZDBSP before I discovered that, so
|
|
|
|
// replacing the one he wrote for MBF seemed like the easiest
|
|
|
|
// thing to do. (Doom E3M6, near vertex 0--the one furthest east
|
|
|
|
// on the map--had problems.)
|
|
|
|
//
|
|
|
|
// Using a hash table to get the minimum possible blockmap size
|
|
|
|
// seems like overkill, but I wanted to change the code as little
|
|
|
|
// as possible from its ZDBSP incarnation.
|
|
|
|
//
|
|
|
|
|
|
|
|
static unsigned int BlockHash (TArray<WORD> *block)
|
|
|
|
{
|
|
|
|
int hash = 0;
|
|
|
|
WORD *ar = &(*block)[0];
|
|
|
|
for (size_t i = 0; i < block->Size(); ++i)
|
|
|
|
{
|
|
|
|
hash = hash * 12235 + ar[i];
|
|
|
|
}
|
|
|
|
return hash & 0x7fffffff;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool BlockCompare (TArray<WORD> *block1, TArray<WORD> *block2)
|
|
|
|
{
|
|
|
|
size_t size = block1->Size();
|
|
|
|
|
|
|
|
if (size != block2->Size())
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (size == 0)
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
WORD *ar1 = &(*block1)[0];
|
|
|
|
WORD *ar2 = &(*block2)[0];
|
|
|
|
for (size_t i = 0; i < size; ++i)
|
|
|
|
{
|
|
|
|
if (ar1[i] != ar2[i])
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void CreatePackedBlockmap (TArray<int> &BlockMap, TArray<WORD> *blocks, int bmapwidth, int bmapheight)
|
|
|
|
{
|
|
|
|
int buckets[4096];
|
|
|
|
int *hashes, hashblock;
|
|
|
|
TArray<WORD> *block;
|
|
|
|
int zero = 0;
|
|
|
|
int terminator = -1;
|
|
|
|
WORD *array;
|
|
|
|
int i, hash;
|
|
|
|
int hashed = 0, nothashed = 0;
|
|
|
|
|
|
|
|
hashes = new int[bmapwidth * bmapheight];
|
|
|
|
|
|
|
|
memset (hashes, 0xff, sizeof(WORD)*bmapwidth*bmapheight);
|
|
|
|
memset (buckets, 0xff, sizeof(buckets));
|
|
|
|
|
|
|
|
for (i = 0; i < bmapwidth * bmapheight; ++i)
|
|
|
|
{
|
|
|
|
block = &blocks[i];
|
|
|
|
hash = BlockHash (block) % 4096;
|
|
|
|
hashblock = buckets[hash];
|
|
|
|
while (hashblock != -1)
|
|
|
|
{
|
|
|
|
if (BlockCompare (block, &blocks[hashblock]))
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
hashblock = hashes[hashblock];
|
|
|
|
}
|
|
|
|
if (hashblock != -1)
|
|
|
|
{
|
|
|
|
BlockMap[4+i] = BlockMap[4+hashblock];
|
|
|
|
hashed++;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hashes[i] = buckets[hash];
|
|
|
|
buckets[hash] = i;
|
|
|
|
BlockMap[4+i] = BlockMap.Size ();
|
|
|
|
BlockMap.Push (zero);
|
|
|
|
array = &(*block)[0];
|
|
|
|
for (size_t j = 0; j < block->Size(); ++j)
|
|
|
|
{
|
|
|
|
BlockMap.Push (array[j]);
|
|
|
|
}
|
|
|
|
BlockMap.Push (terminator);
|
|
|
|
nothashed++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
delete[] hashes;
|
|
|
|
|
|
|
|
// printf ("%d blocks written, %d blocks saved\n", nothashed, hashed);
|
|
|
|
}
|
|
|
|
|
|
|
|
#define BLOCKBITS 7
|
|
|
|
#define BLOCKSIZE 128
|
|
|
|
|
|
|
|
static void P_CreateBlockMap ()
|
|
|
|
{
|
|
|
|
TArray<WORD> *BlockLists, *block, *endblock;
|
|
|
|
WORD adder;
|
|
|
|
int bmapwidth, bmapheight;
|
|
|
|
int minx, maxx, miny, maxy;
|
|
|
|
int i;
|
|
|
|
WORD line;
|
|
|
|
|
|
|
|
if (numvertexes <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Find map extents for the blockmap
|
|
|
|
minx = maxx = vertexes[0].x;
|
|
|
|
miny = maxy = vertexes[0].y;
|
|
|
|
|
|
|
|
for (i = 1; i < numvertexes; ++i)
|
|
|
|
{
|
|
|
|
if (vertexes[i].x < minx) minx = vertexes[i].x;
|
|
|
|
else if (vertexes[i].x > maxx) maxx = vertexes[i].x;
|
|
|
|
if (vertexes[i].y < miny) miny = vertexes[i].y;
|
|
|
|
else if (vertexes[i].y > maxy) maxy = vertexes[i].y;
|
|
|
|
}
|
|
|
|
|
|
|
|
maxx >>= FRACBITS;
|
|
|
|
minx >>= FRACBITS;
|
|
|
|
maxy >>= FRACBITS;
|
|
|
|
miny >>= FRACBITS;
|
|
|
|
|
|
|
|
bmapwidth = ((maxx - minx) >> BLOCKBITS) + 1;
|
|
|
|
bmapheight = ((maxy - miny) >> BLOCKBITS) + 1;
|
|
|
|
|
|
|
|
TArray<int> BlockMap (bmapwidth * bmapheight * 3 + 4);
|
|
|
|
|
|
|
|
adder = minx; BlockMap.Push (adder);
|
|
|
|
adder = miny; BlockMap.Push (adder);
|
|
|
|
adder = bmapwidth; BlockMap.Push (adder);
|
|
|
|
adder = bmapheight; BlockMap.Push (adder);
|
|
|
|
|
|
|
|
BlockLists = new TArray<WORD>[bmapwidth * bmapheight];
|
|
|
|
|
|
|
|
for (line = 0; line < numlines; ++line)
|
|
|
|
{
|
|
|
|
int x1 = lines[line].v1->x >> FRACBITS;
|
|
|
|
int y1 = lines[line].v1->y >> FRACBITS;
|
|
|
|
int x2 = lines[line].v2->x >> FRACBITS;
|
|
|
|
int y2 = lines[line].v2->y >> FRACBITS;
|
|
|
|
int dx = x2 - x1;
|
|
|
|
int dy = y2 - y1;
|
|
|
|
int bx = (x1 - minx) >> BLOCKBITS;
|
|
|
|
int by = (y1 - miny) >> BLOCKBITS;
|
|
|
|
int bx2 = (x2 - minx) >> BLOCKBITS;
|
|
|
|
int by2 = (y2 - miny) >> BLOCKBITS;
|
|
|
|
|
|
|
|
block = &BlockLists[bx + by * bmapwidth];
|
|
|
|
endblock = &BlockLists[bx2 + by2 * bmapwidth];
|
|
|
|
|
|
|
|
if (block == endblock) // Single block
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
}
|
|
|
|
