mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- split P_SetupLevel so that the main part of it can be made part of the MapLoader class.
- allocate BlockNodes from the same memory arena as SecNodes.
This commit is contained in:
parent
a47287f1e4
commit
467c73b2d7
5 changed files with 374 additions and 498 deletions
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@ -3,7 +3,7 @@
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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// Copyright 2002-2018 Christoph Oelckers
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// Copyright 2010 James Haley
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//
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// This program is free software: you can redistribute it and/or modify
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@ -3038,6 +3038,339 @@ void MapLoader::PrecacheLevel()
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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{
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const int *oldvertextable = nullptr;
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// note: most of this ordering is important
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ForceNodeBuild = gennodes;
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// [RH] Load in the BEHAVIOR lump
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FBehavior::StaticUnloadModules();
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if (map->HasBehavior)
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{
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LoadBehavior(map);
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Level->maptype = MAPTYPE_HEXEN;
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}
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else
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{
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// We need translators only for Doom format maps.
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const char *translator;
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if (!Level->info->Translator.IsEmpty())
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{
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// The map defines its own translator.
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translator = Level->info->Translator.GetChars();
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}
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else
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{
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// Has the user overridden the game's default translator with a commandline parameter?
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translator = Args->CheckValue("-xlat");
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if (translator == nullptr)
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{
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// Use the game's default.
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translator = gameinfo.translator.GetChars();
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}
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}
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P_LoadTranslator(translator);
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Level->maptype = MAPTYPE_DOOM;
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}
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if (map->isText)
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{
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Level->maptype = MAPTYPE_UDMF;
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}
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FName checksum = CheckCompatibility(map);
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if (ib_compatflags & BCOMPATF_REBUILDNODES)
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{
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ForceNodeBuild = true;
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}
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T_LoadScripts(map);
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if (!map->HasBehavior || map->isText)
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{
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// Doom format and UDMF text maps get strict monster activation unless the mapinfo
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// specifies differently.
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if (!(Level->flags2 & LEVEL2_LAXACTIVATIONMAPINFO))
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{
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Level->flags2 &= ~LEVEL2_LAXMONSTERACTIVATION;
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}
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}
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if (!map->HasBehavior && !map->isText)
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{
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// set compatibility flags
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if (gameinfo.gametype == GAME_Strife)
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{
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Level->flags2 |= LEVEL2_RAILINGHACK;
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}
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Level->flags2 |= LEVEL2_DUMMYSWITCHES;
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}
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FBehavior::StaticLoadDefaultModules();
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LoadMapinfoACSLump();
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P_LoadStrifeConversations(map, lumpname);
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FMissingTextureTracker missingtex;
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if (!map->isText)
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{
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LoadVertexes(map);
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// Check for maps without any BSP data at all (e.g. SLIGE)
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LoadSectors(map, missingtex);
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if (!map->HasBehavior)
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LoadLineDefs(map);
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else
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LoadLineDefs2(map); // [RH] Load Hexen-style linedefs
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LoadSideDefs2(map, missingtex);
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FinishLoadingLineDefs();
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if (!map->HasBehavior)
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LoadThings(map);
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else
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LoadThings2(map); // [RH] Load Hexen-style things
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}
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else
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{
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ParseTextMap(map, missingtex);
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}
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SetCompatibilityParams(checksum);
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LoopSidedefs(true);
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SummarizeMissingTextures(missingtex);
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bool reloop = false;
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if (!ForceNodeBuild)
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{
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// Check for compressed nodes first, then uncompressed nodes
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FileReader *fr = nullptr;
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uint32_t id = MAKE_ID('X', 'x', 'X', 'x'), idcheck = 0, idcheck2 = 0, idcheck3 = 0, idcheck4 = 0, idcheck5 = 0, idcheck6 = 0;
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if (map->Size(ML_ZNODES) != 0)
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{
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// Test normal nodes first
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fr = &map->Reader(ML_ZNODES);
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idcheck = MAKE_ID('Z', 'N', 'O', 'D');
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idcheck2 = MAKE_ID('X', 'N', 'O', 'D');
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}
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else if (map->Size(ML_GLZNODES) != 0)
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{
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fr = &map->Reader(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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idcheck3 = MAKE_ID('Z', 'G', 'L', '3');
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idcheck4 = MAKE_ID('X', 'G', 'L', 'N');
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idcheck5 = MAKE_ID('X', 'G', 'L', '2');
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idcheck6 = MAKE_ID('X', 'G', 'L', '3');
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}
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if (fr != nullptr && fr->isOpen()) fr->Read(&id, 4);
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if (id != 0 && (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4 || id == idcheck5 || id == idcheck6))
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{
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try
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{
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LoadExtendedNodes(*fr, id);
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}
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catch (CRecoverableError &error)
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{
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Printf("Error loading nodes: %s\n", error.GetMessage());
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ForceNodeBuild = true;
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Level->subsectors.Clear();
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Level->segs.Clear();
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Level->nodes.Clear();
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}
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}
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else if (!map->isText) // regular nodes are not supported for text maps
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{
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// If all 3 node related lumps are empty there's no need to output a message.
