- split maploader.cpp so that the parts that are not setting up the actual map data go back to p_setup.cpp.

This commit is contained in:
Christoph Oelckers 2018-12-28 09:17:10 +01:00
parent 467c73b2d7
commit 84a28454dc
4 changed files with 589 additions and 539 deletions

View file

@ -971,6 +971,7 @@ set (PCH_SOURCES
p_scroll.cpp
p_secnodes.cpp
p_sectors.cpp
p_setup.cpp
p_sight.cpp
p_spec.cpp
p_states.cpp

View file

@ -59,9 +59,6 @@
#include <math.h>
#ifdef _MSC_VER
#include <malloc.h> // for alloca()
#endif
#include "templates.h"
#include "d_player.h"
@ -121,9 +118,6 @@ extern AActor *SpawnMapThing (int index, FMapThing *mthing, int position);
extern void P_TranslateTeleportThings (void);
extern int numinterpolations;
extern unsigned int R_OldBlend;
EXTERN_CVAR(Bool, am_textured)
CVAR (Bool, genblockmap, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
@ -131,8 +125,6 @@ CVAR (Bool, gennodes, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
CVAR (Bool, genglnodes, false, CVAR_SERVERINFO);
CVAR (Bool, showloadtimes, false, 0);
static void P_Shutdown ();
inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int *numthings)
{
return false;
@ -2910,134 +2902,6 @@ void MapLoader::GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &s
}
//===========================================================================
//
// P_PrecacheLevel
//
// Preloads all relevant graphics for the Level->
//
//===========================================================================
void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
void MapLoader::AddToList(uint8_t *hitlist, FTextureID texid, int bitmask)
{
if (hitlist[texid.GetIndex()] & bitmask) return; // already done, no need to process everything again.
hitlist[texid.GetIndex()] |= (uint8_t)bitmask;
for (auto anim : TexMan.mAnimations)
{
if (texid == anim->BasePic || (!anim->bDiscrete && anim->BasePic < texid && texid < anim->BasePic + anim->NumFrames))
{
for (int i = anim->BasePic.GetIndex(); i < anim->BasePic.GetIndex() + anim->NumFrames; i++)
{
hitlist[i] |= (uint8_t)bitmask;
}
}
}
auto switchdef = TexMan.FindSwitch(texid);
if (switchdef)
{
for (int i = 0; i < switchdef->NumFrames; i++)
{
hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
}
for (int i = 0; i < switchdef->PairDef->NumFrames; i++)
{
hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
}
}
auto adoor = TexMan.FindAnimatedDoor(texid);
if (adoor)
{
for (int i = 0; i < adoor->NumTextureFrames; i++)
{
hitlist[adoor->TextureFrames[i].GetIndex()] |= (uint8_t)bitmask;
}
}
}
void MapLoader::PrecacheLevel()
{
if (demoplayback)
return;
int i;
TMap<PClassActor *, bool> actorhitlist;
int cnt = TexMan.NumTextures();
TArray<uint8_t> hitlist(cnt, true);
memset(hitlist.Data(), 0, cnt);
AActor *actor;
TThinkerIterator<AActor> iterator;
while ((actor = iterator.Next()))
{
actorhitlist[actor->GetClass()] = true;
}
for (auto n : gameinfo.PrecachedClasses)
{
PClassActor *cls = PClass::FindActor(n);
if (cls != nullptr) actorhitlist[cls] = true;
}
for (unsigned i = 0; i < Level->info->PrecacheClasses.Size(); i++)
{
// Level->info can only store names, no class pointers.
PClassActor *cls = PClass::FindActor(Level->info->PrecacheClasses[i]);
if (cls != nullptr) actorhitlist[cls] = true;
}
for (i = Level->sectors.Size() - 1; i >= 0; i--)
{
AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::floor), FTextureManager::HIT_Flat);
AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::ceiling), FTextureManager::HIT_Flat);
}
for (i = Level->sides.Size() - 1; i >= 0; i--)
{
AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::top), FTextureManager::HIT_Wall);
AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::mid), FTextureManager::HIT_Wall);
AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::bottom), FTextureManager::HIT_Wall);
}
// Sky texture is always present.