else if (by == by2) // Horizontal line
|
|
|
|
{
|
|
|
|
if (bx > bx2)
|
|
|
|
{
|
|
|
|
swap (block, endblock);
|
|
|
|
}
|
|
|
|
do
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
block += 1;
|
|
|
|
} while (block <= endblock);
|
|
|
|
}
|
|
|
|
else if (bx == bx2) // Vertical line
|
|
|
|
{
|
|
|
|
if (by > by2)
|
|
|
|
{
|
|
|
|
swap (block, endblock);
|
|
|
|
}
|
|
|
|
do
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
block += bmapwidth;
|
|
|
|
} while (block <= endblock);
|
|
|
|
}
|
|
|
|
else // Diagonal line
|
|
|
|
{
|
|
|
|
int xchange = (dx < 0) ? -1 : 1;
|
|
|
|
int ychange = (dy < 0) ? -1 : 1;
|
|
|
|
int ymove = ychange * bmapwidth;
|
|
|
|
int adx = abs (dx);
|
|
|
|
int ady = abs (dy);
|
|
|
|
|
|
|
|
if (adx == ady) // 45 degrees
|
|
|
|
{
|
|
|
|
int xb = (x1 - minx) & (BLOCKSIZE-1);
|
|
|
|
int yb = (y1 - miny) & (BLOCKSIZE-1);
|
|
|
|
if (dx < 0)
|
|
|
|
{
|
|
|
|
xb = BLOCKSIZE-xb;
|
|
|
|
}
|
|
|
|
if (dy < 0)
|
|
|
|
{
|
|
|
|
yb = BLOCKSIZE-yb;
|
|
|
|
}
|
|
|
|
if (xb < yb)
|
|
|
|
adx--;
|
|
|
|
}
|
|
|
|
if (adx >= ady) // X-major
|
|
|
|
{
|
|
|
|
int yadd = dy < 0 ? -1 : BLOCKSIZE;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
int stop = (Scale ((by << BLOCKBITS) + yadd - (y1 - miny), dx, dy) + (x1 - minx)) >> BLOCKBITS;
|
|
|
|
while (bx != stop)
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
block += xchange;
|
|
|
|
bx += xchange;
|
|
|
|
}
|
|
|
|
block->Push (line);
|
|
|
|
block += ymove;
|
|
|
|
by += ychange;
|
|
|
|
} while (by != by2);
|
|
|
|
while (block != endblock)
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
block += xchange;
|
|
|
|
}
|
|
|
|
block->Push (line);
|
|
|
|
}
|
|
|
|
else // Y-major
|
|
|
|
{
|
|
|
|
int xadd = dx < 0 ? -1 : BLOCKSIZE;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
int stop = (Scale ((bx << BLOCKBITS) + xadd - (x1 - minx), dy, dx) + (y1 - miny)) >> BLOCKBITS;
|
|
|
|
while (by != stop)
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
block += ymove;
|
|
|
|
by += ychange;
|
|
|
|
}
|
|
|
|
block->Push (line);
|
|
|
|
block += xchange;
|
|
|
|
bx += xchange;
|
|
|
|
} while (bx != bx2);
|
|
|
|
while (block != endblock)
|
|
|
|
{
|
|
|
|
block->Push (line);
|
|
|
|
block += ymove;
|
|
|
|
}
|
|
|
|
block->Push (line);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BlockMap.Reserve (bmapwidth * bmapheight);
|
|
|
|
CreatePackedBlockmap (BlockMap, BlockLists, bmapwidth, bmapheight);
|
|
|
|
delete[] BlockLists;
|
|
|
|
|
|
|
|
blockmaplump = new int[BlockMap.Size()];
|
|
|
|
for (unsigned int ii = 0; ii < BlockMap.Size(); ++ii)
|
|
|
|
{
|
|
|
|
blockmaplump[ii] = BlockMap[ii];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadBlockMap
|
|
|
|
//
|
|
|
|
// killough 3/1/98: substantially modified to work
|
|
|
|
// towards removing blockmap limit (a wad limitation)
|
|
|
|
//
|
|
|
|
// killough 3/30/98: Rewritten to remove blockmap limit
|
|
|
|
//
|
|
|
|
|
|
|
|
void P_LoadBlockMap (int lump)
|
|
|
|
{
|
|
|
|
int count;
|
|
|
|
|
|
|
|
if (ForceNodeBuild || genblockmap ||
|
|
|
|
(count = Wads.LumpLength(lump)/2) >= 0x10000 ||
|
|
|
|
Args.CheckParm("-blockmap") ||
|
|
|
|
Wads.LumpLength (lump) == 0)
|
|
|
|
{
|
|
|
|
DPrintf ("Generating BLOCKMAP\n");
|
|
|
|
P_CreateBlockMap ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FMemLump lumpy = Wads.ReadLump (lump);
|
|
|
|
const short *wadblockmaplump = (short *)lumpy.GetMem();
|
|
|
|
int i;
|
|
|
|
blockmaplump = new int[count];
|
|
|
|
|
|
|
|
// killough 3/1/98: Expand wad blockmap into larger internal one,
|
|
|
|
// by treating all offsets except -1 as unsigned and zero-extending
|
|
|
|
// them. This potentially doubles the size of blockmaps allowed,
|
|
|
|
// because Doom originally considered the offsets as always signed.
|
|
|
|
|
|
|
|
blockmaplump[0] = LittleShort(wadblockmaplump[0]);
|
|
|
|
blockmaplump[1] = LittleShort(wadblockmaplump[1]);
|
|
|
|
blockmaplump[2] = (DWORD)(LittleShort(wadblockmaplump[2])) & 0xffff;
|
|
|
|
blockmaplump[3] = (DWORD)(LittleShort(wadblockmaplump[3])) & 0xffff;
|
|
|
|
|
|
|
|
for (i = 4; i < count; i++)
|
|
|
|
{
|
|
|
|
short t = LittleShort(wadblockmaplump[i]); // killough 3/1/98
|
|
|
|
blockmaplump[i] = t == -1 ? (DWORD)0xffffffff : (DWORD) t & 0xffff;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bmaporgx = blockmaplump[0]<<FRACBITS;
|
|
|
|
bmaporgy = blockmaplump[1]<<FRACBITS;
|
|
|
|
bmapwidth = blockmaplump[2];
|
|
|
|
bmapheight = blockmaplump[3];
|
|
|
|
|
|
|
|
// clear out mobj chains
|
|
|
|
count = bmapwidth*bmapheight;
|
|
|
|
blocklinks = new FBlockNode *[count];
|
|
|
|
memset (blocklinks, 0, count*sizeof(*blocklinks));
|
|
|
|
blockmap = blockmaplump+4;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_GroupLines
|
|
|
|
// Builds sector line lists and subsector sector numbers.
|
|
|
|
// Finds block bounding boxes for sectors.
