#pragma once #include "nodebuild.h" struct EDMapthing { int recordnum; int tid; int type; double height; int args[5]; uint16_t skillfilter; uint32_t flags; }; struct EDLinedef { int recordnum; int special; int tag; int id; int args[5]; double alpha; uint32_t flags; uint32_t activation; }; struct EDSector { int recordnum; uint32_t flags; uint32_t flagsRemove; uint32_t flagsAdd; int damageamount; int damageinterval; FName damagetype; uint8_t leaky; uint8_t leakyadd; uint8_t leakyremove; int floorterrain; int ceilingterrain; uint32_t color; uint32_t damageflags; uint32_t damageflagsAdd; uint32_t damageflagsRemove; bool flagsSet; bool damageflagsSet; bool colorSet; // colormaptop//bottom cannot be used because ZDoom has no corresponding properties. double xoffs[2], yoffs[2]; DAngle angle[2]; uint32_t portalflags[2]; double Overlayalpha[2]; }; struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init { union { // Used when unpacking sidedefs and assigning // properties based on linedefs. struct { short tag, special; short alpha; uint32_t map; } a; // Used when grouping sidedefs into loops. struct { uint32_t first, next; char lineside; } b; }; }; struct FMissingCount { int Count = 0; }; typedef TMap FMissingTextureTracker; struct FLevelLocals; struct MapData; class MapLoader { friend class UDMFParser; void *level; // this is to hide the global variable and produce an error for referencing it. FLevelLocals *Level; int firstglvertex; // helpers for loading GL nodes from GWA files. bool format5; TArray vertexdatas; TMap MapThingsUserDataIndex; // from mapthing idx -> user data idx TArray MapThingsUserData; int sidecount = 0; TArray linemap; TArray sidetemp; public: // for the scripted compatibility system these two members need to be public. TArray MapThingsConverted; bool ForceNodeBuild = false; private: // Extradata loader TMap EDLines; TMap EDSectors; TMap EDThings; // Polyobject init TArray KnownPolySides; FName CheckCompatibility(MapData *map); void SetCompatibilityParams(FName checksum); // Slopes void SlopeLineToPoint(int lineid, const DVector3 &pos, bool slopeCeil); void CopyPlane(int tag, sector_t *dest, bool copyCeil); void CopyPlane(int tag, const DVector2 &pos, bool copyCeil); void SetSlope(secplane_t *plane, bool setCeil, int xyangi, int zangi, const DVector3 &pos); void VavoomSlope(sector_t * sec, int id, const DVector3 &pos, int which); void SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable); void AlignPlane(sector_t *sec, line_t *line, int which); // Extradata void InitED(); void ProcessEDMapthing(FMapThing *mt, int recordnum); void ProcessEDLinedef(line_t *line, int recordnum); void ProcessEDSector(sector_t *sec, int recordnum); // Polyobjects void InitSideLists(); void IterFindPolySides(FPolyObj *po, side_t *side); void SpawnPolyobj(int index, int tag, int type); void TranslateToStartSpot(int tag, const DVector2 &origin); void InitPolyBlockMap(void); // GL nodes int checkGLVertex(int num); int checkGLVertex3(int num); int CheckForMissingSegs(); bool LoadGLVertexes(FileReader &lump); bool LoadGLSegs(FileReader &lump); bool LoadGLSubsectors(FileReader &lump); bool LoadNodes(FileReader &lump); bool DoLoadGLNodes(FileReader * lumps); void CreateCachedNodes(MapData *map); // Render info void PrepareSectorData(); void PrepareTransparentDoors(sector_t * sector); void InitVertexData(); void GetSideVertices(int sdnum, DVector2 *v1, DVector2 *v2); void PrepareSegs(); void InitRenderInfo(); void FixMinisegReferences(); void FixHoles(); void ReportUnpairedMinisegs(); void CalcIndices(); void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track); void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate); void SetTexture(side_t *side, int position, uint32_t *blend, const char *name); void SetTextureNoErr(side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog); void FloodZone(sector_t *sec, int zonenum); void LoadGLZSegs(FileReader &data, int type); void LoadZSegs(FileReader &data); void LoadZNodes(FileReader &data, int glnodes); int DetermineTranslucency(int lumpnum); void SetLineID(int i, line_t *ld); void SaveLineSpecial(line_t *ld); void FinishLoadingLineDef(line_t *ld, int alpha); void SetSideNum(side_t **sidenum_p, uint16_t sidenum); void AllocateSideDefs(MapData *map, int count); void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex); void SetMapThingUserData(AActor *actor, unsigned udi); void CreateBlockMap(); void PO_Init(void); // During map init the items' own Index functions should not be used. inline int Index(vertex_t *v) const { return int(v - &Level->vertexes[0]); } inline int Index(side_t *v) const { return int(v - &Level->sides[0]); } inline int Index(line_t *v) const { return int(v - &Level->lines[0]); } inline int Index(seg_t *v) const { return int(v - &Level->segs[0]); } inline int Index(subsector_t *v) const { return int(v - &Level->subsectors[0]); } inline int Index(node_t *v) const { return int(v - &Level->nodes[0]); } inline int Index(sector_t *v) const { return int(v - &Level->sectors[0]); } public: void LoadMapinfoACSLump(); void ProcessEDSectors(); void FloodZones(); void LoadVertexes(MapData * map); bool LoadExtendedNodes(FileReader &dalump, uint32_t id); template bool LoadSegs(MapData * map); template bool LoadSubsectors(MapData * map); template bool LoadNodes(MapData * map); bool LoadGLNodes(MapData * map); bool CheckCachedNodes(MapData *map); bool CheckNodes(MapData * map, bool rebuilt, int buildtime); bool CheckForGLNodes(); void LoadSectors(MapData *map, FMissingTextureTracker &missingtex); void LoadThings(MapData * map); void LoadThings2(MapData * map); void SpawnThings(int position); void FinishLoadingLineDefs(); void LoadLineDefs(MapData * map); void LoadLineDefs2(MapData * map); void LoopSidedefs(bool firstloop); void LoadSideDefs2(MapData *map, FMissingTextureTracker &missingtex); void LoadBlockMap(MapData * map); void LoadReject(MapData * map, bool junk); void LoadBehavior(MapData * map); void GetPolySpots(MapData * map, TArray &spots, TArray &anchors); void GroupLines(bool buildmap); void ParseTextMap(MapData *map, FMissingTextureTracker &missingtex); void SummarizeMissingTextures(const FMissingTextureTracker &missing); void SetRenderSector(); void SpawnSlopeMakers(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable); void SetSlopes(); void CopySlopes(); void LoadLevel(MapData *map, const char *lumpname, int position); MapLoader(FLevelLocals *lev) { Level = lev; } };