// Note that F_SKY1 is the name used to
// indicate a sky floor/ceiling as a flat,
// while the sky texture is stored like
// a wall texture, with an episode dependant
// name.
if (sky1texture.isValid())
{
AddToList(hitlist.Data(), sky1texture, FTextureManager::HIT_Sky);
}
if (sky2texture.isValid())
{
AddToList(hitlist.Data(), sky2texture, FTextureManager::HIT_Sky);
}
for (auto n : gameinfo.PrecachedTextures)
{
FTextureID tex = TexMan.CheckForTexture(n, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
}
for (unsigned i = 0; i < Level->info->PrecacheTextures.Size(); i++)
{
FTextureID tex = TexMan.CheckForTexture(Level->info->PrecacheTextures[i], ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
}
// This is just a temporary solution, until the hardware renderer's texture manager is in a better state.
if (!V_IsHardwareRenderer())
SWRenderer->Precache(hitlist.Data(), actorhitlist);
else
hw_PrecacheTexture(hitlist.Data(), actorhitlist);
}
//==========================================================================
//
//
@ -3370,403 +3234,3 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
delete[] sidetemp;
sidetemp = nullptr;
}
extern polyblock_t **PolyBlockMap;
//==========================================================================
//
//
//
//==========================================================================
void P_FreeLevelData ()
{
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
auto mo = it.Next();
while (mo)
{
auto next = it.Next();
mo->Destroy();
mo = next;
}
// [ZZ] delete per-map event handlers
E_Shutdown(true);
MapThingsConverted.Clear();
R_FreePastViewers();
P_ClearUDMFKeys();
// [RH] Clear all ThingID hash chains.
AActor::ClearTIDHashes();
interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
FPolyObj::ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
SN_StopAllSequences ();
DThinker::DestroyAllThinkers ();
P_ClearPortals();
tagManager.Clear();
level.total_monsters = level.total_items = level.total_secrets =
level.killed_monsters = level.found_items = level.found_secrets =
wminfo.maxfrags = 0;
// delete allocated data in the level arrays.
if (level.sectors.Size() > 0)
{
delete[] level.sectors[0].e;
if (level.sectors[0].subsectors)
{
delete[] level.sectors[0].subsectors;
level.sectors[0].subsectors = nullptr;
}
}
for (auto &sub : level.subsectors)
{
if (sub.BSP != nullptr) delete sub.BSP;
}
if (level.sides.Size() > 0 && level.sides[0].segs)
{
delete[] level.sides[0].segs;
level.sides[0].segs = nullptr;
}
FBehavior::StaticUnloadModules ();
level.canvasTextureInfo.EmptyList();
level.sections.Clear();
level.segs.Clear();
level.sectors.Clear();
level.lines.Clear();
level.sides.Clear();
level.loadsectors.Clear();
level.loadlines.Clear();
level.loadsides.Clear();
level.vertexes.Clear();
level.nodes.Clear();
level.gamenodes.Reset();
level.subsectors.Clear();
level.gamesubsectors.Reset();
level.rejectmatrix.Clear();
level.Zones.Clear();
level.blockmap.Clear();
if (PolyBlockMap != nullptr)
{
for (int i = level.blockmap.bmapwidth*level.blockmap.bmapheight-1; i >= 0; --i)
{
polyblock_t *link = PolyBlockMap[i];
while (link != nullptr)
{
polyblock_t *next = link->next;
delete link;
link = next;
}
}
delete[] PolyBlockMap;
PolyBlockMap = nullptr;
}
if (polyobjs != nullptr)
{
delete[] polyobjs;
polyobjs = nullptr;
}
po_NumPolyobjs = 0;
level.deathmatchstarts.Clear();
level.AllPlayerStarts.Clear();
memset(level.playerstarts, 0, sizeof(level.playerstarts));
P_FreeStrifeConversations ();
level.Scrolls.Clear();
P_ClearUDMFKeys();
}
//===========================================================================
//
// P_SetupLevel
//
// [RH] position indicates the start spot to spawn at
//
//===========================================================================
void P_SetupLevel(const char *lumpname, int position, bool newGame)
{
int i;
level.ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
// This is motivated as follows:
level.maptype = MAPTYPE_UNKNOWN;
wminfo.partime = 180;
if (!savegamerestore)
{
level.SetMusicVolume(level.MusicVolume);
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].killcount = players[i].secretcount
= players[i].itemcount = 0;
}
}
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].mo = nullptr;
}
// [RH] Clear any scripted translation colors the previous level may have set.
for (i = 0; i < int(translationtables[TRANSLATION_LevelScripted].Size()); ++i)
{
FRemapTable *table = translationtables[TRANSLATION_LevelScripted][i];
if (table != nullptr)
{
delete table;
translationtables[TRANSLATION_LevelScripted][i] = nullptr;
}
}
translationtables[TRANSLATION_LevelScripted].Clear();
// Initial height of PointOfView will be set by player think.
players[consoleplayer].viewz = NO_VALUE;
// Make sure all sounds are stopped before Z_FreeTags.