|
|
|
|
// [RH] Handles extra lights
|
|
|
|
//
|
|
|
|
struct linf { short tag; WORD count; };
|
|
|
|
line_t** linebuffer;
|
|
|
|
|
|
|
|
static void P_GroupLines (bool buildmap)
|
|
|
|
{
|
|
|
|
cycle_t times[16] = { 0 };
|
|
|
|
TArray<linf> exLightTags;
|
|
|
|
int* linesDoneInEachSector;
|
|
|
|
int i;
|
|
|
|
int j;
|
|
|
|
int total;
|
|
|
|
int totallights;
|
|
|
|
line_t* li;
|
|
|
|
sector_t* sector;
|
|
|
|
DBoundingBox bbox;
|
|
|
|
bool flaggedNoFronts = false;
|
|
|
|
unsigned int ii, jj;
|
|
|
|
|
|
|
|
// look up sector number for each subsector
|
|
|
|
clock (times[0]);
|
|
|
|
for (i = 0; i < numsubsectors; i++)
|
|
|
|
{
|
|
|
|
subsectors[i].sector = segs[subsectors[i].firstline].sidedef->sector;
|
|
|
|
subsectors[i].validcount = validcount;
|
|
|
|
|
|
|
|
double accumx = 0.0, accumy = 0.0;
|
|
|
|
|
|
|
|
for (jj = 0; jj < subsectors[i].numlines; ++jj)
|
|
|
|
{
|
|
|
|
seg_t *seg = &segs[subsectors[i].firstline + jj];
|
|
|
|
seg->Subsector = &subsectors[i];
|
|
|
|
accumx += seg->v1->x + seg->v2->x;
|
|
|
|
accumy += seg->v1->y + seg->v2->y;
|
|
|
|
}
|
|
|
|
subsectors[i].CenterX = fixed_t(accumx * 0.5 / subsectors[i].numlines);
|
|
|
|
subsectors[i].CenterY = fixed_t(accumy * 0.5 / subsectors[i].numlines);
|
|
|
|
}
|
|
|
|
unclock (times[0]);
|
|
|
|
|
|
|
|
// count number of lines in each sector
|
|
|
|
clock (times[1]);
|
|
|
|
total = 0;
|
|
|
|
totallights = 0;
|
|
|
|
for (i = 0, li = lines; i < numlines; i++, li++)
|
|
|
|
{
|
|
|
|
if (li->frontsector == NULL)
|
|
|
|
{
|
|
|
|
if (!flaggedNoFronts)
|
|
|
|
{
|
|
|
|
flaggedNoFronts = true;
|
|
|
|
Printf ("The following lines do not have a front sidedef:\n");
|
|
|
|
}
|
|
|
|
Printf (" %d\n", i);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
li->frontsector->linecount++;
|
|
|
|
total++;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (li->backsector && li->backsector != li->frontsector)
|
|
|
|
{
|
|
|
|
li->backsector->linecount++;
|
|
|
|
total++;
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] Count extra lights
|
|
|
|
if (li->special == ExtraFloor_LightOnly)
|
|
|
|
{
|
|
|
|
int adder = li->args[1] == 1 ? 2 : 1;
|
|
|
|
|
|
|
|
for (ii = 0; ii < exLightTags.Size(); ++ii)
|
|
|
|
{
|
|
|
|
if (exLightTags[ii].tag == li->args[0])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (ii == exLightTags.Size())
|
|
|
|
{
|
|
|
|
linf info = { li->args[0], adder };
|
|
|
|
exLightTags.Push (info);
|
|
|
|
totallights += adder;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
totallights += adder;
|
|
|
|
exLightTags[ii].count += adder;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (flaggedNoFronts)
|
|
|
|
{
|
|
|
|
I_Error ("You need to fix these lines to play this map.\n");
|
|
|
|
}
|
|
|
|
unclock (times[1]);
|
|
|
|
|
|
|
|
// collect extra light info
|
|
|
|
clock (times[2]);
|
|
|
|
LightStacks = new FLightStack[totallights];
|
|
|
|
ExtraLights = new FExtraLight[exLightTags.Size()];
|
|
|
|
memset (ExtraLights, 0, exLightTags.Size()*sizeof(FExtraLight));
|
|
|
|
|
|
|
|
for (ii = 0, jj = 0; ii < exLightTags.Size(); ++ii)
|
|
|
|
{
|
|
|
|
ExtraLights[ii].Tag = exLightTags[ii].tag;
|
|
|
|
ExtraLights[ii].NumLights = exLightTags[ii].count;
|
|
|
|
ExtraLights[ii].Lights = &LightStacks[jj];
|
|
|
|
jj += ExtraLights[ii].NumLights;
|
|
|
|
}
|
|
|
|
unclock (times[2]);
|
|
|
|
|
|
|
|
// build line tables for each sector
|
|
|
|
clock (times[3]);
|
|
|
|
linebuffer = new line_t *[total];
|
|
|
|
line_t **lineb_p = linebuffer;
|
|
|
|
linesDoneInEachSector = new int[numsectors];
|
|
|
|
memset (linesDoneInEachSector, 0, sizeof(int)*numsectors);
|
|
|
|
|
|
|
|
for (sector = sectors, i = 0; i < numsectors; i++, sector++)
|
|
|
|
{
|
|
|
|
if (sector->linecount == 0)
|
|
|
|
{
|
|
|
|
Printf ("Sector %i (tag %i) has no lines\n", i, sector->tag);
|
|
|
|
// 0 the sector's tag so that no specials can use it
|
|
|
|
sector->tag = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sector->lines = lineb_p;
|
|
|
|
lineb_p += sector->linecount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = numlines, li = lines; i > 0; --i, ++li)
|
|
|
|
{
|
|
|
|
if (li->frontsector != NULL)
|
|
|
|
{
|
|
|
|
li->frontsector->lines[linesDoneInEachSector[li->frontsector - sectors]++] = li;
|
|
|
|
}
|
|
|
|
if (li->backsector != NULL && li->backsector != li->frontsector)
|
|
|
|
{
|
|
|
|
li->backsector->lines[linesDoneInEachSector[li->backsector - sectors]++] = li;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (i = 0, sector = sectors; i < numsectors; ++i, ++sector)
|
|
|
|
{
|
|
|
|
if (linesDoneInEachSector[i] != sector->linecount)
|
|
|
|
{
|
|
|
|
I_Error ("P_GroupLines: miscounted");
|
|
|
|
}
|
|
|
|
if (sector->linecount != 0)
|
|
|
|
{
|
|
|
|
bbox.ClearBox ();
|
|
|
|
for (j = 0; j < sector->linecount; ++j)
|
|
|
|
{
|
|
|
|
li = sector->lines[j];
|
|
|
|
bbox.AddToBox (li->v1->x, li->v1->y);
|
|
|
|
bbox.AddToBox (li->v2->x, li->v2->y);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// set the soundorg to the middle of the bounding box
|
|
|
|
sector->soundorg[0] = bbox.Right()/2 + bbox.Left()/2;
|
|
|
|
sector->soundorg[1] = bbox.Top()/2 + bbox.Bottom()/2;
|
|
|
|
sector->soundorg[2] = sector->floorplane.ZatPoint (sector->soundorg[0], sector->soundorg[1]);
|
|
|
|
|
|
|
|
// Find a triangle in the sector for sorting extra lights
|
|
|
|
// The points must be in the sector, because intersecting
|
|
|
|
// planes are okay so long as they intersect beyond all
|
|
|
|
// sectors that use them.
