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- Added support for loading ZGL2 nodes. (Only useful with UDMF and maps with
more than 65534 lines.) SVN r1485 (trunk)
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parent
63c170150d
commit
314216343d
4 changed files with 28 additions and 13 deletions
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@ -1,4 +1,8 @@
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March 15, 2009 (Changes by Graf Zahl)
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March 16, 2009
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- Added support for loading ZGL2 nodes. (Only useful with UDMF and maps with
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more than 65534 lines.)
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March 15, 2009 (Changes by Graf Zahl)
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- Fixed: AWeapon::PickupForAmmo accessed ammo type 1 when checking ammo type2.
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March 14, 2009
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@ -219,7 +219,7 @@ private:
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double AddIntersection (const node_t &node, int vertex);
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void AddMinisegs (const node_t &node, DWORD splitseg, DWORD &fset, DWORD &rset);
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DWORD CheckLoopStart (fixed_t dx, fixed_t dy, int vertex1, int vertex2);
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DWORD CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex1, int vertex2);
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DWORD CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex2);
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void RemoveSegFromVert1 (DWORD segnum, int vertnum);
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void RemoveSegFromVert2 (DWORD segnum, int vertnum);
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DWORD AddMiniseg (int v1, int v2, DWORD partner, DWORD seg1, DWORD splitseg);
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@ -173,8 +173,8 @@ void FNodeBuilder::AddMinisegs (const node_t &node, DWORD splitseg, DWORD &fset,
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if ((fseg1 = CheckLoopStart (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != DWORD_MAX &&
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(bseg1 = CheckLoopStart (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != DWORD_MAX &&
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(fseg2 = CheckLoopEnd (node.dx, node.dy, prev->Info.Vertex, event->Info.Vertex)) != DWORD_MAX &&
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(bseg2 = CheckLoopEnd (-node.dx, -node.dy, event->Info.Vertex, prev->Info.Vertex)) != DWORD_MAX)
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(fseg2 = CheckLoopEnd (node.dx, node.dy, event->Info.Vertex)) != DWORD_MAX &&
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(bseg2 = CheckLoopEnd (-node.dx, -node.dy, prev->Info.Vertex)) != DWORD_MAX)
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{
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// Add miniseg on the front side
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fnseg = AddMiniseg (prev->Info.Vertex, event->Info.Vertex, DWORD_MAX, fseg1, splitseg);
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@ -329,7 +329,7 @@ DWORD FNodeBuilder::CheckLoopStart (fixed_t dx, fixed_t dy, int vertex, int vert
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return bestseg;
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}
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DWORD FNodeBuilder::CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex1, int vertex)
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DWORD FNodeBuilder::CheckLoopEnd (fixed_t dx, fixed_t dy, int vertex)
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{
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FPrivVert *v = &Vertices[vertex];
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angle_t splitAngle = PointToAngle (dx, dy) + ANGLE_180;
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@ -749,7 +749,7 @@ void P_LoadZSegs (FileReaderZ &data)
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//
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//===========================================================================
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void P_LoadGLZSegs (FileReaderZ &data)
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void P_LoadGLZSegs (FileReaderZ &data, DWORD id)
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{
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for (int i = 0; i < numsubsectors; ++i)
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{
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@ -757,10 +757,21 @@ void P_LoadGLZSegs (FileReaderZ &data)
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{
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seg_t *seg;
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DWORD v1, partner;
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WORD line;
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DWORD line;
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WORD lineword;
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BYTE side;
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data >> v1 >> partner >> line >> side;
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data >> v1 >> partner;
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if (id == MAKE_ID('Z','G','L','2'))
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{
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data >> line;
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}
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else
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{
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data >> lineword;
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line = lineword == 0xFFFF ? 0xFFFFFFFF : lineword;
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}
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data >> side;
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seg = &segs[subsectors[i].firstline + j];
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seg->v1 = &vertexes[v1];
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@ -780,7 +791,7 @@ void P_LoadGLZSegs (FileReaderZ &data)
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{
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seg->PartnerSeg = &segs[partner];
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}
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if (line != 0xFFFF)
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if (line != 0xFFFFFFFF)
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{
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line_t *ldef;
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@ -891,7 +902,7 @@ static void P_LoadZNodes (FileReader &dalump, DWORD id)
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}
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else
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{
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P_LoadGLZSegs (data);
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P_LoadGLZSegs (data, id);
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}
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// Read nodes
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@ -3455,7 +3466,7 @@ void P_SetupLevel (char *lumpname, int position)
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{
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// Check for compressed nodes first, then uncompressed nodes
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FWadLump test;
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DWORD id = MAKE_ID('X','x','X','x'), idcheck=0;
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DWORD id = MAKE_ID('X','x','X','x'), idcheck = 0, idcheck2 = 0;
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if (map->MapLumps[ML_ZNODES].Size != 0 && !UsingGLNodes)
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{
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@ -3467,10 +3478,11 @@ void P_SetupLevel (char *lumpname, int position)
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// If normal nodes are not present but GL nodes are, use them.
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map->Seek(ML_GLZNODES);
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idcheck = MAKE_ID('Z','G','L','N');
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idcheck2 = MAKE_ID('Z','G','L','2');
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}
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map->file->Read (&id, 4);
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if (id == idcheck)
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if (id == idcheck || id == idcheck2)
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{
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try
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{
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@ -3513,7 +3525,6 @@ void P_SetupLevel (char *lumpname, int position)
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times[9].Unclock();
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}
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else ForceNodeBuild = true;
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}
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if (ForceNodeBuild)
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{
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