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// This just means that the map has no nodes and the engine is supposed to build them.
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if (map->Size(ML_SEGS) != 0 || map->Size(ML_SSECTORS) != 0 || map->Size(ML_NODES) != 0)
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{
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if (!P_CheckV4Nodes(map))
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{
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LoadSubsectors<mapsubsector_t, mapseg_t>(map);
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if (!ForceNodeBuild) LoadNodes<mapnode_t, mapsubsector_t>(map);
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if (!ForceNodeBuild) LoadSegs<mapseg_t>(map);
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}
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else
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{
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LoadSubsectors<mapsubsector4_t, mapseg4_t>(map);
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if (!ForceNodeBuild) LoadNodes<mapnode4_t, mapsubsector4_t>(map);
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if (!ForceNodeBuild) LoadSegs<mapseg4_t>(map);
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}
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}
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else ForceNodeBuild = true;
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}
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else ForceNodeBuild = true;
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// If loading the regular nodes failed try GL nodes before considering a rebuild
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if (ForceNodeBuild)
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{
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if (LoadGLNodes(map))
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{
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ForceNodeBuild = false;
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reloop = true;
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}
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}
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}
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else reloop = true;
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uint64_t startTime = 0, endTime = 0;
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bool BuildGLNodes;
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if (ForceNodeBuild)
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{
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BuildGLNodes = true;
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startTime = I_msTime();
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TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
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GetPolySpots(map, polyspots, anchors);
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FNodeBuilder::FLevel leveldata =
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{
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&Level->vertexes[0], (int)Level->vertexes.Size(),
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&Level->sides[0], (int)Level->sides.Size(),
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&Level->lines[0], (int)Level->lines.Size(),
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0, 0, 0, 0
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};
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leveldata.FindMapBounds();
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// We need GL nodes if am_textured is on.
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// In case a sync critical game mode is started, also build GL nodes to avoid problems
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// if the different machines' am_textured setting differs.
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FNodeBuilder builder(leveldata, polyspots, anchors, BuildGLNodes);
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builder.Extract(*Level);
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endTime = I_msTime();
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DPrintf(DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, Level->segs.Size());
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oldvertextable = builder.GetOldVertexTable();
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reloop = true;
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}
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else
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{
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BuildGLNodes = false;
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// Older ZDBSPs had problems with compressed sidedefs and assigned wrong sides to the segs if both sides were the same sidedef.
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for (auto &seg : Level->segs)
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{
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if (seg.backsector == seg.frontsector && seg.linedef)
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{
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double d1 = (seg.v1->fPos() - seg.linedef->v1->fPos()).LengthSquared();
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double d2 = (seg.v2->fPos() - seg.linedef->v1->fPos()).LengthSquared();
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if (d2 < d1) // backside
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{
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seg.sidedef = seg.linedef->sidedef[1];
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}
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else // front side
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{
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seg.sidedef = seg.linedef->sidedef[0];
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}
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}
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}
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}
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// Build GL nodes if we want a textured automap or GL nodes are forced to be built.