|
|
|
|
if (sector->linecount == 0)
|
|
|
|
{ // If the sector has no lines, its tag is guaranteed to be 0, which
|
|
|
|
// means it cannot be used for extralights. So just use some dummy
|
|
|
|
// vertices for the triangle.
|
|
|
|
sector->Triangle[0] = vertexes;
|
|
|
|
sector->Triangle[1] = vertexes;
|
|
|
|
sector->Triangle[2] = vertexes;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sector->Triangle[0] = sector->lines[0]->v1;
|
|
|
|
sector->Triangle[1] = sector->lines[0]->v2;
|
|
|
|
sector->Triangle[2] = sector->Triangle[0]; // failsafe
|
|
|
|
if (sector->linecount > 1)
|
|
|
|
{
|
|
|
|
fixed_t dx = sector->Triangle[1]->x - sector->Triangle[0]->x;
|
|
|
|
fixed_t dy = sector->Triangle[1]->y - sector->Triangle[1]->y;
|
|
|
|
// Find another point in the sector that does not lie
|
|
|
|
// on the same line as the first two points.
|
|
|
|
for (j = 2; j < sector->linecount*2; ++j)
|
|
|
|
{
|
|
|
|
vertex_t *v;
|
|
|
|
|
|
|
|
v = (j & 1) ? sector->lines[j>>1]->v1 : sector->lines[j>>1]->v2;
|
|
|
|
if (DMulScale32 (v->y - sector->Triangle[0]->y, dx,
|
|
|
|
sector->Triangle[0]->x - v->x, dy) != 0)
|
|
|
|
{
|
|
|
|
sector->Triangle[2] = v;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#if 0
|
|
|
|
int block;
|
|
|
|
|
|
|
|
// adjust bounding box to map blocks
|
|
|
|
block = (bbox.Top()-bmaporgy+MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
block = block >= bmapheight ? bmapheight-1 : block;
|
|
|
|
//sector->blockbox.Top()=block;
|
|
|
|
|
|
|
|
block = (bbox.Bottom()-bmaporgy-MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
block = block < 0 ? 0 : block;
|
|
|
|
//sector->blockbox.Bottom()=block;
|
|
|
|
|
|
|
|
block = (bbox.Right()-bmaporgx+MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
block = block >= bmapwidth ? bmapwidth-1 : block;
|
|
|
|
//sector->blockbox.Right()=block;
|
|
|
|
|
|
|
|
block = (bbox.Left()-bmaporgx-MAXRADIUS)>>MAPBLOCKSHIFT;
|
|
|
|
block = block < 0 ? 0 : block;
|
|
|
|
//sector->blockbox.Left()=block;
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
delete[] linesDoneInEachSector;
|
|
|
|
unclock (times[3]);
|
|
|
|
|
|
|
|
// [RH] Moved this here
|
|
|
|
clock (times[4]);
|
|
|
|
P_InitTagLists(); // killough 1/30/98: Create xref tables for tags
|
|
|
|
unclock (times[4]);
|
|
|
|
|
|
|
|
clock (times[5]);
|
|
|
|
if (!buildmap)
|
|
|
|
{
|
|
|
|
P_SetSlopes ();
|
|
|
|
}
|
|
|
|
unclock (times[5]);
|
|
|
|
|
|
|
|
clock (times[6]);
|
|
|
|
for (i = 0, li = lines; i < numlines; ++i, ++li)
|
|
|
|
{
|
|
|
|
if (li->special == ExtraFloor_LightOnly)
|
|
|
|
{
|
|
|
|
for (ii = 0; ii < exLightTags.Size(); ++ii)
|
|
|
|
{
|
|
|
|
if (ExtraLights[ii].Tag == li->args[0])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (ii < exLightTags.Size())
|
|
|
|
{
|
|
|
|
ExtraLights[ii].InsertLight (li->frontsector->ceilingplane, li, li->args[1] == 2);
|
|
|
|
if (li->args[1] == 1)
|
|
|
|
{
|
|
|
|
ExtraLights[ii].InsertLight (li->frontsector->floorplane, li, 2);
|
|
|
|
}
|
|
|
|
j = -1;
|
|
|
|
while ((j = P_FindSectorFromTag (li->args[0], j)) >= 0)
|
|
|
|
{
|
|
|
|
sectors[j].ExtraLights = &ExtraLights[ii];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
unclock (times[6]);
|
|
|
|
|
|
|
|
if (showloadtimes)
|
|
|
|
{
|
|
|
|
Printf ("---Group Lines Times---\n");
|
|
|
|
for (i = 0; i < 7; ++i)
|
|
|
|
{
|
|
|
|
#ifdef _MSC_VER
|
|
|
|
Printf (" time %d:%10I64u\n", i, times[i]);
|
|
|
|
#else
|
|
|
|
Printf (" time %d:%10lu\n", i, times[i]);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void FExtraLight::InsertLight (const secplane_t &inplane, line_t *line, int type)
|
|
|
|
{
|
|
|
|
// type 0 : !bottom, !flooder
|
|
|
|
// type 1 : !bottom, flooder
|
|
|
|
// type 2 : bottom, !flooder
|
|
|
|
|
|
|
|
vertex_t **triangle = line->frontsector->Triangle;
|
|
|
|
int i, j;
|
|
|
|
fixed_t diff = 0;
|
|
|
|
secplane_t plane = inplane;
|
|
|
|
|
|
|
|
if (type != 2)
|
|
|
|
{
|
|
|
|
plane.FlipVert ();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find the first plane this light is above and insert it there
|
|
|
|
for (i = 0; i < NumUsedLights; ++i)
|
|
|
|
{
|
|
|
|
for (j = 0; j < 3; ++j)
|
|
|
|
{
|
|
|
|
diff = plane.ZatPoint (triangle[j]) - Lights[i].Plane.ZatPoint (triangle[j]);
|
|
|
|
if (diff != 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (diff >= 0)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (i < NumLights)
|
|
|
|
{
|
|
|
|
for (j = MIN<int>(NumUsedLights, NumLights-1); j > i; --j)
|
|
|
|
{
|
|
|
|
Lights[j] = Lights[j-1];
|
|
|
|
}
|
|
|
|
Lights[i].Plane = plane;
|
|
|
|
Lights[i].Master = type == 2 ? NULL : line->frontsector;
|
|
|
|
Lights[i].bBottom = type == 2;
|
|
|
|
Lights[i].bFlooder = type == 1;
|
|
|
|
Lights[i].bOverlaps = diff == 0;
|
|
|
|
if (NumUsedLights < NumLights)
|
|
|
|
{
|
|
|
|
++NumUsedLights;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_LoadReject
|
|
|
|
//
|
|
|
|
void P_LoadReject (int lump, bool junk)
|
|
|
|
{
|
|
|
|
char lname[9];
|
|
|
|
const int neededsize = (numsectors * numsectors + 7) >> 3;
|
|
|
|
int rejectsize;
|
|
|
|
|
|
|
|
Wads.GetLumpName (lname, lump);
|
|
|
|
if (strcmp (lname, "REJECT") != 0)
|
|
|
|
{
|
|
|
|
rejectsize = 0;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
rejectsize = junk ? 0 : Wads.LumpLength (lump);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (rejectsize < neededsize)
|
|
|
|
{
|
|
|
|
if (rejectsize > 0)
|
|
|
|
{
|
|
|
|
Printf ("REJECT is %d byte%s too small.\n", neededsize - rejectsize,
|
|
|
|
neededsize-rejectsize==1?"":"s");
|
|
|
|
}
|
|
|
|
rejectmatrix = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Check if the reject has some actual content. If not, free it.