S_Start();
// [RH] clear out the mid-screen message
C_MidPrint(nullptr, nullptr);
// Free all level data from the previous map
P_FreeLevelData();
MapData *map = P_OpenMapData(lumpname, true);
if (map == nullptr)
{
I_Error("Unable to open map '%s'\n", lumpname);
}
// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
// (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning)
E_InitStaticHandlers(true);
// generate a checksum for the level, to be included and checked with savegames.
map->GetChecksum(level.md5);
// find map num
level.lumpnum = map->lumpnum;
if (newGame)
{
E_NewGame(EventHandlerType::PerMap);
}
MapLoader loader(&level);
loader.LoadLevel(map, lumpname, position);
delete map;
// if deathmatch, randomly spawn the active players
if (deathmatch)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
players[i].mo = nullptr;
G_DeathMatchSpawnPlayer(i);
}
}
}
// the same, but for random single/coop player starts
else if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
players[i].mo = nullptr;
FPlayerStart *mthing = G_PickPlayerStart(i);
P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
}
}
// [SP] move unfriendly players around
// horribly hacky - yes, this needs rewritten.
if (level.deathmatchstarts.Size() > 0)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo != nullptr)
{
if (!(players[i].mo->flags & MF_FRIENDLY))
{
AActor * oldSpawn = players[i].mo;
G_DeathMatchSpawnPlayer(i);
oldSpawn->Destroy();
}
}
}
}
// Don't count monsters in end-of-level sectors if option is on
if (dmflags2 & DF2_NOCOUNTENDMONST)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ((mo = it.Next()))
{
if (mo->flags & MF_COUNTKILL)
{
if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE | SECF_ENDLEVEL)) == (SECF_ENDGODMODE | SECF_ENDLEVEL))
{
mo->ClearCounters();
}
}
}
}
T_PreprocessScripts(); // preprocess FraggleScript scripts
// build subsector connect matrix
// UNUSED P_ConnectSubsectors ();
R_OldBlend = 0xffffffff;
// [RH] Remove all particles
P_ClearParticles();
// preload graphics and sounds
if (precache)
{
loader.PrecacheLevel();
S_PrecacheLevel();
}
if (deathmatch)
{
AnnounceGameStart();
}
// This check was previously done at run time each time the heightsec was checked.
// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
for (auto &s : level.sectors)
{
if (s.heightsec != nullptr)
{
// If any of these 3D floors render their planes, ignore heightsec.
for (auto &ff : s.e->XFloor.ffloors)
{
if ((ff->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
{
s.MoreFlags |= SECMF_IGNOREHEIGHTSEC; // mark the heightsec inactive.
}
}
}
}
P_ResetSightCounters(true);
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.
// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
// Note that none of these structures may contain non POD fields anyway.