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// If the original nodes being loaded are not GL nodes they will be kept around for
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// use in P_PointInSubsector to avoid problems with maps that depend on the specific
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// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
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reloop |= CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
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// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
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Level->headgamenode = Level->gamenodes.Size() > 0 ? &Level->gamenodes[Level->gamenodes.Size() - 1] : Level->nodes.Size() ? &Level->nodes[Level->nodes.Size() - 1] : nullptr;
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LoadBlockMap(map);
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LoadReject(map, false);
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GroupLines(false);
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FloodZones();
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SetRenderSector();
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FixMinisegReferences();
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FixHoles();
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Level->bodyqueslot = 0;
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// phares 8/10/98: Clear body queue so the corpses from previous games are
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// not assumed to be from this one.
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for (auto & p : Level->bodyque)
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p = nullptr;
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CreateSections(Level->sections);
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// [RH] Spawn slope creating things first.
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SpawnSlopeMakers(&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
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CopySlopes();
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// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
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P_Spawn3DFloors();
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SpawnThings(position);
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != nullptr)
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players[i].health = players[i].mo->health;
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}
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if (!map->HasBehavior && !map->isText)
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P_TranslateTeleportThings(); // [RH] Assign teleport destination TIDs
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if (oldvertextable != nullptr)
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{
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delete[] oldvertextable;
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}
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// set up world state
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P_SpawnSpecials(this);
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// disable reflective planes on sloped sectors.
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for (auto &sec : Level->sectors)
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{
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if (sec.floorplane.isSlope()) sec.reflect[sector_t::floor] = 0;
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if (sec.ceilingplane.isSlope()) sec.reflect[sector_t::ceiling] = 0;
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}
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for (auto &node : Level->nodes)
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{
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double fdx = FIXED2DBL(node.dx);
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double fdy = FIXED2DBL(node.dy);
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node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
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}
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// CreateVBO must be run on the plain 3D floor data.
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P_ClearDynamic3DFloorData();
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// This must be done BEFORE the PolyObj Spawn!!!
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InitRenderInfo(); // create hardware independent renderer resources for the Level->
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screen->mVertexData->CreateVBO();
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for (auto &sec : Level->sectors)
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{
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P_Recalculate3DFloors(&sec);
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}
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SWRenderer->SetColormap(); //The SW renderer needs to do some special setup for the level's default colormap.
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InitPortalGroups();
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P_InitHealthGroups();
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if (reloop) LoopSidedefs(false);
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PO_Init(); // Initialize the polyobjs
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if (!Level->IsReentering())
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P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
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assert(sidetemp != nullptr);
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delete[] sidetemp;
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sidetemp = nullptr;
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}
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extern polyblock_t **PolyBlockMap;
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@ -3158,26 +3491,12 @@ void P_FreeLevelData ()
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void P_SetupLevel(const char *lumpname, int position, bool newGame)
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{
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cycle_t times[20];
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#if 0
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FMapThing *buildthings;
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int numbuildthings;
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#endif
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int i;
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bool buildmap;
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const int *oldvertextable = nullptr;
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level.ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
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// This is motivated as follows:
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bool RequireGLNodes = true; // Even the software renderer needs GL nodes now.
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for (i = 0; i < (int)countof(times); ++i)
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{
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times[i].Reset();
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}
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level.maptype = MAPTYPE_UNKNOWN;
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wminfo.partime = 180;
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@ -3238,423 +3557,9 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
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E_NewGame(EventHandlerType::PerMap);
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}
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// [RH] Support loading Build maps (because I felt like it. :-)
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buildmap = false;
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#if 0
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// deactivated because broken.