|
|
|
|
rejectsize = MIN (rejectsize, neededsize);
|
|
|
|
rejectmatrix = new BYTE[rejectsize];
|
|
|
|
|
|
|
|
FWadLump reader = Wads.OpenLumpNum (lump);
|
|
|
|
reader.Read (rejectmatrix, rejectsize);
|
|
|
|
|
|
|
|
int qwords = rejectsize / 8;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if (qwords > 0)
|
|
|
|
{
|
|
|
|
const QWORD *qreject = (const QWORD *)rejectmatrix;
|
|
|
|
|
|
|
|
i = 0;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
if (qreject[i] != 0)
|
|
|
|
return;
|
|
|
|
} while (++i < qwords);
|
|
|
|
}
|
|
|
|
rejectsize &= 7;
|
|
|
|
qwords *= 8;
|
|
|
|
for (i = 0; i < rejectsize; ++i)
|
|
|
|
{
|
|
|
|
if (rejectmatrix[qwords+rejectsize] != 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Reject has no data, so pretend it isn't there.
|
|
|
|
delete[] rejectmatrix;
|
|
|
|
rejectmatrix = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// [RH] P_LoadBehavior
|
|
|
|
//
|
|
|
|
void P_LoadBehavior (int lumpnum)
|
|
|
|
{
|
|
|
|
level.behavior = FBehavior::StaticLoadModule (lumpnum);
|
|
|
|
if (!FBehavior::StaticCheckAllGood ())
|
|
|
|
{
|
|
|
|
Printf ("ACS scripts unloaded.\n");
|
|
|
|
FBehavior::StaticUnloadModules ();
|
|
|
|
level.behavior = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Hash the sector tags across the sectors and linedefs.
|
|
|
|
static void P_InitTagLists ()
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i=numsectors; --i>=0; ) // Initially make all slots empty.
|
|
|
|
sectors[i].firsttag = -1;
|
|
|
|
for (i=numsectors; --i>=0; ) // Proceed from last to first sector
|
|
|
|
{ // so that lower sectors appear first
|
|
|
|
int j = (unsigned) sectors[i].tag % (unsigned) numsectors; // Hash func
|
|
|
|
sectors[i].nexttag = sectors[j].firsttag; // Prepend sector to chain
|
|
|
|
sectors[j].firsttag = i;
|
|
|
|
}
|
|
|
|
|
|
|
|
// killough 4/17/98: same thing, only for linedefs
|
|
|
|
|
|
|
|
for (i=numlines; --i>=0; ) // Initially make all slots empty.
|
|
|
|
lines[i].firstid = -1;
|
|
|
|
for (i=numlines; --i>=0; ) // Proceed from last to first linedef
|
|
|
|
{ // so that lower linedefs appear first
|
|
|
|
int j = (unsigned) lines[i].id % (unsigned) numlines; // Hash func
|
|
|
|
lines[i].nextid = lines[j].firstid; // Prepend linedef to chain
|
|
|
|
lines[j].firstid = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void P_GetPolySpots (int lump, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors)
|
|
|
|
{
|
|
|
|
if (HasBehavior)
|
|
|
|
{
|
|
|
|
int spot1, spot2, spot3, anchor;
|
|
|
|
FMemLump lumpy = Wads.ReadLump (lump);
|
|
|
|
const mapthing2_t *mt = (mapthing2_t *)lumpy.GetMem();
|
|
|
|
int num = Wads.LumpLength (lump) / sizeof(*mt);
|
|
|
|
|
|
|
|
if (gameinfo.gametype == GAME_Hexen)
|
|
|
|
{
|
|
|
|
spot1 = LittleShort(PO_HEX_SPAWN_TYPE);
|
|
|
|
spot2 = LittleShort(PO_HEX_SPAWNCRUSH_TYPE);
|
|
|
|
anchor = LittleShort(PO_HEX_ANCHOR_TYPE);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
spot1 = LittleShort(PO_SPAWN_TYPE);
|
|
|
|
spot2 = LittleShort(PO_SPAWNCRUSH_TYPE);
|
|
|
|
anchor = LittleShort(PO_ANCHOR_TYPE);
|
|
|
|
}
|
|
|
|
spot3 = LittleShort(PO_SPAWNHURT_TYPE);
|
|
|
|
|
|
|
|
for (int i = 0; i < num; ++i)
|
|
|
|
{
|
|
|
|
if (mt[i].type == spot1 || mt[i].type == spot2 || mt[i].type == spot3 || mt[i].type == anchor)
|
|
|
|
{
|
|
|
|
FNodeBuilder::FPolyStart newvert;
|
|
|
|
newvert.x = LittleShort(mt[i].x) << FRACBITS;
|
|
|
|
newvert.y = LittleShort(mt[i].y) << FRACBITS;
|
|
|
|
newvert.polynum = LittleShort(mt[i].angle);
|
|
|
|
if (mt[i].type == anchor)
|
|
|
|
{
|
|
|
|
anchors.Push (newvert);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
spots.Push (newvert);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern polyblock_t **PolyBlockMap;
|
|
|
|
|
|
|
|
void P_FreeLevelData ()
|
|
|
|
{
|
|
|
|
DThinker::DestroyAllThinkers ();
|
|
|
|
level.total_monsters = level.total_items = level.total_secrets =
|
|
|
|
level.killed_monsters = level.found_items = level.found_secrets =
|
|
|
|
wminfo.maxfrags = 0;
|
|
|
|
if (vertexes != NULL)
|
|
|
|
{
|
|
|
|
delete[] vertexes;
|
|
|
|
vertexes = NULL;
|
|
|
|
}
|
|
|
|
if (segs != NULL)
|
|
|
|
{
|
|
|
|
delete[] segs;
|
|
|
|
segs = NULL;
|
|
|
|
}
|
|
|
|
if (sectors != NULL)
|
|
|
|
{
|
|
|
|
delete[] sectors;
|
|
|
|
sectors = NULL;
|
|
|
|
}
|
|
|
|
if (subsectors != NULL)
|
|
|
|
{
|
|
|
|
delete[] subsectors;