level.loadsectors.Resize(level.sectors.Size());
memcpy(&level.loadsectors[0], &level.sectors[0], level.sectors.Size() * sizeof(level.sectors[0]));
level.loadlines.Resize(level.lines.Size());
memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
level.loadsides.Resize(level.sides.Size());
memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
}
//
// P_Init
//
void P_Init ()
{
atterm (P_Shutdown);
P_InitEffects (); // [RH]
P_InitTerrainTypes ();
P_InitKeyMessages ();
R_InitSprites ();
}
static void P_Shutdown ()
{
DThinker::DestroyThinkersInList(STAT_STATIC);
P_DeinitKeyMessages ();
P_FreeLevelData ();
// [ZZ] delete global event handlers
E_Shutdown(false);
ST_Clear();
FS_Close();
for (auto &p : players)
{
if (p.psprites != nullptr) p.psprites->Destroy();
}
}
#if 0
#include "c_dispatch.h"
CCMD (lineloc)
{
if (argv.argc() != 2)
{
return;
}
int linenum = atoi (argv[1]);
if (linenum < 0 || linenum >= numlines)
{
Printf ("No such line\n");
}
Printf ("(%f,%f) -> (%f,%f)\n", lines[linenum].v1->fX(),
lines[linenum].v1->fY(),
lines[linenum].v2->fX(),
lines[linenum].v2->fY());
}
#endif
//==========================================================================
//
// dumpgeometry
//
//==========================================================================
CCMD(dumpgeometry)
{
for (auto &sector : level.sectors)
{
Printf(PRINT_LOG, "Sector %d\n", sector.sectornum);
for (int j = 0; j<sector.subsectorcount; j++)
{
subsector_t * sub = sector.subsectors[j];
Printf(PRINT_LOG, " Subsector %d - real sector = %d - %s\n", int(sub->Index()), sub->sector->sectornum, sub->hacked & 1 ? "hacked" : "");
for (uint32_t k = 0; k<sub->numlines; k++)
{
seg_t * seg = sub->firstline + k;
if (seg->linedef)
{
Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, linedef %d, side %d",
seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(),
seg->Index(), seg->linedef->Index(), seg->sidedef != seg->linedef->sidedef[0]);
}
else
{
Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, miniseg",
seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(), seg->Index());
}
if (seg->PartnerSeg)
{
subsector_t * sub2 = seg->PartnerSeg->Subsector;
Printf(PRINT_LOG, ", back sector = %d, real back sector = %d", sub2->render_sector->sectornum, seg->PartnerSeg->frontsector->sectornum);
}
else if (seg->backsector)
{
Printf(PRINT_LOG, ", back sector = %d (no partnerseg)", seg->backsector->sectornum);
}
Printf(PRINT_LOG, "\n");
}
}
}
}

View file

@ -131,8 +131,6 @@ class MapLoader
void SetMapThingUserData(AActor *actor, unsigned udi);
void CreateBlockMap();
void AddToList(uint8_t *hitlist, FTextureID texid, int bitmask);
public:
void LoadMapinfoACSLump();
void ProcessEDSectors();
@ -163,7 +161,6 @@ public:
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();

588
src/p_setup.cpp Normal file
View file

@ -0,0 +1,588 @@
//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2018 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
//
//-----------------------------------------------------------------------------
#include <math.h>
#ifdef _MSC_VER
#include <malloc.h> // for alloca()
#endif
#include "templates.h"
#include "d_player.h"
#include "m_argv.h"
#include "g_game.h"
#include "w_wad.h"
#include "p_local.h"
#include "p_effect.h"
#include "p_terrain.h"
#include "nodebuild.h"
#include "p_lnspec.h"
#include "c_console.h"
#include "p_acs.h"
#include "announcer.h"
#include "wi_stuff.h"
#include "doomerrors.h"
#include "gi.h"
#include "p_conversation.h"
#include "a_keys.h"
#include "s_sndseq.h"
#include "sbar.h"
#include "p_setup.h"
#include "r_data/r_interpolate.h"
#include "r_sky.h"
#include "cmdlib.h"
#include "md5.h"
#include "compatibility.h"
#include "po_man.h"
#include "r_renderer.h"
#include "p_blockmap.h"
#include "r_utility.h"
#include "p_spec.h"
#include "g_levellocals.h"
#include "c_dispatch.h"
#include "a_dynlight.h"
#include "events.h"
#include "p_destructible.h"
#include "types.h"
#include "i_time.h"
#include "scripting/vm/vm.h"
#include "fragglescript/t_fs.h"
#include "maploader/maploader.h"
void P_ClearUDMFKeys();
extern AActor *SpawnMapThing (int index, FMapThing *mthing, int position);
extern unsigned int R_OldBlend;
static void P_Shutdown ();
extern polyblock_t **PolyBlockMap;
//===========================================================================
//
// P_PrecacheLevel
//
// Preloads all relevant graphics for the Level->
//
//===========================================================================
void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
static void AddToList(uint8_t *hitlist, FTextureID texid, int bitmask)
{
if (hitlist[texid.GetIndex()] & bitmask) return; // already done, no need to process everything again.
