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https://github.com/ZDoom/gzdoom.git
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- moved P_OpenMapData and related content out of p_setup.cpp.
This commit is contained in:
parent
3291d8e9ac
commit
0faa9111b9
5 changed files with 478 additions and 430 deletions
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@ -963,6 +963,7 @@ set (PCH_SOURCES
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p_map.cpp
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p_maputl.cpp
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p_mobj.cpp
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p_openmap.cpp
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p_pillar.cpp
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p_plats.cpp
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p_pspr.cpp
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@ -46,7 +46,54 @@
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#include "r_data/r_sections.h"
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#include "r_data/r_canvastexture.h"
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struct FLevelLocals
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struct FLevelData
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{
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TArray<vertex_t> vertexes;
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TArray<sector_t> sectors;
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TArray<line_t*> linebuffer; // contains the line lists for the sectors.
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TArray<line_t> lines;
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TArray<side_t> sides;
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TArray<seg_t> segs;
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TArray<subsector_t> subsectors;
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TArray<node_t> nodes;
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TArray<subsector_t> gamesubsectors;
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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TArray<zone_t> Zones;
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TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
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// Portal information.
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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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FSectionContainer sections;
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FCanvasTextureInfo canvasTextureInfo;
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// [ZZ] Destructible geometry information
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TMap<int, FHealthGroup> healthGroups;
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FBlockmap blockmap;
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// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
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// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
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TArray<sector_t> loadsectors;
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TArray<line_t> loadlines;
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TArray<side_t> loadsides;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts;
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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};
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struct FLevelLocals : public FLevelData
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{
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void Tick();
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void Mark();
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@ -76,57 +123,12 @@ struct FLevelLocals
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uint64_t ShaderStartTime = 0; // tell the shader system when we started the level (forces a timer restart)
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TArray<vertex_t> vertexes;
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TArray<sector_t> sectors;
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TArray<line_t*> linebuffer; // contains the line lists for the sectors.
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TArray<line_t> lines;
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TArray<side_t> sides;
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TArray<seg_t> segs;
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TArray<subsector_t> subsectors;
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TArray<node_t> nodes;
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TArray<subsector_t> gamesubsectors;
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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static const int BODYQUESIZE = 32;
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TObjPtr<AActor*> bodyque[BODYQUESIZE];
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int bodyqueslot;
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TArray<FSectorPortal> sectorPortals;
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TArray<FLinePortal> linePortals;
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// Portal information.
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FDisplacementTable Displacements;
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FPortalBlockmap PortalBlockmap;
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TArray<FLinePortal*> linkedPortals; // only the linked portals, this is used to speed up looking for them in P_CollectConnectedGroups.
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TArray<FSectorPortalGroup *> portalGroups;
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TArray<FLinePortalSpan> linePortalSpans;
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FSectionContainer sections;
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FCanvasTextureInfo canvasTextureInfo;
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int NumMapSections;
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TArray<zone_t> Zones;
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// [ZZ] Destructible geometry information
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TMap<int, FHealthGroup> healthGroups;
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FBlockmap blockmap;
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// These are copies of the loaded map data that get used by the savegame code to skip unaltered fields
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// Without such a mechanism the savegame format would become too slow and large because more than 80-90% are normally still unaltered.
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TArray<sector_t> loadsectors;
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TArray<line_t> loadlines;
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TArray<side_t> loadsides;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts;
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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uint32_t flags;
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uint32_t flags2;
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uint32_t flags3;
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@ -224,6 +226,8 @@ struct FLevelLocals
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}
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};
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#ifndef NO_DEFINE_LEVEL
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extern FLevelLocals level;
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inline int vertex_t::Index() const
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@ -350,3 +354,4 @@ inline bool line_t::hitSkyWall(AActor* mo) const
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backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->Z() >= backsector->ceilingplane.ZatPoint(mo->PosRelative(this));
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}
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#endif
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413
src/p_openmap.cpp
Normal file
413
src/p_openmap.cpp
Normal file
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@ -0,0 +1,413 @@
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/*
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** p_openmap.cpp
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**
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** creates the data structures needed to load a map from the resource files.
