mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
- 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:
parent
467c73b2d7
commit
84a28454dc
4 changed files with 589 additions and 539 deletions
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@ -971,6 +971,7 @@ set (PCH_SOURCES
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p_scroll.cpp
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p_secnodes.cpp
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p_sectors.cpp
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p_setup.cpp
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p_sight.cpp
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p_spec.cpp
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p_states.cpp
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@ -59,9 +59,6 @@
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#include <math.h>
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#ifdef _MSC_VER
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#include <malloc.h> // for alloca()
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#endif
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#include "templates.h"
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#include "d_player.h"
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@ -121,9 +118,6 @@ extern AActor *SpawnMapThing (int index, FMapThing *mthing, int position);
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extern void P_TranslateTeleportThings (void);
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extern int numinterpolations;
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extern unsigned int R_OldBlend;
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EXTERN_CVAR(Bool, am_textured)
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CVAR (Bool, genblockmap, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
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@ -131,8 +125,6 @@ CVAR (Bool, gennodes, false, CVAR_SERVERINFO|CVAR_GLOBALCONFIG);
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CVAR (Bool, genglnodes, false, CVAR_SERVERINFO);
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CVAR (Bool, showloadtimes, false, 0);
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static void P_Shutdown ();
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inline bool P_LoadBuildMap(uint8_t *mapdata, size_t len, FMapThing **things, int *numthings)
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{
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return false;
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@ -2910,134 +2902,6 @@ void MapLoader::GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &s
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}
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//===========================================================================
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//
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// P_PrecacheLevel
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//
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// Preloads all relevant graphics for the Level->
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//
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//===========================================================================
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void hw_PrecacheTexture(uint8_t *texhitlist, TMap<PClassActor*, bool> &actorhitlist);
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void MapLoader::AddToList(uint8_t *hitlist, FTextureID texid, int bitmask)
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{
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if (hitlist[texid.GetIndex()] & bitmask) return; // already done, no need to process everything again.
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hitlist[texid.GetIndex()] |= (uint8_t)bitmask;
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for (auto anim : TexMan.mAnimations)
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{
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if (texid == anim->BasePic || (!anim->bDiscrete && anim->BasePic < texid && texid < anim->BasePic + anim->NumFrames))
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{
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for (int i = anim->BasePic.GetIndex(); i < anim->BasePic.GetIndex() + anim->NumFrames; i++)
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{
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hitlist[i] |= (uint8_t)bitmask;
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}
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}
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}
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auto switchdef = TexMan.FindSwitch(texid);
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if (switchdef)
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{
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for (int i = 0; i < switchdef->NumFrames; i++)
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{
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hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
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}
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for (int i = 0; i < switchdef->PairDef->NumFrames; i++)
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{
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hitlist[switchdef->frames[i].Texture.GetIndex()] |= (uint8_t)bitmask;
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}
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}
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auto adoor = TexMan.FindAnimatedDoor(texid);
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if (adoor)
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{
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for (int i = 0; i < adoor->NumTextureFrames; i++)
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{
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hitlist[adoor->TextureFrames[i].GetIndex()] |= (uint8_t)bitmask;
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}
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}
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}
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void MapLoader::PrecacheLevel()
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{
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if (demoplayback)
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return;
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int i;
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TMap<PClassActor *, bool> actorhitlist;
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int cnt = TexMan.NumTextures();
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TArray<uint8_t> hitlist(cnt, true);
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memset(hitlist.Data(), 0, cnt);
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AActor *actor;
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TThinkerIterator<AActor> iterator;
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while ((actor = iterator.Next()))
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{
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actorhitlist[actor->GetClass()] = true;
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}
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for (auto n : gameinfo.PrecachedClasses)
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{
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PClassActor *cls = PClass::FindActor(n);
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if (cls != nullptr) actorhitlist[cls] = true;
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}
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for (unsigned i = 0; i < Level->info->PrecacheClasses.Size(); i++)
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{
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// Level->info can only store names, no class pointers.
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PClassActor *cls = PClass::FindActor(Level->info->PrecacheClasses[i]);
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if (cls != nullptr) actorhitlist[cls] = true;
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}
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for (i = Level->sectors.Size() - 1; i >= 0; i--)
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{
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AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::floor), FTextureManager::HIT_Flat);
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AddToList(hitlist.Data(), Level->sectors[i].GetTexture(sector_t::ceiling), FTextureManager::HIT_Flat);
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}
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for (i = Level->sides.Size() - 1; i >= 0; i--)
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{
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::top), FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::mid), FTextureManager::HIT_Wall);
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AddToList(hitlist.Data(), Level->sides[i].GetTexture(side_t::bottom), FTextureManager::HIT_Wall);
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}
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// Sky texture is always present.
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// Note that F_SKY1 is the name used to
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// indicate a sky floor/ceiling as a flat,
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// while the sky texture is stored like
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// a wall texture, with an episode dependant
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// name.