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if (map->Size(0) > 0)
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{
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uint8_t *mapdata = new uint8_t[map->Size(0)];
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map->Read(0, mapdata);
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times[0].Clock();
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buildmap = P_LoadBuildMap(mapdata, map->Size(0), &buildthings, &numbuildthings);
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times[0].Unclock();
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delete[] mapdata;
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}
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#endif
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MapLoader loader(&level);
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if (!buildmap)
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{
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// note: most of this ordering is important
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ForceNodeBuild = gennodes;
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|
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// [RH] Load in the BEHAVIOR lump
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FBehavior::StaticUnloadModules();
|
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if (map->HasBehavior)
|
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{
|
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loader.LoadBehavior(map);
|
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level.maptype = MAPTYPE_HEXEN;
|
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}
|
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else
|
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{
|
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// We need translators only for Doom format maps.
|
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const char *translator;
|
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|
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if (!level.info->Translator.IsEmpty())
|
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{
|
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// The map defines its own translator.
|
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translator = level.info->Translator.GetChars();
|
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}
|
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else
|
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{
|
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// Has the user overridden the game's default translator with a commandline parameter?
|
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translator = Args->CheckValue("-xlat");
|
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if (translator == nullptr)
|
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{
|
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// Use the game's default.
|
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translator = gameinfo.translator.GetChars();
|
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}
|
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}
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P_LoadTranslator(translator);
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level.maptype = MAPTYPE_DOOM;
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}
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if (map->isText)
|
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{
|
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level.maptype = MAPTYPE_UDMF;
|
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}
|
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FName checksum = CheckCompatibility(map);
|
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if (ib_compatflags & BCOMPATF_REBUILDNODES)
|
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{
|
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ForceNodeBuild = true;
|
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}
|
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T_LoadScripts(map);
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|
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if (!map->HasBehavior || map->isText)
|
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{
|
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// Doom format and UDMF text maps get strict monster activation unless the mapinfo
|
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// specifies differently.
|
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if (!(level.flags2 & LEVEL2_LAXACTIVATIONMAPINFO))
|
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{
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level.flags2 &= ~LEVEL2_LAXMONSTERACTIVATION;