hitlist[texid.GetIndex()] |= (uint8_t)bitmask;
for (auto anim : TexMan.mAnimations)
{
if (texid == anim->BasePic || (!anim->bDiscrete && anim->BasePic < texid && texid < anim->BasePic + anim->NumFrames))
{
for (int i = anim->BasePic.GetIndex(); i < anim->BasePic.GetIndex() + anim->NumFrames; i++)
{
hitlist[i] |= (uint8_t)bitmask;
}
}
}
auto switchdef = TexMan.FindSwitch(texid);
if (switchdef)
{
for (int i = 0; i < switchdef->NumFrames; i++)
{
hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
}
for (int i = 0; i < switchdef->PairDef->NumFrames; i++)
{
hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
}
}
auto adoor = TexMan.FindAnimatedDoor(texid);
if (adoor)
{
for (int i = 0; i < adoor->NumTextureFrames; i++)
{
hitlist[adoor->TextureFrames[i].GetIndex()] |= (uint8_t)bitmask;
}
}
}
static void PrecacheLevel(FLevelLocals *Level)
{
if (demoplayback)
return;
int i;
TMap<PClassActor *, bool> actorhitlist;
int cnt = TexMan.NumTextures();
TArray<uint8_t> hitlist(cnt, true);
memset(hitlist.Data(), 0, cnt);
AActor *actor;
TThinkerIterator<AActor> iterator;
while ((actor = iterator.Next()))
{
actorhitlist[actor->GetClass()] = true;
}
for (auto n : gameinfo.PrecachedClasses)
{
PClassActor *cls = PClass::FindActor(n);
if (cls != nullptr) actorhitlist[cls] = true;
}
for (unsigned i = 0; i < Level->info->PrecacheClasses.Size(); i++)
{
// Level->info can only store names, no class pointers.
PClassActor *cls = PClass::FindActor(Level->info->PrecacheClasses[i]);
if (cls != nullptr) actorhitlist[cls] = true;
}
for (i = Level->sectors.Size() - 1; i >= 0; i--)
{
AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::floor), FTextureManager::HIT_Flat);
AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::ceiling), FTextureManager::HIT_Flat);
}
for (i = Level->sides.Size() - 1; i >= 0; i--)
{
AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::top), FTextureManager::HIT_Wall);
AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::mid), FTextureManager::HIT_Wall);
AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::bottom), FTextureManager::HIT_Wall);
}
// Sky texture is always present.
// Note that F_SKY1 is the name used to
// indicate a sky floor/ceiling as a flat,
// while the sky texture is stored like
// a wall texture, with an episode dependant
// name.
if (sky1texture.isValid())
{
AddToList(hitlist.Data(), sky1texture, FTextureManager::HIT_Sky);
}
if (sky2texture.isValid())
{
AddToList(hitlist.Data(), sky2texture, FTextureManager::HIT_Sky);
}
for (auto n : gameinfo.PrecachedTextures)
{
FTextureID tex = TexMan.CheckForTexture(n, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
}
for (unsigned i = 0; i < Level->info->PrecacheTextures.Size(); i++)
{
FTextureID tex = TexMan.CheckForTexture(Level->info->PrecacheTextures[i], ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
}
// This is just a temporary solution, until the hardware renderer's texture manager is in a better state.
if (!V_IsHardwareRenderer())
SWRenderer->Precache(hitlist.Data(), actorhitlist);
else
hw_PrecacheTexture(hitlist.Data(), actorhitlist);
}
//==========================================================================
//
//
//
//==========================================================================
void P_FreeLevelData ()
{
TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
auto mo = it.Next();
while (mo)
{
auto next = it.Next();
mo->Destroy();
mo = next;
}
// [ZZ] delete per-map event handlers
E_Shutdown(true);
MapThingsConverted.Clear();
R_FreePastViewers();
P_ClearUDMFKeys();
// [RH] Clear all ThingID hash chains.
AActor::ClearTIDHashes();
interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
FPolyObj::ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
SN_StopAllSequences ();
DThinker::DestroyAllThinkers ();
P_ClearPortals();
tagManager.Clear();
level.total_monsters = level.total_items = level.total_secrets =
level.killed_monsters = level.found_items = level.found_secrets =
wminfo.maxfrags = 0;
// delete allocated data in the level arrays.
if (level.sectors.Size() > 0)
{
delete[] level.sectors[0].e;
if (level.sectors[0].subsectors)
{
delete[] level.sectors[0].subsectors;
level.sectors[0].subsectors = nullptr;
}
}
for (auto &sub : level.subsectors)
{
if (sub.BSP != nullptr) delete sub.BSP;
}
if (level.sides.Size() > 0 && level.sides[0].segs)
{
delete[] level.sides[0].segs;
level.sides[0].segs = nullptr;
}
FBehavior::StaticUnloadModules ();
level.canvasTextureInfo.EmptyList();
level.sections.Clear();
level.segs.Clear();
level.sectors.Clear();
level.lines.Clear();
level.sides.Clear();
level.loadsectors.Clear();
level.loadlines.Clear();
level.loadsides.Clear();
level.vertexes.Clear();
level.nodes.Clear();
level.gamenodes.Reset();
level.subsectors.Clear();
level.gamesubsectors.Reset();
level.rejectmatrix.Clear();
level.Zones.Clear();
level.blockmap.Clear();
if (PolyBlockMap != nullptr)
{
for (int i = level.blockmap.bmapwidth*level.blockmap.bmapheight-1; i >= 0; --i)
{
polyblock_t *link = PolyBlockMap[i];
while (link != nullptr)
{
polyblock_t *next = link->next;
delete link;
link = next;
}
}
delete[] PolyBlockMap;
PolyBlockMap = nullptr;
}
if (polyobjs != nullptr)
{
delete[] polyobjs;
polyobjs = nullptr;
}
po_NumPolyobjs = 0;
level.deathmatchstarts.Clear();
level.AllPlayerStarts.Clear();
memset(level.playerstarts, 0, sizeof(level.playerstarts));
P_FreeStrifeConversations ();
level.Scrolls.Clear();
P_ClearUDMFKeys();
}
//===========================================================================
//
// P_SetupLevel
//
// [RH] position indicates the start spot to spawn at
//
//===========================================================================
void P_SetupLevel(const char *lumpname, int position, bool newGame)
{
int i;
level.ShaderStartTime = I_msTimeFS(); // indicate to the shader system that the level just started
// This is motivated as follows:
level.maptype = MAPTYPE_UNKNOWN;
wminfo.partime = 180;
if (!savegamerestore)
{
level.SetMusicVolume(level.MusicVolume);
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].killcount = players[i].secretcount
= players[i].itemcount = 0;
}
}
for (i = 0; i < MAXPLAYERS; ++i)
{
players[i].mo = nullptr;
}
// [RH] Clear any scripted translation colors the previous level may have set.
for (i = 0; i < int(translationtables[TRANSLATION_LevelScripted].Size()); ++i)
{
FRemapTable *table = translationtables[TRANSLATION_LevelScripted][i];
if (table != nullptr)
{
delete table;
translationtables[TRANSLATION_LevelScripted][i] = nullptr;
}
}
translationtables[TRANSLATION_LevelScripted].Clear();
// Initial height of PointOfView will be set by player think.
players[consoleplayer].viewz = NO_VALUE;
// Make sure all sounds are stopped before Z_FreeTags.
S_Start();
// [RH] clear out the mid-screen message
C_MidPrint(nullptr, nullptr);
// Free all level data from the previous map
P_FreeLevelData();
MapData *map = P_OpenMapData(lumpname, true);
if (map == nullptr)
{
I_Error("Unable to open map '%s'\n", lumpname);
}
// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
// (which happens at god-knows-what stage in this function, but definitely not the last part, because otherwise it'd work to put E_InitStaticHandlers before the player spawning)
E_InitStaticHandlers(true);
// generate a checksum for the level, to be included and checked with savegames.
map->GetChecksum(level.md5);
// find map num
level.lumpnum = map->lumpnum;
if (newGame)
{
E_NewGame(EventHandlerType::PerMap);
}
MapLoader loader(&level);
loader.LoadLevel(map, lumpname, position);
delete map;
// if deathmatch, randomly spawn the active players
if (deathmatch)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
players[i].mo = nullptr;
G_DeathMatchSpawnPlayer(i);
}
}
}
// the same, but for random single/coop player starts
else if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
players[i].mo = nullptr;
FPlayerStart *mthing = G_PickPlayerStart(i);
P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
}
}
}
// [SP] move unfriendly players around
// horribly hacky - yes, this needs rewritten.