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if (sky1texture.isValid())
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{
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AddToList(hitlist.Data(), sky1texture, FTextureManager::HIT_Sky);
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}
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if (sky2texture.isValid())
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{
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AddToList(hitlist.Data(), sky2texture, FTextureManager::HIT_Sky);
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}
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for (auto n : gameinfo.PrecachedTextures)
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{
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FTextureID tex = TexMan.CheckForTexture(n, ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
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}
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for (unsigned i = 0; i < Level->info->PrecacheTextures.Size(); i++)
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{
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FTextureID tex = TexMan.CheckForTexture(Level->info->PrecacheTextures[i], ETextureType::Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
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if (tex.Exists()) AddToList(hitlist.Data(), tex, FTextureManager::HIT_Wall);
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}
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// This is just a temporary solution, until the hardware renderer's texture manager is in a better state.
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if (!V_IsHardwareRenderer())
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SWRenderer->Precache(hitlist.Data(), actorhitlist);
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else
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hw_PrecacheTexture(hitlist.Data(), actorhitlist);
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}
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//==========================================================================
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//
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//
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@ -3370,403 +3234,3 @@ void MapLoader::LoadLevel(MapData *map, const char *lumpname, int position)
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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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//==========================================================================
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//
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//
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//
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//==========================================================================
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void P_FreeLevelData ()
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{
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TThinkerIterator<ADynamicLight> it(STAT_DLIGHT);
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auto mo = it.Next();
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while (mo)
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{
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auto next = it.Next();
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mo->Destroy();
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mo = next;
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}
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// [ZZ] delete per-map event handlers
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E_Shutdown(true);
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MapThingsConverted.Clear();
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R_FreePastViewers();
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P_ClearUDMFKeys();
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// [RH] Clear all ThingID hash chains.
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AActor::ClearTIDHashes();
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interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
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FPolyObj::ClearAllSubsectorLinks(); // can't be done as part of the polyobj deletion process.
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SN_StopAllSequences ();
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DThinker::DestroyAllThinkers ();
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P_ClearPortals();
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tagManager.Clear();
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level.total_monsters = level.total_items = level.total_secrets =
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level.killed_monsters = level.found_items = level.found_secrets =
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wminfo.maxfrags = 0;
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// delete allocated data in the level arrays.
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if (level.sectors.Size() > 0)
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{
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delete[] level.sectors[0].e;
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if (level.sectors[0].subsectors)
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{
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delete[] level.sectors[0].subsectors;
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level.sectors[0].subsectors = nullptr;
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}
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}
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for (auto &sub : level.subsectors)
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{
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if (sub.BSP != nullptr) delete sub.BSP;
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}
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if (level.sides.Size() > 0 && level.sides[0].segs)
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{
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delete[] level.sides[0].segs;
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level.sides[0].segs = nullptr;
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}
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FBehavior::StaticUnloadModules ();
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level.canvasTextureInfo.EmptyList();
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level.sections.Clear();
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level.segs.Clear();
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level.sectors.Clear();
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level.lines.Clear();
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level.sides.Clear();
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level.loadsectors.Clear();
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level.loadlines.Clear();
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level.loadsides.Clear();
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level.vertexes.Clear();
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level.nodes.Clear();
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level.gamenodes.Reset();
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level.subsectors.Clear();
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level.gamesubsectors.Reset();
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level.rejectmatrix.Clear();
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level.Zones.Clear();
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level.blockmap.Clear();
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if (PolyBlockMap != nullptr)
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{
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for (int i = level.blockmap.bmapwidth*level.blockmap.bmapheight-1; i >= 0; --i)
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{
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polyblock_t *link = PolyBlockMap[i];
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while (link != nullptr)
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{
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polyblock_t *next = link->next;
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delete link;
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link = next;
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}
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}
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delete[] PolyBlockMap;
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PolyBlockMap = nullptr;
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}
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if (polyobjs != nullptr)
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{
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delete[] polyobjs;
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polyobjs = nullptr;
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}
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po_NumPolyobjs = 0;
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level.deathmatchstarts.Clear();
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level.AllPlayerStarts.Clear();
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memset(level.playerstarts, 0, sizeof(level.playerstarts));
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P_FreeStrifeConversations ();
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level.Scrolls.Clear();
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P_ClearUDMFKeys();
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}
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//===========================================================================
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//
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// P_SetupLevel
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//
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// [RH] position indicates the start spot to spawn at
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//
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//===========================================================================
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void P_SetupLevel(const char *lumpname, int position, bool newGame)
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{
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int i;
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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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level.maptype = MAPTYPE_UNKNOWN;
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wminfo.partime = 180;
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if (!savegamerestore)
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{
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level.SetMusicVolume(level.MusicVolume);
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].killcount = players[i].secretcount
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= players[i].itemcount = 0;
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}
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}
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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players[i].mo = nullptr;
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}
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// [RH] Clear any scripted translation colors the previous level may have set.