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}
|
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}
|
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|
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if (!map->HasBehavior && !map->isText)
|
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{
|
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// set compatibility flags
|
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if (gameinfo.gametype == GAME_Strife)
|
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{
|
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level.flags2 |= LEVEL2_RAILINGHACK;
|
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}
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level.flags2 |= LEVEL2_DUMMYSWITCHES;
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}
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FBehavior::StaticLoadDefaultModules();
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loader.LoadMapinfoACSLump();
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|
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P_LoadStrifeConversations(map, lumpname);
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|
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FMissingTextureTracker missingtex;
|
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|
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if (!map->isText)
|
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{
|
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times[0].Clock();
|
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loader.LoadVertexes(map);
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times[0].Unclock();
|
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// Check for maps without any BSP data at all (e.g. SLIGE)
|
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times[1].Clock();
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loader.LoadSectors(map, missingtex);
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times[1].Unclock();
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times[2].Clock();
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times[2].Unclock();
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times[3].Clock();
|
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if (!map->HasBehavior)
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loader.LoadLineDefs(map);
|
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else
|
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loader.LoadLineDefs2(map); // [RH] Load Hexen-style linedefs
|
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times[3].Unclock();
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||||
times[4].Clock();
|
||||
loader.LoadSideDefs2(map, missingtex);
|
||||
times[4].Unclock();
|
||||
|
||||
times[5].Clock();
|
||||
loader.FinishLoadingLineDefs();
|
||||
times[5].Unclock();
|
||||
|
||||
if (!map->HasBehavior)
|
||||
loader.LoadThings(map);
|
||||
else
|
||||
loader.LoadThings2(map); // [RH] Load Hexen-style things
|
||||
}
|
||||
else
|
||||
{
|
||||
times[0].Clock();
|
||||
loader.ParseTextMap(map, missingtex);
|
||||
times[0].Unclock();
|
||||
}
|
||||
|
||||
SetCompatibilityParams(checksum);
|
||||
|
||||
times[6].Clock();
|
||||
loader.LoopSidedefs(true);
|
||||
times[6].Unclock();
|
||||
|
||||
loader.SummarizeMissingTextures(missingtex);
|
||||
}
|
||||
else
|
||||
{
|
||||
ForceNodeBuild = true;
|
||||
level.maptype = MAPTYPE_BUILD;
|
||||
}
|
||||
bool reloop = false;
|
||||
|
||||
if (!ForceNodeBuild)
|
||||
{
|
||||
// Check for compressed nodes first, then uncompressed nodes
|
||||
FileReader *fr = nullptr;
|
||||
uint32_t id = MAKE_ID('X', 'x', 'X', 'x'), idcheck = 0, idcheck2 = 0, idcheck3 = 0, idcheck4 = 0, idcheck5 = 0, idcheck6 = 0;
|
||||
|
||||
if (map->Size(ML_ZNODES) != 0)
|
||||
{
|
||||
// Test normal nodes first
|
||||
fr = &map->Reader(ML_ZNODES);
|
||||
idcheck = MAKE_ID('Z', 'N', 'O', 'D');
|
||||
idcheck2 = MAKE_ID('X', 'N', 'O', 'D');
|
||||
}
|
||||
else if (map->Size(ML_GLZNODES) != 0)
|
||||
{
|
||||
fr = &map->Reader(ML_GLZNODES);
|
||||
idcheck = MAKE_ID('Z', 'G', 'L', 'N');
|
||||
idcheck2 = MAKE_ID('Z', 'G', 'L', '2');
|
||||
idcheck3 = MAKE_ID('Z', 'G', 'L', '3');
|
||||
idcheck4 = MAKE_ID('X', 'G', 'L', 'N');
|
||||
idcheck5 = MAKE_ID('X', 'G', 'L', '2');
|
||||
idcheck6 = MAKE_ID('X', 'G', 'L', '3');
|
||||
}
|
||||
|
||||
if (fr != nullptr && fr->isOpen()) fr->Read(&id, 4);
|
||||
if (id != 0 && (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4 || id == idcheck5 || id == idcheck6))
|
||||
{
|
||||
try
|
||||
{
|
||||
loader.LoadExtendedNodes(*fr, id);
|
||||
}
|
||||
catch (CRecoverableError &error)
|
||||
{
|
||||
Printf("Error loading nodes: %s\n", error.GetMessage());
|
||||
|
||||
ForceNodeBuild = true;
|
||||
level.subsectors.Clear();
|
||||
level.segs.Clear();
|
||||
level.nodes.Clear();
|
||||
}
|
||||
}
|
||||
else if (!map->isText) // regular nodes are not supported for text maps
|
||||
{
|
||||
// If all 3 node related lumps are empty there's no need to output a message.
|
||||
// This just means that the map has no nodes and the engine is supposed to build them.
|
||||
if (map->Size(ML_SEGS) != 0 || map->Size(ML_SSECTORS) != 0 || map->Size(ML_NODES) != 0)
|
||||
{
|
||||
if (!P_CheckV4Nodes(map))
|
||||
{
|
||||
times[7].Clock();
|
||||
loader.LoadSubsectors<mapsubsector_t, mapseg_t>(map);
|
||||
times[7].Unclock();
|
||||
|
||||
times[8].Clock();
|
||||
if (!ForceNodeBuild) loader.LoadNodes<mapnode_t, mapsubsector_t>(map);
|
||||
times[8].Unclock();
|
||||
|
||||
times[9].Clock();
|
||||
if (!ForceNodeBuild) loader.LoadSegs<mapseg_t>(map);
|
||||
times[9].Unclock();
|
||||
}
|
||||
else
|
||||
{
|
||||
times[7].Clock();
|
||||
loader.LoadSubsectors<mapsubsector4_t, mapseg4_t>(map);
|
||||
times[7].Unclock();
|
||||
|
||||
times[8].Clock();
|
||||
if (!ForceNodeBuild) loader.LoadNodes<mapnode4_t, mapsubsector4_t>(map);
|
||||
times[8].Unclock();
|
||||
|
||||
times[9].Clock();
|
||||
if (!ForceNodeBuild) loader.LoadSegs<mapseg4_t>(map);
|
||||
times[9].Unclock();
|
||||
}
|
||||
}
|
||||
else ForceNodeBuild = true;
|
||||
}
|
||||
else ForceNodeBuild = true;
|
||||
|
||||
// If loading the regular nodes failed try GL nodes before considering a rebuild
|
||||
if (ForceNodeBuild)
|
||||
{
|
||||
if (loader.LoadGLNodes(map))
|
||||
{
|
||||
ForceNodeBuild = false;
|
||||
reloop = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else reloop = true;
|
||||
|
||||
uint64_t startTime = 0, endTime = 0;
|
||||
|
||||
bool BuildGLNodes;
|
||||
if (ForceNodeBuild)
|
||||
{
|
||||
BuildGLNodes = RequireGLNodes || multiplayer || demoplayback || demorecording || genglnodes;
|
||||
|
||||
startTime = I_msTime();
|
||||
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
|
||||
loader.GetPolySpots(map, polyspots, anchors);
|
||||
FNodeBuilder::FLevel leveldata =
|
||||
{
|
||||
&level.vertexes[0], (int)level.vertexes.Size(),
|
||||
&level.sides[0], (int)level.sides.Size(),
|
||||
&level.lines[0], (int)level.lines.Size(),
|
||||
0, 0, 0, 0
|
||||
};
|
||||
leveldata.FindMapBounds();
|
||||
// We need GL nodes if am_textured is on.
|
||||
// In case a sync critical game mode is started, also build GL nodes to avoid problems
|
||||
// if the different machines' am_textured setting differs.
|
||||
FNodeBuilder builder(leveldata, polyspots, anchors, BuildGLNodes);
|
||||
builder.Extract(level);
|
||||
endTime = I_msTime();
|
||||
DPrintf(DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
|
||||
oldvertextable = builder.GetOldVertexTable();
|
||||
reloop = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
BuildGLNodes = false;
|
||||
// Older ZDBSPs had problems with compressed sidedefs and assigned wrong sides to the segs if both sides were the same sidedef.
|
||||
for (auto &seg : level.segs)
|
||||
{
|
||||
if (seg.backsector == seg.frontsector && seg.linedef)
|
||||
{
|
||||
double d1 = (seg.v1->fPos() - seg.linedef->v1->fPos()).LengthSquared();
|
||||
double d2 = (seg.v2->fPos() - seg.linedef->v1->fPos()).LengthSquared();
|
||||
|
||||
if (d2 < d1) // backside
|
||||
{
|
||||
seg.sidedef = seg.linedef->sidedef[1];
|
||||
}
|
||||
else // front side
|
||||
{
|
||||
seg.sidedef = seg.linedef->sidedef[0];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (RequireGLNodes)
|
||||
{
|
||||
// Build GL nodes if we want a textured automap or GL nodes are forced to be built.
|
||||
// If the original nodes being loaded are not GL nodes they will be kept around for
|
||||
// use in P_PointInSubsector to avoid problems with maps that depend on the specific
|
||||
// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
|
||||
reloop |= loader.CheckNodes(map, BuildGLNodes, (uint32_t)(endTime - startTime));
|
||||
}
|
||||
else
|
||||
{
|
||||
loader.CheckForGLNodes();
|
||||
}
|
||||
|
||||
// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
|
||||
level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : level.nodes.Size() ? &level.nodes[level.nodes.Size() - 1] : nullptr;
|
||||
|
||||
times[10].Clock();
|
||||
loader.LoadBlockMap(map);
|
||||
times[10].Unclock();
|
||||
|
||||
times[11].Clock();
|
||||
loader.LoadReject(map, buildmap);
|
||||
times[11].Unclock();
|
||||
|
||||
times[12].Clock();
|
||||
loader.GroupLines(buildmap);
|
||||
times[12].Unclock();
|
||||
|
||||
times[13].Clock();
|
||||
loader.FloodZones();
|
||||
times[13].Unclock();
|
||||
|
||||
loader.SetRenderSector();
|
||||
FixMinisegReferences();
|
||||
FixHoles();
|
||||
|
||||
level.bodyqueslot = 0;
|
||||
// phares 8/10/98: Clear body queue so the corpses from previous games are
|
||||
// not assumed to be from this one.
|
||||
|
||||
for(auto & p : level.bodyque)
|
||||
p = nullptr;
|
||||
|
||||
CreateSections(level.sections);
|
||||
|
||||
if (!buildmap)
|
||||
{
|
||||
// [RH] Spawn slope creating things first.
|
||||
loader.SpawnSlopeMakers(&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
|
||||
loader.CopySlopes();
|
||||
|
||||
// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
|
||||
P_Spawn3DFloors();
|
||||
|
||||
times[14].Clock();
|
||||
loader.SpawnThings(position);
|
||||
|
||||
for (i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i] && players[i].mo != nullptr)
|
||||
players[i].health = players[i].mo->health;
|
||||
}
|
||||
times[14].Unclock();
|
||||
|
||||
times[15].Clock();
|
||||
if (!map->HasBehavior && !map->isText)
|
||||
P_TranslateTeleportThings(); // [RH] Assign teleport destination TIDs
|
||||
times[15].Unclock();
|
||||
}
|
||||
#if 0 // There is no such thing as a build map.
|
||||
else
|
||||
{
|
||||
for (i = 0; i < numbuildthings; ++i)
|
||||
{
|
||||
SpawnMapThing(i, &buildthings[i], 0);
|
||||
}
|
||||
delete[] buildthings;
|
||||
}
|
||||
#endif
|
||||
loader.LoadLevel(map, lumpname, position);
|
||||
delete map;
|
||||
if (oldvertextable != nullptr)
|
||||
{
|
||||
delete[] oldvertextable;
|
||||
}
|
||||
|
||||
// set up world state
|
||||
P_SpawnSpecials(&loader);
|
||||
|
||||
// disable reflective planes on sloped sectors.
|
||||
for (auto &sec : level.sectors)
|
||||
{
|
||||
if (sec.floorplane.isSlope()) sec.reflect[sector_t::floor] = 0;
|
||||
if (sec.ceilingplane.isSlope()) sec.reflect[sector_t::ceiling] = 0;
|
||||
}
|
||||
for (auto &node : level.nodes)
|
||||
{
|
||||
double fdx = FIXED2DBL(node.dx);
|
||||
double fdy = FIXED2DBL(node.dy);
|
||||
node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
|
||||
}
|
||||
|
||||
// CreateVBO must be run on the plain 3D floor data.
|
||||
P_ClearDynamic3DFloorData();
|
||||
|
||||
// This must be done BEFORE the PolyObj Spawn!!!
|
||||
InitRenderInfo(); // create hardware independent renderer resources for the level.
|
||||
screen->mVertexData->CreateVBO();
|
||||
|
||||
for (auto &sec : level.sectors)
|
||||
{
|
||||
P_Recalculate3DFloors(&sec);
|
||||
}
|
||||
|
||||
SWRenderer->SetColormap(); //The SW renderer needs to do some special setup for the level's default colormap.
|
||||
InitPortalGroups();
|
||||
P_InitHealthGroups();
|
||||
|
||||
times[16].Clock();
|
||||
if (reloop) loader.LoopSidedefs(false);
|
||||
PO_Init(); // Initialize the polyobjs
|
||||
if (!level.IsReentering())
|
||||
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
|
||||
times[16].Unclock();
|
||||
|
||||
assert(sidetemp != nullptr);
|
||||
delete[] sidetemp;
|
||||
sidetemp = nullptr;
|
||||
|
||||
// if deathmatch, randomly spawn the active players
|
||||
if (deathmatch)
|
||||
|
@ -3729,14 +3634,12 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
|
|||
// [RH] Remove all particles
|
||||
P_ClearParticles();
|
||||
|
||||
times[17].Clock();
|
||||
// preload graphics and sounds
|
||||
if (precache)
|
||||
{
|
||||
loader.PrecacheLevel();
|
||||
S_PrecacheLevel();
|
||||
}
|
||||
times[17].Unclock();
|
||||
|
||||
if (deathmatch)
|
||||
{
|
||||
|
@ -3761,37 +3664,6 @@ void P_SetupLevel(const char *lumpname, int position, bool newGame)
|
|||
}
|
||||
|
||||
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"
|
||||
};
|
||||
Printf("Time%3d:%9.4f ms (%s)\n", i, times[i].TimeMS(), timenames[i]);
|
||||
}
|
||||
}
|
||||
MapThingsConverted.Clear();
|
||||
|
||||
// Create a backup of the map data so the savegame code can toss out all fields that haven't changed in order to reduce processing time and file size.