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2018 Christoph Oelckers
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** Copyright 2005-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "p_setup.h"
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#include "i_system.h"
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#include "cmdlib.h"
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#include "w_wad.h"
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#include "md5.h"
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#include "g_levellocals.h"
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inline bool P_IsBuildMap(MapData *map)
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{
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return false;
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}
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//===========================================================================
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//
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// GetMapIndex
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//
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// Gets the type of map lump or -1 if invalid or -2 if required and not found.
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//
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//===========================================================================
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struct checkstruct
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{
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const char lumpname[9];
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bool required;
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};
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static int GetMapIndex(const char *mapname, int lastindex, const char *lumpname, bool needrequired)
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{
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static const checkstruct check[] =
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{
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{"", true},
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{"THINGS", true},
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{"LINEDEFS", true},
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{"SIDEDEFS", true},
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{"VERTEXES", true},
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{"SEGS", false},
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{"SSECTORS", false},
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{"NODES", false},
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{"SECTORS", true},
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{"REJECT", false},
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{"BLOCKMAP", false},
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{"BEHAVIOR", false},
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//{"SCRIPTS", false},
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};
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if (lumpname==NULL) lumpname="";
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for(size_t i=lastindex+1;i<countof(check);i++)
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{
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if (!strnicmp(lumpname, check[i].lumpname, 8))
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return (int)i;
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if (check[i].required)
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{
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if (needrequired)
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{
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I_Error("'%s' not found in %s\n", check[i].lumpname, mapname);
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}
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return -2;
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}
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}
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return -1; // End of map reached
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}
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//===========================================================================
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//
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// Opens a map for reading
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//
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//===========================================================================
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MapData *P_OpenMapData(const char * mapname, bool justcheck)
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{
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MapData * map = new MapData;
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FileReader * wadReader = nullptr;
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bool externalfile = !strnicmp(mapname, "file:", 5);
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if (externalfile)
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{
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mapname += 5;
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if (!FileExists(mapname))
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{
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delete map;
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return NULL;
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}
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map->resource = FResourceFile::OpenResourceFile(mapname, true);
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wadReader = map->resource->GetReader();
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}
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else
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{
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FString fmt;
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int lump_wad;
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int lump_map;
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int lump_name = -1;
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// Check for both *.wad and *.map in order to load Build maps
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// as well. The higher one will take precedence.
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// Names with more than 8 characters will only be checked as .wad and .map.
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if (strlen(mapname) <= 8) lump_name = Wads.CheckNumForName(mapname);
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fmt.Format("maps/%s.wad", mapname);
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lump_wad = Wads.CheckNumForFullName(fmt);
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fmt.Format("maps/%s.map", mapname);
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lump_map = Wads.CheckNumForFullName(fmt);
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if (lump_name > lump_wad && lump_name > lump_map && lump_name != -1)
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{
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int lumpfile = Wads.GetLumpFile(lump_name);
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int nextfile = Wads.GetLumpFile(lump_name+1);
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map->lumpnum = lump_name;
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if (lumpfile != nextfile)
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{
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// The following lump is from a different file so whatever this is,
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// it is not a multi-lump Doom level so let's assume it is a Build map.
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map->MapLumps[0].Reader = Wads.ReopenLumpReader(lump_name);
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if (!P_IsBuildMap(map))
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{
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delete map;
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return NULL;
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}
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return map;
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}
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// This case can only happen if the lump is inside a real WAD file.
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// As such any special handling for other types of lumps is skipped.
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map->MapLumps[0].Reader = Wads.ReopenLumpReader(lump_name);
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strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(lump_name), 8);
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map->Encrypted = Wads.IsEncryptedFile(lump_name);
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map->InWad = true;
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if (map->Encrypted)
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{ // If it's encrypted, then it's a Blood file, presumably a map.
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if (!P_IsBuildMap(map))
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{
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delete map;
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return NULL;
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}
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return map;
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}
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int index = 0;
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if (stricmp(Wads.GetLumpFullName(lump_name + 1), "TEXTMAP") != 0)
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{
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for(int i = 1;; i++)
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{
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// Since levels must be stored in WADs they can't really have full
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// names and for any valid level lump this always returns the short name.
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const char * lumpname = Wads.GetLumpFullName(lump_name + i);
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try
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{
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index = GetMapIndex(mapname, index, lumpname, !justcheck);
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}
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catch(...)
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{
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delete map;
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throw;
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}
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if (index == -2)
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{
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delete map;
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return NULL;
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}
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if (index == ML_BEHAVIOR) map->HasBehavior = true;
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// The next lump is not part of this map anymore
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if (index < 0) break;
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map->MapLumps[index].Reader = Wads.ReopenLumpReader(lump_name + i);
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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else
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{
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map->isText = true;
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map->MapLumps[1].Reader = Wads.ReopenLumpReader(lump_name + 1);
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for(int i = 2;; i++)
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{
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const char * lumpname = Wads.GetLumpFullName(lump_name + i);
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if (lumpname == NULL)
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{
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I_Error("Invalid map definition for %s", mapname);
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}
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else if (!stricmp(lumpname, "ZNODES"))
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{
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index = ML_GLZNODES;
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}
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else if (!stricmp(lumpname, "BLOCKMAP"))
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{
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// there is no real point in creating a blockmap but let's use it anyway
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index = ML_BLOCKMAP;
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}
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else if (!stricmp(lumpname, "REJECT"))
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{
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index = ML_REJECT;
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}
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else if (!stricmp(lumpname, "DIALOGUE"))
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{
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index = ML_CONVERSATION;
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}
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else if (!stricmp(lumpname, "BEHAVIOR"))
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{
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index = ML_BEHAVIOR;
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map->HasBehavior = true;
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}
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else if (!stricmp(lumpname, "ENDMAP"))
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{
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break;
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}
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else continue;
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map->MapLumps[index].Reader = Wads.ReopenLumpReader(lump_name + i);
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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return map;
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}
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else
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{
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if (lump_map > lump_wad)
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{
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lump_wad = lump_map;
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}
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if (lump_wad == -1)
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{
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delete map;
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return NULL;
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}
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map->lumpnum = lump_wad;
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auto reader = Wads.ReopenLumpReader(lump_wad);
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map->resource = FResourceFile::OpenResourceFile(Wads.GetLumpFullName(lump_wad), reader, true);
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wadReader = map->resource->GetReader();
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}
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}
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uint32_t id;
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// Although we're using the resource system, we still want to be sure we're
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// reading from a wad file.
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wadReader->Seek(0, FileReader::SeekSet);
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wadReader->Read(&id, sizeof(id));
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if (id == IWAD_ID || id == PWAD_ID)
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{
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char maplabel[9]="";
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int index=0;
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map->MapLumps[0].Reader = map->resource->GetLump(0)->NewReader();
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strncpy(map->MapLumps[0].Name, map->resource->GetLump(0)->Name, 8);
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for(uint32_t i = 1; i < map->resource->LumpCount(); i++)
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{
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const char* lumpname = map->resource->GetLump(i)->Name;
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if (i == 1 && !strnicmp(lumpname, "TEXTMAP", 8))
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{
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map->isText = true;
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map->MapLumps[ML_TEXTMAP].Reader = map->resource->GetLump(i)->NewReader();
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strncpy(map->MapLumps[ML_TEXTMAP].Name, lumpname, 8);
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for(int i = 2;; i++)
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{
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lumpname = map->resource->GetLump(i)->Name;
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if (!strnicmp(lumpname, "ZNODES",8))
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{
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index = ML_GLZNODES;
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}
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else if (!strnicmp(lumpname, "BLOCKMAP",8))
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{
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// there is no real point in creating a blockmap but let's use it anyway
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index = ML_BLOCKMAP;
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}
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else if (!strnicmp(lumpname, "REJECT",8))
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{
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index = ML_REJECT;
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}
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else if (!strnicmp(lumpname, "DIALOGUE",8))
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{
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index = ML_CONVERSATION;
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}
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else if (!strnicmp(lumpname, "BEHAVIOR",8))
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{
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index = ML_BEHAVIOR;
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map->HasBehavior = true;
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}
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else if (!strnicmp(lumpname, "ENDMAP",8))
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{
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return map;
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}
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else continue;
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map->MapLumps[index].Reader = map->resource->GetLump(i)->NewReader();
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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if (i>0)
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{
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try
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{
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index = GetMapIndex(maplabel, index, lumpname, !justcheck);
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}
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catch(...)
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{
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delete map;
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throw;
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}
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if (index == -2)
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{
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delete map;
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return NULL;
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}
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if (index == ML_BEHAVIOR) map->HasBehavior = true;
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// The next lump is not part of this map anymore
|
||||
if (index < 0) break;
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy(maplabel, lumpname, 8);
|
||||
maplabel[8]=0;
|
||||
}
|
||||
|
||||
map->MapLumps[index].Reader = map->resource->GetLump(i)->NewReader();
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is a Build map and not subject to WAD consistency checks.
|
||||
//map->MapLumps[0].Size = wadReader->GetLength();
|
||||
if (!P_IsBuildMap(map))
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
bool P_CheckMapData(const char *mapname)
|
||||
{
|
||||
MapData *mapd = P_OpenMapData(mapname, true);
|
||||
if (mapd == NULL) return false;
|
||||
delete mapd;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// MapData :: GetChecksum
|
||||
//
|
||||
// Hashes a map based on its header, THINGS, LINEDEFS, SIDEDEFS, SECTORS,
|
||||
// and BEHAVIOR lumps. Node-builder generated lumps are not included.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void MapData::GetChecksum(uint8_t cksum[16])
|
||||
{
|
||||
MD5Context md5;
|
||||
|
||||
if (isText)
|
||||
{
|
||||
md5.Update(Reader(ML_TEXTMAP), Size(ML_TEXTMAP));
|
||||
}
|
||||
else
|
||||
{
|
||||
md5.Update(Reader(ML_LABEL), Size(ML_LABEL));
|
||||
md5.Update(Reader(ML_THINGS), Size(ML_THINGS));
|
||||
md5.Update(Reader(ML_LINEDEFS), Size(ML_LINEDEFS));
|
||||
md5.Update(Reader(ML_SIDEDEFS), Size(ML_SIDEDEFS));
|
||||
md5.Update(Reader(ML_SECTORS), Size(ML_SECTORS));
|
||||
}
|
||||
if (HasBehavior)
|
||||
{
|
||||
md5.Update(Reader(ML_BEHAVIOR), Size(ML_BEHAVIOR));
|
||||
}
|
||||
md5.Final(cksum);
|
||||
}
|
384
src/p_setup.cpp
384
src/p_setup.cpp
|
@ -136,11 +136,6 @@ CVAR (Bool, showloadtimes, false, 0);
|
|||
|
||||
static void P_Shutdown ();
|
||||
|
||||
inline bool P_IsBuildMap(MapData *map)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int *numthings)
|
||||
{
|
||||
return false;
|
||||
|
@ -168,385 +163,6 @@ bool ForceNodeBuild;
|
|||
|
||||
static void P_AllocateSideDefs (MapData *map, int count);
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// GetMapIndex
|
||||
//
|
||||
// Gets the type of map lump or -1 if invalid or -2 if required and not found.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
struct checkstruct
|
||||
{
|
||||
const char lumpname[9];
|
||||
bool required;
|
||||
};
|
||||
|
||||
static int GetMapIndex(const char *mapname, int lastindex, const char *lumpname, bool needrequired)
|
||||
{
|
||||
static const checkstruct check[] =
|
||||
{
|
||||
{"", true},
|
||||
{"THINGS", true},
|
||||
{"LINEDEFS", true},
|
||||
{"SIDEDEFS", true},
|
||||
{"VERTEXES", true},
|
||||
{"SEGS", false},
|
||||
{"SSECTORS", false},
|
||||
{"NODES", false},
|
||||
{"SECTORS", true},
|
||||
{"REJECT", false},
|
||||
{"BLOCKMAP", false},
|
||||
{"BEHAVIOR", false},
|
||||
//{"SCRIPTS", false},
|
||||
};
|
||||
|
||||
if (lumpname==NULL) lumpname="";
|
||||
|
||||
for(size_t i=lastindex+1;i<countof(check);i++)
|
||||
{
|
||||
if (!strnicmp(lumpname, check[i].lumpname, 8))
|
||||
return (int)i;
|
||||
|
||||
if (check[i].required)
|
||||
{
|
||||
if (needrequired)
|
||||
{
|
||||
I_Error("'%s' not found in %s\n", check[i].lumpname, mapname);
|
||||
}
|
||||
return -2;
|
||||
}
|
||||
}
|
||||
|
||||
return -1; // End of map reached
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Opens a map for reading
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
MapData *P_OpenMapData(const char * mapname, bool justcheck)
|
||||
{
|
||||
MapData * map = new MapData;
|
||||
FileReader * wadReader = nullptr;
|
||||
bool externalfile = !strnicmp(mapname, "file:", 5);
|
||||
|
||||
if (externalfile)
|
||||
{
|
||||
mapname += 5;
|
||||
if (!FileExists(mapname))
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
map->resource = FResourceFile::OpenResourceFile(mapname, true);
|
||||
wadReader = map->resource->GetReader();
|
||||
}
|
||||
else
|
||||
{
|
||||
FString fmt;
|
||||
int lump_wad;
|
||||
int lump_map;
|
||||
int lump_name = -1;
|
||||
|
||||
// Check for both *.wad and *.map in order to load Build maps
|
||||
// as well. The higher one will take precedence.
|
||||
// Names with more than 8 characters will only be checked as .wad and .map.
|
||||
if (strlen(mapname) <= 8) lump_name = Wads.CheckNumForName(mapname);
|
||||
fmt.Format("maps/%s.wad", mapname);
|
||||
lump_wad = Wads.CheckNumForFullName(fmt);
|
||||
fmt.Format("maps/%s.map", mapname);
|
||||
lump_map = Wads.CheckNumForFullName(fmt);
|
||||
|
||||
if (lump_name > lump_wad && lump_name > lump_map && lump_name != -1)
|
||||
{
|
||||
int lumpfile = Wads.GetLumpFile(lump_name);
|
||||
int nextfile = Wads.GetLumpFile(lump_name+1);
|
||||
|
||||
map->lumpnum = lump_name;
|
||||
|
||||
if (lumpfile != nextfile)
|
||||
{
|
||||
// The following lump is from a different file so whatever this is,
|
||||
// it is not a multi-lump Doom level so let's assume it is a Build map.
|
||||
map->MapLumps[0].Reader = Wads.ReopenLumpReader(lump_name);
|
||||
if (!P_IsBuildMap(map))
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
// This case can only happen if the lump is inside a real WAD file.
|
||||
// As such any special handling for other types of lumps is skipped.
|
||||
map->MapLumps[0].Reader = Wads.ReopenLumpReader(lump_name);
|
||||
strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(lump_name), 8);
|
||||
map->Encrypted = Wads.IsEncryptedFile(lump_name);
|
||||
map->InWad = true;
|
||||
|
||||
if (map->Encrypted)
|
||||
{ // If it's encrypted, then it's a Blood file, presumably a map.
|
||||
if (!P_IsBuildMap(map))
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
int index = 0;
|
||||
|
||||
if (stricmp(Wads.GetLumpFullName(lump_name + 1), "TEXTMAP") != 0)
|
||||
{
|
||||
for(int i = 1;; i++)
|
||||
{
|
||||
// Since levels must be stored in WADs they can't really have full
|
||||
// names and for any valid level lump this always returns the short name.
|
||||
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
|
||||
try
|
||||
{
|
||||
index = GetMapIndex(mapname, index, lumpname, !justcheck);
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
delete map;
|
||||
throw;
|
||||
}
|
||||
if (index == -2)
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
if (index == ML_BEHAVIOR) map->HasBehavior = true;
|
||||
|
||||
// The next lump is not part of this map anymore
|
||||
if (index < 0) break;
|
||||
|
||||
map->MapLumps[index].Reader = Wads.ReopenLumpReader(lump_name + i);
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
map->isText = true;
|
||||
map->MapLumps[1].Reader = Wads.ReopenLumpReader(lump_name + 1);
|
||||
for(int i = 2;; i++)
|
||||
{
|
||||
const char * lumpname = Wads.GetLumpFullName(lump_name + i);
|
||||
|
||||
if (lumpname == NULL)
|
||||
{
|
||||
I_Error("Invalid map definition for %s", mapname);
|
||||
}
|
||||
else if (!stricmp(lumpname, "ZNODES"))
|
||||
{
|
||||
index = ML_GLZNODES;
|
||||
}
|
||||
else if (!stricmp(lumpname, "BLOCKMAP"))
|
||||
{
|
||||
// there is no real point in creating a blockmap but let's use it anyway
|
||||
index = ML_BLOCKMAP;
|
||||
}
|
||||
else if (!stricmp(lumpname, "REJECT"))
|
||||
{
|
||||
index = ML_REJECT;
|
||||
}
|
||||
else if (!stricmp(lumpname, "DIALOGUE"))
|
||||
{
|
||||
index = ML_CONVERSATION;
|
||||
}
|
||||
else if (!stricmp(lumpname, "BEHAVIOR"))
|
||||
{
|
||||
index = ML_BEHAVIOR;
|
||||
map->HasBehavior = true;
|
||||
}
|
||||
else if (!stricmp(lumpname, "ENDMAP"))
|
||||
{
|
||||
break;
|
||||
}
|
||||
else continue;
|
||||
map->MapLumps[index].Reader = Wads.ReopenLumpReader(lump_name + i);
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (lump_map > lump_wad)
|
||||
{
|
||||
lump_wad = lump_map;
|
||||
}
|
||||
if (lump_wad == -1)
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
map->lumpnum = lump_wad;
|
||||
auto reader = Wads.ReopenLumpReader(lump_wad);
|
||||
map->resource = FResourceFile::OpenResourceFile(Wads.GetLumpFullName(lump_wad), reader, true);
|
||||
wadReader = map->resource->GetReader();
|
||||
}
|
||||
}
|
||||
uint32_t id;
|
||||
|
||||
// Although we're using the resource system, we still want to be sure we're
|
||||
// reading from a wad file.
|
||||
wadReader->Seek(0, FileReader::SeekSet);
|
||||
wadReader->Read(&id, sizeof(id));
|
||||
|
||||
if (id == IWAD_ID || id == PWAD_ID)
|
||||
{
|
||||
char maplabel[9]="";
|
||||
int index=0;
|
||||
|
||||
map->MapLumps[0].Reader = map->resource->GetLump(0)->NewReader();
|
||||
strncpy(map->MapLumps[0].Name, map->resource->GetLump(0)->Name, 8);
|
||||
|
||||
for(uint32_t i = 1; i < map->resource->LumpCount(); i++)
|
||||
{
|
||||
const char* lumpname = map->resource->GetLump(i)->Name;
|
||||
|
||||
if (i == 1 && !strnicmp(lumpname, "TEXTMAP", 8))
|
||||
{
|
||||
map->isText = true;
|
||||
map->MapLumps[ML_TEXTMAP].Reader = map->resource->GetLump(i)->NewReader();
|
||||
strncpy(map->MapLumps[ML_TEXTMAP].Name, lumpname, 8);
|
||||
for(int i = 2;; i++)
|
||||
{
|
||||
lumpname = map->resource->GetLump(i)->Name;
|
||||
if (!strnicmp(lumpname, "ZNODES",8))
|
||||
{
|
||||
index = ML_GLZNODES;
|
||||
}
|
||||
else if (!strnicmp(lumpname, "BLOCKMAP",8))
|
||||
{
|
||||
// there is no real point in creating a blockmap but let's use it anyway
|
||||
index = ML_BLOCKMAP;
|
||||
}
|
||||
else if (!strnicmp(lumpname, "REJECT",8))
|
||||
{
|
||||
index = ML_REJECT;
|
||||
}
|
||||
else if (!strnicmp(lumpname, "DIALOGUE",8))
|
||||
{
|
||||
index = ML_CONVERSATION;
|
||||
}
|
||||
else if (!strnicmp(lumpname, "BEHAVIOR",8))
|
||||
{
|
||||
index = ML_BEHAVIOR;
|
||||
map->HasBehavior = true;
|
||||
}
|
||||
else if (!strnicmp(lumpname, "ENDMAP",8))
|
||||
{
|
||||
return map;
|
||||
}
|
||||
else continue;
|
||||
map->MapLumps[index].Reader = map->resource->GetLump(i)->NewReader();
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
|
||||
if (i>0)
|
||||
{
|
||||
try
|
||||
{
|
||||
index = GetMapIndex(maplabel, index, lumpname, !justcheck);
|
||||
}
|
||||
catch(...)
|
||||
{
|
||||
delete map;
|
||||
throw;
|
||||
}
|
||||
if (index == -2)
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
if (index == ML_BEHAVIOR) map->HasBehavior = true;
|
||||
|
||||
// The next lump is not part of this map anymore
|
||||
if (index < 0) break;
|
||||
}
|
||||
else
|
||||
{
|
||||
strncpy(maplabel, lumpname, 8);
|
||||
maplabel[8]=0;
|
||||
}
|
||||
|
||||
map->MapLumps[index].Reader = map->resource->GetLump(i)->NewReader();
|
||||
strncpy(map->MapLumps[index].Name, lumpname, 8);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// This is a Build map and not subject to WAD consistency checks.
|
||||
//map->MapLumps[0].Size = wadReader->GetLength();
|
||||
if (!P_IsBuildMap(map))
|
||||
{
|
||||
delete map;
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
return map;
|
||||
}
|
||||
|
||||
bool P_CheckMapData(const char *mapname)
|
||||
{
|
||||
MapData *mapd = P_OpenMapData(mapname, true);
|
||||
if (mapd == NULL) return false;
|
||||
delete mapd;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// MapData :: GetChecksum
|
||||
//
|
||||
// Hashes a map based on its header, THINGS, LINEDEFS, SIDEDEFS, SECTORS,
|
||||
// and BEHAVIOR lumps. Node-builder generated lumps are not included.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void MapData::GetChecksum(uint8_t cksum[16])
|
||||
{
|
||||
MD5Context md5;
|
||||
|
||||
if (isText)
|
||||
{
|
||||
md5.Update(Reader(ML_TEXTMAP), Size(ML_TEXTMAP));
|
||||
}
|
||||
else
|
||||
{
|
||||
md5.Update(Reader(ML_LABEL), Size(ML_LABEL));
|
||||
md5.Update(Reader(ML_THINGS), Size(ML_THINGS));
|
||||
md5.Update(Reader(ML_LINEDEFS), Size(ML_LINEDEFS));
|
||||
md5.Update(Reader(ML_SIDEDEFS), Size(ML_SIDEDEFS));
|
||||
md5.Update(Reader(ML_SECTORS), Size(ML_SECTORS));
|
||||
}
|
||||
if (HasBehavior)
|
||||
{
|
||||
md5.Update(Reader(ML_BEHAVIOR), Size(ML_BEHAVIOR));
|
||||
}
|
||||
md5.Final(cksum);
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(FLevelLocals, GetChecksum)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
|
||||
char md5string[33];
|
||||
|
||||
for(int j = 0; j < 16; ++j)
|
||||
{
|
||||
sprintf(md5string + j * 2, "%02x", level.md5[j]);
|
||||
}
|
||||
|
||||
ACTION_RETURN_STRING((const char*)md5string);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// Sets a sidedef's texture and prints a message if it's not present.
|
||||
|
|
|
@ -2506,6 +2506,19 @@ DEFINE_ACTION_FUNCTION_NATIVE(FLevelLocals, GetUDMFString, ZGetUDMFString)
|
|||
ACTION_RETURN_STRING(GetUDMFString(type, index, key));
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(FLevelLocals, GetChecksum)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals);
|
||||
char md5string[33];
|
||||
|
||||
for (int j = 0; j < 16; ++j)
|
||||
{
|
||||
sprintf(md5string + j * 2, "%02x", level.md5[j]);
|
||||
}
|
||||
|
||||
ACTION_RETURN_STRING((const char*)md5string);
|
||||
}
|
||||
|
||||
//=====================================================================================
|
||||
//
|
||||
//
|
||||
|
|
Loading…
Reference in a new issue