if (level.deathmatchstarts.Size() > 0)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && players[i].mo != nullptr)
{
if (!(players[i].mo->flags & MF_FRIENDLY))
{
AActor * oldSpawn = players[i].mo;
G_DeathMatchSpawnPlayer(i);
oldSpawn->Destroy();
}
}
}
}
// Don't count monsters in end-of-level sectors if option is on
if (dmflags2 & DF2_NOCOUNTENDMONST)
{
TThinkerIterator<AActor> it;
AActor * mo;
while ((mo = it.Next()))
{
if (mo->flags & MF_COUNTKILL)
{
if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE | SECF_ENDLEVEL)) == (SECF_ENDGODMODE | SECF_ENDLEVEL))
{
mo->ClearCounters();
}
}
}
}
T_PreprocessScripts(); // preprocess FraggleScript scripts
// build subsector connect matrix
// UNUSED P_ConnectSubsectors ();
R_OldBlend = 0xffffffff;
// [RH] Remove all particles
P_ClearParticles();
// preload graphics and sounds
if (precache)
{
PrecacheLevel(&level);
S_PrecacheLevel();
}
if (deathmatch)
{
AnnounceGameStart();
}
// This check was previously done at run time each time the heightsec was checked.
// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
for (auto &s : level.sectors)
{
if (s.heightsec != nullptr)
{
// If any of these 3D floors render their planes, ignore heightsec.
for (auto &ff : s.e->XFloor.ffloors)
{
if ((ff->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
{
s.MoreFlags |= SECMF_IGNOREHEIGHTSEC; // mark the heightsec inactive.
}
}
}
}
P_ResetSightCounters(true);
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.
// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
// Note that none of these structures may contain non POD fields anyway.
level.loadsectors.Resize(level.sectors.Size());
memcpy(&level.loadsectors[0], &level.sectors[0], level.sectors.Size() * sizeof(level.sectors[0]));
level.loadlines.Resize(level.lines.Size());
memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
level.loadsides.Resize(level.sides.Size());
memcpy(&level.loadsides[0], &level.sides[0], level.sides.Size() * sizeof(level.sides[0]));
}
//
// P_Init
//
void P_Init ()
{
atterm (P_Shutdown);
P_InitEffects (); // [RH]
P_InitTerrainTypes ();
P_InitKeyMessages ();
R_InitSprites ();
}
static void P_Shutdown ()
{
DThinker::DestroyThinkersInList(STAT_STATIC);
P_DeinitKeyMessages ();
P_FreeLevelData ();
// [ZZ] delete global event handlers
E_Shutdown(false);
ST_Clear();
FS_Close();
for (auto &p : players)
{
if (p.psprites != nullptr) p.psprites->Destroy();
}
}
//==========================================================================
//
// dumpgeometry
//
//==========================================================================
CCMD(dumpgeometry)
{
for (auto &sector : level.sectors)
{
Printf(PRINT_LOG, "Sector %d\n", sector.sectornum);
for (int j = 0; j<sector.subsectorcount; j++)
{
subsector_t * sub = sector.subsectors[j];
Printf(PRINT_LOG, " Subsector %d - real sector = %d - %s\n", int(sub->Index()), sub->sector->sectornum, sub->hacked & 1 ? "hacked" : "");
for (uint32_t k = 0; k<sub->numlines; k++)
{
seg_t * seg = sub->firstline + k;
if (seg->linedef)
{
Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, linedef %d, side %d",
seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(),
seg->Index(), seg->linedef->Index(), seg->sidedef != seg->linedef->sidedef[0]);
}
else
{
Printf(PRINT_LOG, " (%4.4f, %4.4f), (%4.4f, %4.4f) - seg %d, miniseg",
seg->v1->fX(), seg->v1->fY(), seg->v2->fX(), seg->v2->fY(), seg->Index());
}
if (seg->PartnerSeg)
{
subsector_t * sub2 = seg->PartnerSeg->Subsector;
Printf(PRINT_LOG, ", back sector = %d, real back sector = %d", sub2->render_sector->sectornum, seg->PartnerSeg->frontsector->sectornum);
}
else if (seg->backsector)
{
Printf(PRINT_LOG, ", back sector = %d (no partnerseg)", seg->backsector->sectornum);
}
Printf(PRINT_LOG, "\n");
}
}
}
}