|
||||
|
|
|
@ -171,6 +171,8 @@ public:
|
|||
void SetSlopes();
|
||||
void CopySlopes();
|
||||
|
||||
void LoadLevel(MapData *map, const char *lumpname, int position);
|
||||
|
||||
MapLoader(FLevelLocals *lev)
|
||||
{
|
||||
Level = lev;
|
||||
|
|
|
@ -565,41 +565,7 @@ void AActor::SetOrigin(double x, double y, double z, bool moving)
|
|||
if (!moving) ClearInterpolation();
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockNode - allows to link actors into multiple blocks in the blockmap
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FBlockNode *FBlockNode::FreeBlocks = NULL;
|
||||
|
||||
FBlockNode *FBlockNode::Create (AActor *who, int x, int y, int group)
|
||||
{
|
||||
FBlockNode *block;
|
||||
|
||||
if (FreeBlocks != NULL)
|
||||
{
|
||||
block = FreeBlocks;
|
||||
FreeBlocks = block->NextBlock;
|
||||
}
|
||||
else
|
||||
{
|
||||
block = new FBlockNode;
|
||||
}
|
||||
block->BlockIndex = x + y*level.blockmap.bmapwidth;
|
||||
block->Me = who;
|
||||
block->NextActor = NULL;
|
||||
block->PrevActor = NULL;
|
||||
block->PrevBlock = NULL;
|
||||
block->NextBlock = NULL;
|
||||
return block;
|
||||
}
|
||||
|
||||
void FBlockNode::Release ()
|
||||
{
|
||||
NextBlock = FreeBlocks;
|
||||
FreeBlocks = this;
|
||||
}
|
||||
|
||||
//
|
||||
// BLOCK MAP ITERATORS
|
||||
|
|
|
@ -444,3 +444,39 @@ void AActor::ClearRenderLineList()
|
|||
P_DelSeclist(touching_lineportallist, &FLinePortal::lineportal_thinglist);
|
||||
touching_lineportallist = nullptr;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FBlockNode - allows to link actors into multiple blocks in the blockmap
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
FBlockNode *FBlockNode::FreeBlocks = nullptr;
|
||||
|
||||
FBlockNode *FBlockNode::Create(AActor *who, int x, int y, int group)
|
||||
{
|
||||
FBlockNode *block;
|
||||
|
||||
if (FreeBlocks != nullptr)
|
||||
{
|
||||
block = FreeBlocks;
|
||||
FreeBlocks = block->NextBlock;
|
||||
}
|
||||
else
|
||||
{
|
||||
block = (FBlockNode *)secnodearena.Alloc(sizeof(FBlockNode));
|
||||
}
|
||||
block->BlockIndex = x + y * level.blockmap.bmapwidth;
|
||||
block->Me = who;
|
||||
block->NextActor = nullptr;
|
||||
block->PrevActor = nullptr;
|
||||
block->PrevBlock = nullptr;
|
||||
block->NextBlock = nullptr;
|
||||
return block;
|
||||
}
|
||||
|
||||
void FBlockNode::Release()
|
||||
{
|
||||
NextBlock = FreeBlocks;
|
||||
FreeBlocks = this;
|
||||
}
|
|
@ -1343,7 +1343,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
|
|||
_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
|
||||
|
||||
// Use this to break at a specific allocation number.
|
||||
//_crtBreakAlloc = 177312;
|
||||
_crtBreakAlloc = 227524;
|
||||
#endif
|
||||
|
||||
DoMain (hInstance);
|
||||
|
|
Loading…
Reference in a new issue