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for (i = 0; i < int(translationtables[TRANSLATION_LevelScripted].Size()); ++i)
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{
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FRemapTable *table = translationtables[TRANSLATION_LevelScripted][i];
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if (table != nullptr)
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{
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delete table;
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translationtables[TRANSLATION_LevelScripted][i] = nullptr;
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}
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}
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translationtables[TRANSLATION_LevelScripted].Clear();
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// Initial height of PointOfView will be set by player think.
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players[consoleplayer].viewz = NO_VALUE;
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// Make sure all sounds are stopped before Z_FreeTags.
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S_Start();
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// [RH] clear out the mid-screen message
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C_MidPrint(nullptr, nullptr);
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// Free all level data from the previous map
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P_FreeLevelData();
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MapData *map = P_OpenMapData(lumpname, true);
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if (map == nullptr)
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{
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I_Error("Unable to open map '%s'\n", lumpname);
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}
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// [ZZ] init per-map static handlers. we need to call this before everything is set up because otherwise scripts don't receive PlayerEntered event
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// (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)
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E_InitStaticHandlers(true);
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// generate a checksum for the level, to be included and checked with savegames.
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map->GetChecksum(level.md5);
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// find map num
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level.lumpnum = map->lumpnum;
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if (newGame)
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{
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E_NewGame(EventHandlerType::PerMap);
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}
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MapLoader loader(&level);
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loader.LoadLevel(map, lumpname, position);
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delete map;
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// if deathmatch, randomly spawn the active players
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if (deathmatch)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i])
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{
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players[i].mo = nullptr;
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G_DeathMatchSpawnPlayer(i);
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}
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}
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}
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// the same, but for random single/coop player starts
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else if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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{
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i])
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{
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players[i].mo = nullptr;
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FPlayerStart *mthing = G_PickPlayerStart(i);
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P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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}
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// [SP] move unfriendly players around
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// horribly hacky - yes, this needs rewritten.
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if (level.deathmatchstarts.Size() > 0)
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{
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for (i = 0; i < MAXPLAYERS; ++i)
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{
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if (playeringame[i] && players[i].mo != nullptr)
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{
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if (!(players[i].mo->flags & MF_FRIENDLY))
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{
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AActor * oldSpawn = players[i].mo;
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G_DeathMatchSpawnPlayer(i);
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oldSpawn->Destroy();
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}
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}
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}
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}
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// Don't count monsters in end-of-level sectors if option is on
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if (dmflags2 & DF2_NOCOUNTENDMONST)
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{
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TThinkerIterator<AActor> it;
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AActor * mo;
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while ((mo = it.Next()))
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{
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if (mo->flags & MF_COUNTKILL)
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{
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if (mo->Sector->damageamount > 0 && (mo->Sector->Flags & (SECF_ENDGODMODE | SECF_ENDLEVEL)) == (SECF_ENDGODMODE | SECF_ENDLEVEL))
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{
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mo->ClearCounters();
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}
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}
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}
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}
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T_PreprocessScripts(); // preprocess FraggleScript scripts
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// build subsector connect matrix
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// UNUSED P_ConnectSubsectors ();
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R_OldBlend = 0xffffffff;
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// [RH] Remove all particles
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P_ClearParticles();
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// preload graphics and sounds
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if (precache)
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{
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loader.PrecacheLevel();
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S_PrecacheLevel();
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}
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if (deathmatch)
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{
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AnnounceGameStart();
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}
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// This check was previously done at run time each time the heightsec was checked.
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// However, since 3D floors are static data, we can easily precalculate this and store it in the sector's flags for quick access.
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for (auto &s : level.sectors)
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{
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if (s.heightsec != nullptr)
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{
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// If any of these 3D floors render their planes, ignore heightsec.
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for (auto &ff : s.e->XFloor.ffloors)
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{
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if ((ff->flags & (FF_EXISTS | FF_RENDERPLANES)) == (FF_EXISTS | FF_RENDERPLANES))
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{
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s.MoreFlags |= SECMF_IGNOREHEIGHTSEC; // mark the heightsec inactive.
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}
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}
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}
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}
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P_ResetSightCounters(true);
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MapThingsConverted.Clear();
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// 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.
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// Note that we want binary identity here, so assignment is not sufficient because it won't initialize any padding bytes.
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// Note that none of these structures may contain non POD fields anyway.
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level.loadsectors.Resize(level.sectors.Size());
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memcpy(&level.loadsectors[0], &level.sectors[0], level.sectors.Size() * sizeof(level.sectors[0]));
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level.loadlines.Resize(level.lines.Size());
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memcpy(&level.loadlines[0], &level.lines[0], level.lines.Size() * sizeof(level.lines[0]));
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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 §or : 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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
588
src/p_setup.cpp
Normal 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 §or : 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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue