- moved map loader files to a subdirectory.

This commit is contained in:
Christoph Oelckers 2018-12-27 17:11:10 +01:00
parent 017b3f9dc7
commit 2edf02d731
9 changed files with 193 additions and 186 deletions

View file

@ -649,6 +649,7 @@ file( GLOB HEADER_FILES
g_statusbar/*.h
g_inventory/*.h
intermission/*.h
maploader/*.h
menu/*.h
sound/adlmidi/*.h*
sound/opnmidi/*.h*
@ -908,7 +909,6 @@ set (PCH_SOURCES
doomstat.cpp
dsectoreffect.cpp
dthinker.cpp
edata.cpp
f_wipe.cpp
files.cpp
files_decompress.cpp
@ -955,7 +955,6 @@ set (PCH_SOURCES
p_effect.cpp
p_enemy.cpp
p_floor.cpp
p_glnodes.cpp
p_interaction.cpp
p_lights.cpp
p_linkedsectors.cpp
@ -972,9 +971,7 @@ set (PCH_SOURCES
p_scroll.cpp
p_secnodes.cpp
p_sectors.cpp
p_setup.cpp
p_sight.cpp
p_slopes.cpp
p_spec.cpp
p_states.cpp
p_switch.cpp
@ -984,7 +981,6 @@ set (PCH_SOURCES
p_things.cpp
p_tick.cpp
p_trace.cpp
p_udmf.cpp
p_usdf.cpp
p_user.cpp
p_xlat.cpp
@ -1077,7 +1073,11 @@ set (PCH_SOURCES
hwrenderer/utility/hw_lighting.cpp
hwrenderer/utility/hw_shaderpatcher.cpp
hwrenderer/utility/hw_vrmodes.cpp
maploader/edata.cpp
maploader/maploader.cpp
maploader/slopes.cpp
maploader/glnodes.cpp
maploader/udmf.cpp
menu/joystickmenu.cpp
menu/loadsavemenu.cpp
menu/menu.cpp
@ -1422,7 +1422,7 @@ source_group("External\\RapidJSON" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_D
source_group("External\\SFMT" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/sfmt/.+")
source_group("FraggleScript" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/fragglescript/.+")
source_group("Intermission" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/intermission/.+")
source_group("Inventory" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/g_inventory/.+")
source_group("Map Loader" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/maploader/.+")
source_group("Menu" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/menu/.+")
source_group("Hardware Renderer" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/gl/.+")
source_group("Hardware Renderer\\Data" REGULAR_EXPRESSION "^${CMAKE_CURRENT_SOURCE_DIR}/hwrenderer/data/.+")

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@ -47,6 +47,7 @@
#include "p_terrain.h"
#include "p_acs.h"
#include "g_levellocals.h"
#include "maploader.h"
struct FEDOptions : public FOptionalMapinfoData

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@ -31,9 +31,6 @@
**
*/
#include <math.h>
#ifdef _MSC_VER
#include <malloc.h> // for alloca()
#endif
#ifndef _WIN32
#include <unistd.h>
@ -62,6 +59,7 @@
#include "cmdlib.h"
#include "g_levellocals.h"
#include "i_time.h"
#include "maploader.h"
CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)

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@ -103,8 +103,8 @@
#include "i_time.h"
#include "scripting/vm/vm.h"
#include "hwrenderer/data/flatvertices.h"
#include "fragglescript/t_fs.h"
#include "maploader.h"
sidei_t *sidetemp;
TArray<FMapThing> MapThingsConverted;

179
src/maploader/maploader.h Normal file
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@ -0,0 +1,179 @@
#pragma once
struct EDMapthing
{
int recordnum;
int tid;
int type;
double height;
int args[5];
uint16_t skillfilter;
uint32_t flags;
};
struct EDLinedef
{
int recordnum;
int special;
int tag;
int id;
int args[5];
double alpha;
uint32_t flags;
uint32_t activation;
};
struct EDSector
{
int recordnum;
uint32_t flags;
uint32_t flagsRemove;
uint32_t flagsAdd;
int damageamount;
int damageinterval;
FName damagetype;
uint8_t leaky;
uint8_t leakyadd;
uint8_t leakyremove;
int floorterrain;
int ceilingterrain;
uint32_t color;
uint32_t damageflags;
uint32_t damageflagsAdd;
uint32_t damageflagsRemove;
bool flagsSet;
bool damageflagsSet;
bool colorSet;
// colormaptop//bottom cannot be used because ZDoom has no corresponding properties.
double xoffs[2], yoffs[2];
DAngle angle[2];
uint32_t portalflags[2];
double Overlayalpha[2];
};
struct FMissingCount
{
int Count = 0;
};
typedef TMap<FString,FMissingCount> FMissingTextureTracker;
struct FLevelLocals;
class MapLoader
{
friend class UDMFParser;
void *level; // this is to hide the global variable and produce an error for referencing it.
FLevelLocals *Level;
int firstglvertex; // helpers for loading GL nodes from GWA files.
bool format5;
TArray<vertexdata_t> vertexdatas;
TMap<unsigned, unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
TArray<FUDMFKey> MapThingsUserData;
int sidecount;
TArray<int> linemap;
TMap<int, EDLinedef> EDLines;
TMap<int, EDSector> EDSectors;
TMap<int, EDMapthing> EDThings;
void SlopeLineToPoint(int lineid, const DVector3 &pos, bool slopeCeil);
void CopyPlane(int tag, sector_t *dest, bool copyCeil);
void CopyPlane(int tag, const DVector2 &pos, bool copyCeil);
void SetSlope(secplane_t *plane, bool setCeil, int xyangi, int zangi, const DVector3 &pos);
void VavoomSlope(sector_t * sec, int id, const DVector3 &pos, int which);
void SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void AlignPlane(sector_t *sec, line_t *line, int which);
void InitED();
void ProcessEDMapthing(FMapThing *mt, int recordnum);
void ProcessEDLinedef(line_t *line, int recordnum);
void ProcessEDSector(sector_t *sec, int recordnum);
int checkGLVertex(int num);
int checkGLVertex3(int num);
int CheckForMissingSegs();
bool LoadGLVertexes(FileReader &lump);
bool LoadGLSegs(FileReader &lump);
bool LoadGLSubsectors(FileReader &lump);
bool LoadNodes(FileReader &lump);
bool DoLoadGLNodes(FileReader * lumps);
void CreateCachedNodes(MapData *map);
void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track);
void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate);
void SetTexture(side_t *side, int position, uint32_t *blend, const char *name);
void SetTextureNoErr(side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog);
void FloodZone(sector_t *sec, int zonenum);
void LoadGLZSegs(FileReader &data, int type);
void LoadZSegs(FileReader &data);
void LoadZNodes(FileReader &data, int glnodes);
int DetermineTranslucency(int lumpnum);
void SetLineID(int i, line_t *ld);
void SaveLineSpecial(line_t *ld);
void FinishLoadingLineDef(line_t *ld, int alpha);
void SetSideNum(side_t **sidenum_p, uint16_t sidenum);
void AllocateSideDefs(MapData *map, int count);
void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex);
void SetMapThingUserData(AActor *actor, unsigned udi);
void CreateBlockMap();
void AddToList(uint8_t *hitlist, FTextureID texid, int bitmask);
public:
void LoadMapinfoACSLump();
void ProcessEDSectors();
void FloodZones();
void LoadVertexes(MapData * map);
void LoadExtendedNodes(FileReader &dalump, uint32_t id);
template<class segtype> void LoadSegs(MapData * map);
template<class subsectortype, class segtype> void LoadSubsectors(MapData * map);
template<class nodetype, class subsectortype> void LoadNodes(MapData * map);
bool LoadGLNodes(MapData * map);
bool CheckCachedNodes(MapData *map);
bool CheckNodes(MapData * map, bool rebuilt, int buildtime);
bool CheckForGLNodes();
void LoadSectors(MapData *map, FMissingTextureTracker &missingtex);
void LoadThings(MapData * map);
void LoadThings2(MapData * map);
void SpawnThings(int position);
void FinishLoadingLineDefs();
void LoadLineDefs(MapData * map);
void LoadLineDefs2(MapData * map);
void LoopSidedefs(bool firstloop);
void LoadSideDefs2(MapData *map, FMissingTextureTracker &missingtex);
void LoadBlockMap(MapData * map);
void LoadReject(MapData * map, bool junk);
void LoadBehavior(MapData * map);
void GetPolySpots(MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
void GroupLines(bool buildmap);
void PrecacheLevel();
void ParseTextMap(MapData *map, FMissingTextureTracker &missingtex);
void SummarizeMissingTextures(const FMissingTextureTracker &missing);
void SetRenderSector();
void SpawnSlopeMakers(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void SetSlopes();
void CopySlopes();
MapLoader(FLevelLocals *lev)
{
Level = lev;
}
};

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@ -41,6 +41,7 @@
#include "g_levellocals.h"
#include "actor.h"
#include "p_setup.h"
#include "maploader.h"
//===========================================================================
//

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@ -49,6 +49,7 @@
#include "g_levellocals.h"
#include "info.h"
#include "vm.h"
#include "maploader.h"
//===========================================================================
//

