gzdoom/src/p_writemap.cpp
Christoph Oelckers 671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00

288 lines
6.7 KiB
C++

#include "p_local.h"
#include "c_dispatch.h"
#include "gi.h"
#include "w_wad.h"
#include "r_defs.h"
#include "m_swap.h"
#include "doomstat.h"
#include "d_player.h"
#include "p_spec.h"
static int WriteTHINGS (FILE *file);
static int WriteLINEDEFS (FILE *file);
static int WriteSIDEDEFS (FILE *file);
static int WriteVERTEXES (FILE *file);
static int WriteSEGS (FILE *file);
static int WriteSSECTORS (FILE *file);
static int WriteNODES (FILE *file);
static int WriteSECTORS (FILE *file);
static int WriteREJECT (FILE *file);
static int WriteBLOCKMAP (FILE *file);
static int WriteBEHAVIOR (FILE *file);
#define APPEND(pos,name) \
lumps[pos].FilePos = LittleLong((int)ftell (file)); \
lumps[pos].Size = LittleLong(Write##name (file)); \
memcpy (lumps[pos].Name, #name, sizeof(#name)-1);
CCMD (dumpmap)
{
const char *mapname;
FILE *file;
if (argv.argc() < 2)
{
Printf ("Usage: dumpmap <wadname> [mapname]\n");
return;
}
if (gamestate != GS_LEVEL)
{
Printf ("You can only dump a map when inside a level.\n");
return;
}
if (argv.argc() < 3)
{
if (gameinfo.flags & GI_MAPxx)
{
mapname = "MAP01";
}
else
{
mapname = "E1M1";
}
}
else
{
mapname = argv[2];
}
file = fopen (argv[1], "wb");
if (file == NULL)
{
Printf ("Cannot write %s\n", argv[1]);
return;
}
wadinfo_t header = { PWAD_ID, 12, 0 };
wadlump_t lumps[12] = { {0, 0, {0}} };
fseek (file, 12, SEEK_SET);
lumps[0].FilePos = LittleLong(12);
lumps[0].Size = 0;
uppercopy (lumps[0].Name, mapname);
APPEND(1, THINGS);
APPEND(2, LINEDEFS);
APPEND(3, SIDEDEFS);
APPEND(4, VERTEXES);
APPEND(5, SEGS);
APPEND(6, SSECTORS);
APPEND(7, NODES);
APPEND(8, SECTORS);
APPEND(9, REJECT);
APPEND(10, BLOCKMAP);
APPEND(11, BEHAVIOR);
header.InfoTableOfs = ftell (file);
fwrite (lumps, 16, 12, file);
fseek (file, 0, SEEK_SET);
fwrite (&header, 12, 1, file);
fclose (file);
}
static int WriteTHINGS (FILE *file)
{
mapthinghexen_t mt = { 0, 0, 0, 0, 0, 0, 0, 0, {0} };
AActor *mo = players[consoleplayer].mo;
mt.x = LittleShort(short(mo->X() >> FRACBITS));
mt.y = LittleShort(short(mo->Y() >> FRACBITS));
mt.angle = LittleShort(short(MulScale32 (mo->_f_angle() >> ANGLETOFINESHIFT, 360)));
mt.type = LittleShort((short)1);
mt.flags = LittleShort((short)(7|224|MTF_SINGLE));
fwrite (&mt, sizeof(mt), 1, file);
return sizeof (mt);
}
static int WriteLINEDEFS (FILE *file)
{
maplinedef2_t mld;
for (int i = 0; i < numlines; ++i)
{
mld.v1 = LittleShort(short(lines[i].v1 - vertexes));
mld.v2 = LittleShort(short(lines[i].v2 - vertexes));
mld.flags = LittleShort(short(lines[i].flags));
mld.special = lines[i].special;
for (int j = 0; j < 5; ++j)
{
mld.args[j] = (BYTE)lines[i].args[j];
}
mld.sidenum[0] = LittleShort(WORD(lines[i].sidedef[0] - sides));
mld.sidenum[1] = LittleShort(WORD(lines[i].sidedef[1] - sides));
fwrite (&mld, sizeof(mld), 1, file);
}
return numlines * sizeof(mld);
}
static const char *GetTextureName (FTextureID texnum)
{
FTexture *tex = TexMan[texnum];
if (tex != NULL)
{
return tex->Name;
}
else
{
return "-";
}
}
static int WriteSIDEDEFS (FILE *file)
{
mapsidedef_t msd;
for (int i = 0; i < numsides; ++i)
{
msd.textureoffset = LittleShort(short(sides[i].GetTextureXOffset(side_t::mid) >> FRACBITS));
msd.rowoffset = LittleShort(short(sides[i].GetTextureYOffset(side_t::mid) >> FRACBITS));