|
|
|
|
subsectors = NULL;
|
|
|
|
}
|
|
|
|
if (nodes != NULL)
|
|
|
|
{
|
|
|
|
delete[] nodes;
|
|
|
|
nodes = NULL;
|
|
|
|
}
|
|
|
|
if (lines != NULL)
|
|
|
|
{
|
|
|
|
delete[] lines;
|
|
|
|
lines = NULL;
|
|
|
|
}
|
|
|
|
if (sides != NULL)
|
|
|
|
{
|
|
|
|
delete[] sides;
|
|
|
|
sides = NULL;
|
|
|
|
}
|
|
|
|
if (blockmaplump != NULL)
|
|
|
|
{
|
|
|
|
delete[] blockmaplump;
|
|
|
|
blockmaplump = NULL;
|
|
|
|
}
|
|
|
|
if (blocklinks != NULL)
|
|
|
|
{
|
|
|
|
delete[] blocklinks;
|
|
|
|
blocklinks = NULL;
|
|
|
|
}
|
|
|
|
if (PolyBlockMap != NULL)
|
|
|
|
{
|
|
|
|
for (int i = bmapwidth*bmapheight-1; i >= 0; --i)
|
|
|
|
{
|
|
|
|
polyblock_t *link = PolyBlockMap[i];
|
|
|
|
while (link != NULL)
|
|
|
|
{
|
|
|
|
polyblock_t *next = link->next;
|
|
|
|
delete link;
|
|
|
|
link = next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete[] PolyBlockMap;
|
|
|
|
PolyBlockMap = NULL;
|
|
|
|
}
|
|
|
|
if (rejectmatrix != NULL)
|
|
|
|
{
|
|
|
|
delete[] rejectmatrix;
|
|
|
|
rejectmatrix = NULL;
|
|
|
|
}
|
|
|
|
if (LightStacks != NULL)
|
|
|
|
{
|
|
|
|
delete[] LightStacks;
|
|
|
|
LightStacks = NULL;
|
|
|
|
}
|
|
|
|
if (ExtraLights != NULL)
|
|
|
|
{
|
|
|
|
delete[] ExtraLights;
|
|
|
|
ExtraLights = NULL;
|
|
|
|
}
|
|
|
|
if (linebuffer != NULL)
|
|
|
|
{
|
|
|
|
delete[] linebuffer;
|
|
|
|
linebuffer = NULL;
|
|
|
|
}
|
|
|
|
if (polyobjs != NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < po_NumPolyobjs; ++i)
|
|
|
|
{
|
|
|
|
if (polyobjs[i].segs != NULL)
|
|
|
|
{
|
|
|
|
delete[] polyobjs[i].segs;
|
|
|
|
}
|
|
|
|
if (polyobjs[i].originalPts != NULL)
|
|
|
|
{
|
|
|
|
delete[] polyobjs[i].originalPts;
|
|
|
|
}
|
|
|
|
if (polyobjs[i].prevPts != NULL)
|
|
|
|
{
|
|
|
|
delete[] polyobjs[i].prevPts;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
delete[] polyobjs;
|
|
|
|
polyobjs = NULL;
|
|
|
|
}
|
|
|
|
if (zones != NULL)
|
|
|
|
{
|
|
|
|
delete[] zones;
|
|
|
|
}
|
|
|
|
P_FreeStrifeConversations ();
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_SetupLevel
|
|
|
|
//
|
|
|
|
|
|
|
|
// [RH] position indicates the start spot to spawn at
|
|
|
|
void P_SetupLevel (char *lumpname, int position)
|
|
|
|
{
|
|
|
|
cycle_t times[20] = { 0 };
|
|
|
|
mapthing2_t *buildthings;
|
|
|
|
int numbuildthings;
|
|
|
|
int i, lumpnum;
|
|
|
|
bool buildmap;
|
|
|
|
|
|
|
|
wminfo.partime = 180;
|
|
|
|
|
|
|
|
clearinterpolations(); // [RH] Nothing to interpolate on a fresh level.
|
|
|
|
FCanvasTextureInfo::EmptyList ();
|
|
|
|
R_FreePastViewers ();
|
|
|
|
|
|
|
|
if (!savegamerestore)
|
|
|
|
{
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
players[i].killcount = players[i].secretcount
|
|
|
|
= players[i].itemcount = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
players[i].mo = NULL;
|
|
|
|
}
|
|
|
|
// [RH] Set default scripted translation colors
|
|
|
|
for (i = 0; i < 256; ++i)
|
|
|
|
{
|
|
|
|
translationtables[TRANSLATION_LevelScripted][i] = i;
|
|
|
|
}
|
|
|
|
for (i = 1; i < MAX_ACS_TRANSLATIONS; ++i)
|
|
|
|
{
|
|
|
|
memcpy (&translationtables[TRANSLATION_LevelScripted][i*256],
|
|
|
|
translationtables[TRANSLATION_LevelScripted], 256);
|
|
|
|
}
|
|
|
|
// Initial height of PointOfView will be set by player think.
|
|
|
|
players[consoleplayer].viewz = 1;
|
|
|
|
|
|
|
|
// Make sure all sounds are stopped before Z_FreeTags.
|
|
|
|
S_Start ();
|
|
|
|
// [RH] Clear all ThingID hash chains.
|
|
|
|
AActor::ClearTIDHashes ();
|
|
|
|
|
|
|
|
// [RH] clear out the mid-screen message
|
|
|
|
C_MidPrint (NULL);
|
|
|
|
PolyBlockMap = NULL;
|
|
|
|
|
|
|
|
// Free all level data from the previous map
|
|
|
|
P_FreeLevelData ();
|
|
|
|
|
|
|
|
// find map num
|
|
|
|
level.lumpnum = lumpnum = Wads.GetNumForName (lumpname);
|
|
|
|
|
|
|
|
// [RH] Support loading Build maps (because I felt like it. :-)
|
|
|
|
buildmap = false;
|
|
|
|
if (Wads.LumpLength (lumpnum) > 0)
|
|
|
|
{
|
|
|
|
BYTE *mapdata = new BYTE[Wads.LumpLength (lumpnum)];
|
|
|
|
Wads.ReadLump (lumpnum, mapdata);
|
|
|
|
buildmap = P_LoadBuildMap (mapdata, Wads.LumpLength (lumpnum), &buildthings, &numbuildthings);
|
|
|
|
delete[] mapdata;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!buildmap)
|
|
|
|
{
|
|
|
|
char lname[9];
|
|
|
|
|
|
|
|
// [RH] Check if this map is Hexen-style.
|
|
|
|
// LINEDEFS and THINGS need to be handled accordingly.