View file

@ -169,64 +169,7 @@ void FixMinisegReferences();
void FixHoles();
void ReportUnpairedMinisegs();
struct EDMapthing
{
int recordnum;
int tid;
int type;
double height;
int args[5];
uint16_t skillfilter;
uint32_t flags;
};
struct EDLinedef
{
int recordnum;
int special;
int tag;
int id;
int args[5];
double alpha;
uint32_t flags;
uint32_t activation;
};
struct EDSector
{
int recordnum;
uint32_t flags;
uint32_t flagsRemove;
uint32_t flagsAdd;
int damageamount;
int damageinterval;
FName damagetype;
uint8_t leaky;
uint8_t leakyadd;
uint8_t leakyremove;
int floorterrain;
int ceilingterrain;
uint32_t color;
uint32_t damageflags;
uint32_t damageflagsAdd;
uint32_t damageflagsRemove;
bool flagsSet;
bool damageflagsSet;
bool colorSet;
// colormaptop//bottom cannot be used because ZDoom has no corresponding properties.
double xoffs[2], yoffs[2];
DAngle angle[2];
uint32_t portalflags[2];
double Overlayalpha[2];
};
// To be moved to maploader later!
struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
{
@ -253,121 +196,4 @@ extern sidei_t *sidetemp;
extern TArray<FMapThing> MapThingsConverted;
extern bool ForceNodeBuild;
struct FMissingCount
{
int Count = 0;
};
typedef TMap<FString,FMissingCount> FMissingTextureTracker;
struct FLevelLocals;
class MapLoader
{
friend class UDMFParser;
void *level; // this is to hide the global variable and produce an error for referencing it.
FLevelLocals *Level;
int firstglvertex; // helpers for loading GL nodes from GWA files.
bool format5;
TArray<vertexdata_t> vertexdatas;
TMap<unsigned, unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
TArray<FUDMFKey> MapThingsUserData;
int sidecount;
TArray<int> linemap;
TMap<int, EDLinedef> EDLines;
TMap<int, EDSector> EDSectors;
TMap<int, EDMapthing> EDThings;
void SlopeLineToPoint(int lineid, const DVector3 &pos, bool slopeCeil);
void CopyPlane(int tag, sector_t *dest, bool copyCeil);
void CopyPlane(int tag, const DVector2 &pos, bool copyCeil);
void SetSlope(secplane_t *plane, bool setCeil, int xyangi, int zangi, const DVector3 &pos);
void VavoomSlope(sector_t * sec, int id, const DVector3 &pos, int which);
void SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void AlignPlane(sector_t *sec, line_t *line, int which);
void InitED();
void ProcessEDMapthing(FMapThing *mt, int recordnum);
void ProcessEDLinedef(line_t *line, int recordnum);
void ProcessEDSector(sector_t *sec, int recordnum);
int checkGLVertex(int num);
int checkGLVertex3(int num);
int CheckForMissingSegs();
bool LoadGLVertexes(FileReader &lump);
bool LoadGLSegs(FileReader &lump);
bool LoadGLSubsectors(FileReader &lump);
bool LoadNodes(FileReader &lump);
bool DoLoadGLNodes(FileReader * lumps);
void CreateCachedNodes(MapData *map);
void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track);
void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate);
void SetTexture(side_t *side, int position, uint32_t *blend, const char *name);
void SetTextureNoErr(side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog);
void FloodZone(sector_t *sec, int zonenum);
void LoadGLZSegs(FileReader &data, int type);
void LoadZSegs(FileReader &data);
void LoadZNodes(FileReader &data, int glnodes);
int DetermineTranslucency(int lumpnum);
void SetLineID(int i, line_t *ld);
void SaveLineSpecial(line_t *ld);
void FinishLoadingLineDef(line_t *ld, int alpha);
void SetSideNum(side_t **sidenum_p, uint16_t sidenum);
void AllocateSideDefs(MapData *map, int count);
void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex);
void SetMapThingUserData(AActor *actor, unsigned udi);
void CreateBlockMap();
void AddToList(uint8_t *hitlist, FTextureID texid, int bitmask);
public:
void LoadMapinfoACSLump();
void ProcessEDSectors();
void FloodZones();
void LoadVertexes(MapData * map);
void LoadExtendedNodes(FileReader &dalump, uint32_t id);
template<class segtype> void LoadSegs(MapData * map);
template<class subsectortype, class segtype> void LoadSubsectors(MapData * map);
template<class nodetype, class subsectortype> void LoadNodes(MapData * map);
bool LoadGLNodes(MapData * map);
bool CheckCachedNodes(MapData *map);
bool CheckNodes(MapData * map, bool rebuilt, int buildtime);
bool CheckForGLNodes();
void LoadSectors(MapData *map, FMissingTextureTracker &missingtex);
void LoadThings(MapData * map);
void LoadThings2(MapData * map);
void SpawnThings(int position);
void FinishLoadingLineDefs();
void LoadLineDefs(MapData * map);
void LoadLineDefs2(MapData * map);
void LoopSidedefs(bool firstloop);
void LoadSideDefs2(MapData *map, FMissingTextureTracker &missingtex);
void LoadBlockMap(MapData * map);
void LoadReject(MapData * map, bool junk);
void LoadBehavior(MapData * map);
void GetPolySpots(MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
void GroupLines(bool buildmap);
void PrecacheLevel();
void ParseTextMap(MapData *map, FMissingTextureTracker &missingtex);
void SummarizeMissingTextures(const FMissingTextureTracker &missing);
void SetRenderSector();
void SpawnSlopeMakers(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void SetSlopes();
void CopySlopes();
MapLoader(FLevelLocals *lev)
{
Level = lev;
}
};
#endif

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@ -98,6 +98,7 @@
#include "p_setup.h"
#include "c_console.h"
#include "maploader/maploader.h"
static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");