msd.sector = LittleShort(short(sides[i].sector - sectors));
uppercopy (msd.toptexture, GetTextureName (sides[i].GetTexture(side_t::top)));
uppercopy (msd.bottomtexture, GetTextureName (sides[i].GetTexture(side_t::bottom)));
uppercopy (msd.midtexture, GetTextureName (sides[i].GetTexture(side_t::mid)));
fwrite (&msd, sizeof(msd), 1, file);
}
return numsides * sizeof(msd);
}
static int WriteVERTEXES (FILE *file)
{
mapvertex_t mv;
for (int i = 0; i < numvertexes; ++i)
{
mv.x = LittleShort(short(vertexes[i].x >> FRACBITS));
mv.y = LittleShort(short(vertexes[i].y >> FRACBITS));
fwrite (&mv, sizeof(mv), 1, file);
}
return numvertexes * sizeof(mv);
}
static int WriteSEGS (FILE *file)
{
#if 0
mapseg_t ms;
ms.offset = 0; // unused by ZDoom, so just leave it 0
for (int i = 0; i < numsegs; ++i)
{
if (segs[i].linedef!=NULL)
{
ms.v1 = LittleShort(short(segs[i].v1 - vertexes));
ms.v2 = LittleShort(short(segs[i].v2 - vertexes));
ms.linedef = LittleShort(short(segs[i].linedef - lines));
ms.side = segs[i].sidedef == segs[i].linedef->sidedef[0] ? 0 : LittleShort((short)1);
ms.angle = LittleShort(short(R_PointToAngle2 (segs[i].v1->x, segs[i].v1->y, segs[i].v2->x, segs[i].v2->y)>>16));
fwrite (&ms, sizeof(ms), 1, file);
}
}
return numsegs * sizeof(ms);
#else
return 0;
#endif
}
static int WriteSSECTORS (FILE *file)
{
#if 0
mapsubsector_t mss;
for (int i = 0; i < numsubsectors; ++i)
{
mss.firstseg = LittleShort((WORD)subsectors[i].firstline);
mss.numsegs = LittleShort((WORD)subsectors[i].numlines);
fwrite (&mss, sizeof(mss), 1, file);
}
return numsubsectors * sizeof(mss);
#else
return 0;
#endif
}
static int WriteNODES (FILE *file)
{
#if 0
mapnode_t mn;
for (int i = 0; i < numnodes; ++i)
{
mn.x = LittleShort(short(nodes[i].x >> FRACBITS));
mn.y = LittleShort(short(nodes[i].y >> FRACBITS));
mn.dx = LittleShort(short(nodes[i].dx >> FRACBITS));
mn.dy = LittleShort(short(nodes[i].dy >> FRACBITS));
for (int j = 0; j < 2; ++j)
{
for (int k = 0; k < 4; ++k)
{
mn.bbox[j][k] = LittleShort(short(nodes[i].bbox[j][k] >> FRACBITS));
}
WORD child;
if ((size_t)nodes[i].children[j] & 1)
{
child = mapnode_t::NF_SUBSECTOR | WORD((subsector_t *)((BYTE *)nodes[i].children[j] - 1) - subsectors);
}
else
{
child = WORD((node_t *)nodes[i].children[j] - nodes);
}
mn.children[j] = LittleShort(child);
}
fwrite (&mn, sizeof(mn), 1, file);
}
return numnodes * sizeof(mn);
#else
return 0;
#endif
}
static int WriteSECTORS (FILE *file)
{
mapsector_t ms;
for (int i = 0; i < numsectors; ++i)
{
ms.floorheight = LittleShort(short(sectors[i].GetPlaneTexZ(sector_t::floor) >> FRACBITS));
ms.ceilingheight = LittleShort(short(sectors[i].GetPlaneTexZ(sector_t::ceiling) >> FRACBITS));
uppercopy (ms.floorpic, GetTextureName (sectors[i].GetTexture(sector_t::floor)));
uppercopy (ms.ceilingpic, GetTextureName (sectors[i].GetTexture(sector_t::ceiling)));
ms.lightlevel = LittleShort((short)sectors[i].lightlevel);
ms.special = LittleShort(sectors[i].special);
ms.tag = LittleShort(tagManager.GetFirstSectorTag(&sectors[i]));
fwrite (&ms, sizeof(ms), 1, file);
}
return numsectors * sizeof(ms);
}
static int WriteREJECT (FILE *file)
{
return 0;
}
static int WriteBLOCKMAP (FILE *file)
{
return 0;
}
static int WriteBEHAVIOR (FILE *file)
{
static const BYTE dummy[16] = { 'A', 'C', 'S', 0, 8 };
fwrite (dummy, 16, 1, file);
return 16;
}