|
|
|
|
HasBehavior = Wads.CheckLumpName (lumpnum+ML_BEHAVIOR, "BEHAVIOR");
|
|
|
|
|
|
|
|
// note: most of this ordering is important
|
|
|
|
|
|
|
|
ForceNodeBuild = gennodes;
|
|
|
|
// [RH] Load in the BEHAVIOR lump
|
|
|
|
FBehavior::StaticUnloadModules ();
|
|
|
|
level.behavior = NULL;
|
|
|
|
if (HasBehavior)
|
|
|
|
{
|
|
|
|
P_LoadBehavior (lumpnum+ML_BEHAVIOR);
|
|
|
|
level.flags |= LEVEL_HEXENFORMAT;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Doom format maps get strict monster activation unless the mapinfo
|
|
|
|
// specifies differently.
|
|
|
|
if (!(level.flags & LEVEL_LAXACTIVATIONMAPINFO))
|
|
|
|
{
|
|
|
|
level.flags &= ~LEVEL_LAXMONSTERACTIVATION;
|
|
|
|
}
|
|
|
|
// FIXME: Also load STRFHELP for Strife maps with their own BEHAVIOR.
|
|
|
|
// But since none exist right now, I'm not in a big hurry to do it.
|
|
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
|
|
{
|
|
|
|
P_LoadBehavior (Wads.CheckNumForName ("STRFHELP", ns_acslibrary));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
P_LoadStrifeConversations (lumpname);
|
|
|
|
|
|
|
|
clock (times[0]);
|
|
|
|
P_LoadVertexes (lumpnum+ML_VERTEXES);
|
|
|
|
unclock (times[0]);
|
|
|
|
|
|
|
|
// Check for maps without any BSP data at all (e.g. SLIGE)
|
|
|
|
clock (times[1]);
|
|
|
|
Wads.GetLumpName (lname, lumpnum+ML_SEGS);
|
|
|
|
if (strcmp (lname, "SECTORS") == 0)
|
|
|
|
{
|
|
|
|
P_LoadSectors (lumpnum+ML_SEGS);
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
P_LoadSectors (lumpnum+ML_SECTORS);
|
|
|
|
}
|
|
|
|
unclock (times[1]);
|
|
|
|
|
|
|
|
clock (times[2]);
|
|
|
|
P_LoadSideDefs (lumpnum+ML_SIDEDEFS);
|
|
|
|
unclock (times[2]);
|
|
|
|
|
|
|
|
clock (times[3]);
|
|
|
|
if (!HasBehavior)
|
|
|
|
P_LoadLineDefs (lumpnum+ML_LINEDEFS);
|
|
|
|
else
|
|
|
|
P_LoadLineDefs2 (lumpnum+ML_LINEDEFS); // [RH] Load Hexen-style linedefs
|
|
|
|
unclock (times[3]);
|
|
|
|
|
|
|
|
clock (times[4]);
|
|
|
|
P_LoadSideDefs2 (lumpnum+ML_SIDEDEFS);
|
|
|
|
unclock (times[4]);
|
|
|
|
|
|
|
|
clock (times[5]);
|
|
|
|
P_FinishLoadingLineDefs ();
|
|
|
|
unclock (times[5]);
|
|
|
|
|
|
|
|
clock (times[6]);
|
|
|
|
P_LoopSidedefs ();
|
|
|
|
unclock (times[6]);
|
|
|
|
|
|
|
|
delete[] linemap;
|
|
|
|
linemap = NULL;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
UsingGLNodes = false;
|
|
|
|
if (!ForceNodeBuild)
|
|
|
|
{
|
|
|
|
// Check for compressed nodes first, then uncompressed nodes
|
|
|
|
FWadLump test;
|
|
|
|
DWORD id = MAKE_ID('X','x','X','x'), idcheck;
|
|
|
|
|
|
|
|
if (Wads.LumpLength (lumpnum + ML_ZNODES) != 0)
|
|
|
|
{
|
|
|
|
test = Wads.OpenLumpNum (lumpnum + ML_ZNODES);
|
|
|
|
idcheck = MAKE_ID('Z','N','O','D');
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// If normal nodes are not present but GL nodes are, use them.
|
|
|
|
test = Wads.OpenLumpNum (lumpnum + ML_GLZNODES);
|
|
|
|
idcheck = MAKE_ID('Z','G','L','N');
|
|
|
|
}
|
|
|
|
|
|
|
|
test.Read (&id, 4);
|
|
|
|
if (id == idcheck)
|
|
|
|
{
|
|
|
|
try
|
|
|
|
{
|
|
|
|
P_LoadZNodes (test, id);
|
|
|
|
}
|
|
|
|
catch (CRecoverableError &error)
|
|
|
|
{
|
|
|
|
Printf ("Error loading nodes: %s\n", error.GetMessage());
|
|
|
|
|
|
|
|
ForceNodeBuild = true;
|
|
|
|
if (subsectors != NULL)
|
|
|
|
{
|
|
|
|
delete[] subsectors;
|
|
|
|
subsectors = NULL;
|
|
|
|
}
|
|
|
|
if (segs != NULL)
|
|
|
|
{
|
|
|
|
delete[] segs;
|
|
|
|
segs = NULL;
|
|
|
|
}
|
|
|
|
if (nodes != NULL)
|
|
|
|
{
|
|
|
|
delete[] nodes;
|
|
|
|
nodes = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
clock (times[7]);
|
|
|
|
P_LoadSubsectors (lumpnum+ML_SSECTORS);
|
|
|
|
unclock (times[7]);
|
|
|
|
|
|
|
|
clock (times[8]);
|
|
|
|
if (!ForceNodeBuild) P_LoadNodes (lumpnum+ML_NODES);
|
|
|
|
unclock (times[8]);
|
|
|
|
|
|
|
|
clock (times[9]);
|
|
|
|
if (!ForceNodeBuild) P_LoadSegs (lumpnum+ML_SEGS);
|
|
|
|
unclock (times[9]);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Checking for compressed GL nodes is similar to above, and
|
|
|
|
* should look something like this:
|
|
|
|
FWadLump test = Wads.OpenLumpNum (lumpnum+ML_GLZNODES);
|
|
|
|
DWORD id;
|
|
|
|
|
|
|
|
test.Read (&id, 4);
|
|
|
|
if (id == MAKE_ID('Z','G','L','N'))
|
|
|
|
{
|
|
|
|
P_LoadGLZNodes (test);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Load normal GL nodes, if present
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
if (ForceNodeBuild)
|
|
|
|
{
|
|
|
|
unsigned int startTime, endTime;
|
|
|
|
|
|
|
|
startTime = I_MSTime ();
|
|
|
|
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
|
|
|
|
P_GetPolySpots (lumpnum+ML_THINGS, polyspots, anchors);
|
|
|
|
FNodeBuilder::FLevel leveldata =
|
|
|
|
{
|
|
|
|
vertexes, numvertexes,
|
|
|
|
sides, numsides,
|
|
|
|
lines, numlines
|
|
|
|
};
|
|
|
|
FNodeBuilder builder (leveldata, polyspots, anchors, genglnodes);
|
|
|
|
UsingGLNodes = genglnodes;
|
|
|
|
delete[] vertexes;
|
|
|
|
builder.Extract (nodes, numnodes,
|
|
|
|
segs, numsegs,
|
|
|
|
subsectors, numsubsectors,
|
|
|
|
vertexes, numvertexes);
|
|
|
|
endTime = I_MSTime ();
|
|
|
|
Printf ("BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, numsegs);
|
|
|
|
}
|
|
|
|
|
|
|
|
clock (times[10]);
|
|
|
|
P_LoadBlockMap (lumpnum+ML_BLOCKMAP);
|
|
|
|
unclock (times[10]);
|
|
|
|
|
|
|
|
clock (times[11]);
|
|
|
|
P_LoadReject (lumpnum+ML_REJECT, buildmap);
|
|
|
|
unclock (times[11]);
|
|
|
|
|
|
|
|
clock (times[12]);
|
|
|
|
P_GroupLines (buildmap);
|
|
|
|
unclock (times[12]);
|
|
|
|
|
|
|
|
clock (times[13]);
|
|
|
|
P_FloodZones ();
|
|
|
|
unclock (times[13]);
|
|
|
|
|
|
|
|
bodyqueslot = 0;
|
|
|
|
// phares 8/10/98: Clear body queue so the corpses from previous games are
|
|
|
|
// not assumed to be from this one.
|
|
|
|
|
|
|
|
for (i = 0; i < BODYQUESIZE; i++)
|
|
|
|
bodyque[i] = NULL;
|
|
|
|
|
|
|
|
PO_DeInit (); // Flush polyobjs from previous map
|
|
|
|
|
|
|
|
deathmatchstarts.Clear ();
|
|
|
|
|
|
|
|
if (!buildmap)
|
|
|
|
{
|
|
|
|
clock (times[14]);
|
|
|
|
if (!HasBehavior)
|
|
|
|
P_LoadThings (lumpnum+ML_THINGS, position);
|
|
|
|
else
|
|
|
|
P_LoadThings2 (lumpnum+ML_THINGS, position); // [RH] Load Hexen-style things
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && players[i].mo != NULL)
|
|
|
|
players[i].health = players[i].mo->health;
|
|
|
|
}
|
|
|
|
unclock (times[14]);
|
|
|
|
|
|
|
|
clock (times[15]);
|
|
|
|
if (!HasBehavior)
|
|
|
|
P_TranslateTeleportThings (); // [RH] Assign teleport destination TIDs
|
|
|
|
unclock (times[15]);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
for (i = 0; i < numbuildthings; ++i)
|
|
|
|
{
|
|
|
|
P_SpawnMapThing (&buildthings[i], 0);
|
|
|
|
}
|
|
|
|
delete[] buildthings;
|
|
|
|
}
|
|
|
|
|
|
|
|
clock (times[16]);
|
|
|
|
PO_Init (); // Initialize the polyobjs
|
|
|
|
unclock (times[16]);
|
|
|
|
|
|
|
|
// if deathmatch, randomly spawn the active players
|
|
|
|
if (deathmatch)
|
|
|
|
{
|
|
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
{
|
|
|
|
players[i].mo = NULL;
|
|
|
|
G_DeathMatchSpawnPlayer (i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// set up world state
|
|
|
|
P_SpawnSpecials ();
|
|
|
|
|
|
|
|
// build subsector connect matrix
|
|
|
|
// UNUSED P_ConnectSubsectors ();
|
|
|
|
|
|
|
|
R_OldBlend = 0xffffffff;
|
|
|
|
|
|
|
|
// [RH] Remove all particles
|
|
|
|
R_ClearParticles ();
|
|
|
|
|
|
|
|
clock (times[17]);
|
|
|
|
// preload graphics and sounds
|
|
|
|
if (precache)
|
|
|
|
{
|
|
|
|
R_PrecacheLevel ();
|
|
|
|
S_PrecacheLevel ();
|
|
|
|
}
|
|
|
|
unclock (times[17]);
|
|
|
|
|
|
|
|
if (deathmatch)
|
|
|
|
{
|
|
|
|
AnnounceGameStart ();
|
|
|
|
}
|
|
|
|
|
|
|
|
P_ResetSightCounters (true);
|
|
|
|
//Printf ("free memory: 0x%x\n", Z_FreeMemory());
|
|
|
|
|
|
|
|
if (showloadtimes)
|
|
|
|
{
|
|
|
|
Printf ("---Total load times---\n");
|
|
|
|
for (i = 0; i < 18; ++i)
|
|
|
|
{
|
|
|
|
static const char *timenames[] =
|
|
|
|
{
|
|
|
|
"load vertexes",
|
|
|
|
"load sectors",
|
|
|
|
"load sides",
|
|
|
|
"load lines",
|
|
|
|
"load sides 2",
|
|
|
|
"load lines 2",
|
|
|
|
"loop sides",
|
|
|
|
"load subsectors",
|
|
|
|
"load nodes",
|
|
|
|
"load segs",
|
|
|
|
"load blockmap",
|
|
|
|
"load reject",
|
|
|
|
"group lines",
|
|
|
|
"flood zones",
|
|
|
|
"load things",
|
|
|
|
"translate teleports",
|
|
|
|
"init polys",
|
|
|
|
"precache"
|
|
|
|
};
|
|
|
|
#ifdef _MSC_VER
|
|
|
|
Printf ("Time%3d:%10I64u cycles (%s)\n", i, times[i], timenames[i]);
|
|
|
|
#else
|
|
|
|
Printf ("Time%3d:%10lu cycles (%s)\n", i, times[i], timenames[i]);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//
|
|
|
|
// P_Init
|
|
|
|
//
|
|
|
|
void P_Init ()
|
|
|
|
{
|
|
|
|
P_InitEffects (); // [RH]
|
|
|
|
P_InitPicAnims ();
|
|
|
|
P_InitSwitchList ();
|
|
|
|
P_InitTerrainTypes ();
|
|
|
|
P_InitKeyMessages ();
|
|
|
|
R_InitSprites ();
|
|
|
|
}
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
#include "c_dispatch.h"
|
|
|
|
CCMD (lineloc)
|
|
|
|
{
|
|
|
|
if (argv.argc() != 2)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
int linenum = atoi (argv[1]);
|
|
|
|
if (linenum < 0 || linenum >= numlines)
|
|
|
|
{
|
|
|
|
Printf ("No such line\n");
|
|
|
|
}
|
|
|
|
Printf ("(%ld,%ld) -> (%ld,%ld)\n", lines[linenum].v1->x >> FRACBITS,
|
|
|
|
lines[linenum].v1->y >> FRACBITS,
|
|
|
|
lines[linenum].v2->x >> FRACBITS,
|
|
|
|
lines[linenum].v2->y >> FRACBITS);
|
|
|
|
}
|
|
|
|
#endif
|