//************************************************************************** //** //** TEMPLATE.C //** //************************************************************************** // HEADER FILES ------------------------------------------------------------ #include "p_local.h" #include "m_swap.h" #include "v_palette.h" #include "w_wad.h" #include "templates.h" #include "vectors.h" #include "r_sky.h" #include "r_main.h" #include "r_defs.h" // MACROS ------------------------------------------------------------------ //#define SHADE2LIGHT(s) (clamp (160-2*(s), 0, 255)) #define SHADE2LIGHT(s) (clamp (255-2*s, 0, 255)) // TYPES ------------------------------------------------------------------- //ceilingstat/floorstat: // bit 0: 1 = parallaxing, 0 = not "P" // bit 1: 1 = groudraw, 0 = not // bit 2: 1 = swap x&y, 0 = not "F" // bit 3: 1 = double smooshiness "E" // bit 4: 1 = x-flip "F" // bit 5: 1 = y-flip "F" // bit 6: 1 = Align texture to first wall of sector "R" // bits 7-8: "T" // 00 = normal floors // 01 = masked floors // 10 = transluscent masked floors // 11 = reverse transluscent masked floors // bits 9-15: reserved //40 bytes typedef struct { SWORD wallptr, wallnum; SDWORD ceilingz, floorz; SWORD ceilingstat, floorstat; SWORD ceilingpicnum, ceilingheinum; SBYTE ceilingshade; BYTE ceilingpal, ceilingxpanning, ceilingypanning; SWORD floorpicnum, floorheinum; SBYTE floorshade; BYTE floorpal, floorxpanning, floorypanning; BYTE visibility, filler; SWORD lotag, hitag, extra; } sectortype; //cstat: // bit 0: 1 = Blocking wall (use with clipmove, getzrange) "B" // bit 1: 1 = bottoms of invisible walls swapped, 0 = not "2" // bit 2: 1 = align picture on bottom (for doors), 0 = top "O" // bit 3: 1 = x-flipped, 0 = normal "F" // bit 4: 1 = masking wall, 0 = not "M" // bit 5: 1 = 1-way wall, 0 = not "1" // bit 6: 1 = Blocking wall (use with hitscan / cliptype 1) "H" // bit 7: 1 = Transluscence, 0 = not "T" // bit 8: 1 = y-flipped, 0 = normal "F" // bit 9: 1 = Transluscence reversing, 0 = normal "T" // bits 10-15: reserved //32 bytes typedef struct { SDWORD x, y; SWORD point2, nextwall, nextsector, cstat; SWORD picnum, overpicnum; SBYTE shade; BYTE pal, xrepeat, yrepeat, xpanning, ypanning; SWORD lotag, hitag, extra; } walltype; //cstat: // bit 0: 1 = Blocking sprite (use with clipmove, getzrange) "B" // bit 1: 1 = transluscence, 0 = normal "T" // bit 2: 1 = x-flipped, 0 = normal "F" // bit 3: 1 = y-flipped, 0 = normal "F" // bits 5-4: 00 = FACE sprite (default) "R" // 01 = WALL sprite (like masked walls) // 10 = FLOOR sprite (parallel to ceilings&floors) // bit 6: 1 = 1-sided sprite, 0 = normal "1" // bit 7: 1 = Real centered centering, 0 = foot center "C" // bit 8: 1 = Blocking sprite (use with hitscan / cliptype 1) "H" // bit 9: 1 = Transluscence reversing, 0 = normal "T" // bits 10-14: reserved // bit 15: 1 = Invisible sprite, 0 = not invisible //44 bytes typedef struct { SDWORD x, y, z; SWORD cstat, picnum; SBYTE shade; BYTE pal, clipdist, filler; BYTE xrepeat, yrepeat; SBYTE xoffset, yoffset; SWORD sectnum, statnum; SWORD ang, owner, xvel, yvel, zvel; SWORD lotag, hitag, extra; } spritetype; struct SlopeWork { walltype *wal; walltype *wal2; long dx, dy, i, x[3], y[3], z[3]; long heinum; }; // EXTERNAL FUNCTION PROTOTYPES -------------------------------------------- void P_AdjustLine (line_t *line); // PUBLIC FUNCTION PROTOTYPES ---------------------------------------------- // PRIVATE FUNCTION PROTOTYPES --------------------------------------------- static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numsprites); static void LoadSectors (sectortype *bsectors); static void LoadWalls (walltype *walls, int numwalls, sectortype *bsectors); static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors, mapthing2_t *mapthings); static vertex_t *FindVertex (fixed_t x, fixed_t y); static void CreateStartSpot (fixed_t *pos, mapthing2_t *start); static void CalcPlane (SlopeWork &slope, secplane_t &plane); static void Decrypt (void *to, const void *from, int len, int key); // EXTERNAL DATA DECLARATIONS ---------------------------------------------- // PUBLIC DATA DEFINITIONS ------------------------------------------------- // PRIVATE DATA DEFINITIONS ------------------------------------------------ // CODE -------------------------------------------------------------------- //========================================================================== // // P_LoadBuildMap // //========================================================================== bool P_LoadBuildMap (BYTE *data, size_t len, mapthing2_t **sprites, int *numspr) { if (len < 26) { return false; } // Check for a Blood map. if (*(DWORD *)data == MAKE_ID('B','L','M','\x1a')) { return P_LoadBloodMap (data, len, sprites, numspr); } numsectors = LittleShort(*(WORD *)(data + 20)); int numwalls; int numsprites; if (len < 26 + numsectors*sizeof(sectortype) || (numwalls = LittleShort(*(WORD *)(data + 22 + numsectors*sizeof(sectortype))), len < 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)) || LittleLong(*(DWORD *)data) != 7 || LittleShort(*(WORD *)(data + 16)) >= 2048) { // Can't possibly be a version 7 BUILD map return false; } LoadSectors ((sectortype *)(data + 22)); LoadWalls ((walltype *)(data + 24 + numsectors*sizeof(sectortype)), numwalls, (sectortype *)(data + 22)); numsprites = *(WORD *)(data + 24 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)); *sprites = new mapthing2_t[numsprites + 1]; CreateStartSpot ((fixed_t *)(data + 4), *sprites); *numspr = 1 + LoadSprites ((spritetype *)(data + 26 + numsectors*sizeof(sectortype) + numwalls*sizeof(walltype)), numsprites, (sectortype *)(data + 22), *sprites + 1); return true; } //========================================================================== // // P_LoadBloodMap // //========================================================================== static bool P_LoadBloodMap (BYTE *data, size_t len, mapthing2_t **mapthings, int *numspr) { BYTE infoBlock[37]; int mapver = data[5]; DWORD matt; int numRevisions, numWalls, numsprites, skyLen; int i; int k; if (mapver != 6 && mapver != 7) { return false; } matt = *(DWORD *)(data + 28); if (matt != 0 && matt != MAKE_ID('M','a','t','t') && matt != MAKE_ID('t','t','a','M')) { Decrypt (infoBlock, data + 6, 37, 0x7474614d); } else { memcpy (infoBlock, data + 6, 37); } numRevisions = *(DWORD *)(infoBlock + 27); numsectors = *(WORD *)(infoBlock + 31); numWalls = *(WORD *)(infoBlock + 33); numsprites = *(WORD *)(infoBlock + 35); skyLen = 2 << *(WORD *)(infoBlock + 16); if (mapver == 7) { // Version 7 has some extra stuff after the info block. This // includes a copyright, and I have no idea what the rest of // it is. data += 171; } else { data += 43; } // Skip the sky info. data += skyLen; sectortype *bsec = new sectortype[numsectors]; walltype *bwal = new walltype[numWalls]; spritetype *bspr = new spritetype[numsprites]; // Read sectors k = numRevisions * sizeof(sectortype); for (i = 0; i < numsectors; ++i) { if (mapver == 7) { Decrypt (&bsec[i], data, sizeof(sectortype), k); } else { memcpy (&bsec[i], data, sizeof(sectortype)); } data += sizeof(sectortype); if (bsec[i].extra > 0) // skip Xsector { data += 60; } } // Read walls k |= 0x7474614d; for (i = 0; i < numWalls; ++i) { if (mapver == 7) { Decrypt (&bwal[i], data, sizeof(walltype), k); } else { memcpy (&bwal[i], data, sizeof(walltype)); } data += sizeof(walltype); if (bwal[i].extra > 0) // skip Xwall { data += 24; } } // Read sprites k = (numRevisions * sizeof(spritetype)) | 0x7474614d; for (i = 0; i < numsprites; ++i) { if (mapver == 7) { Decrypt (&bspr[i], data, sizeof(spritetype), k); } else { memcpy (&bspr[i], data, sizeof(spritetype)); } data += sizeof(spritetype); if (bspr[i].extra > 0) // skip Xsprite { data += 56; } } // Now convert to Doom format, since we've extracted all the standard // BUILD info from the map we need. (Sprites are ignored.) LoadSectors (bsec); LoadWalls (bwal, numWalls, bsec); *mapthings = new mapthing2_t[numsprites + 1]; CreateStartSpot ((fixed_t *)infoBlock, *mapthings); *numspr = 1 + LoadSprites (bspr, numsprites, bsec, *mapthings + 1); delete[] bsec; delete[] bwal; delete[] bspr; return true; } //========================================================================== // // LoadSectors // //========================================================================== static void LoadSectors (sectortype *bsec) { FDynamicColormap *map = GetSpecialLights (PalEntry (255,255,255), level.fadeto, 0); sector_t *sec; char tnam[9]; sec = sectors = new sector_t[numsectors]; memset (sectors, 0, sizeof(sector_t)*numsectors); for (int i = 0; i < numsectors; ++i, ++bsec, ++sec) { bsec->wallptr = WORD(bsec->wallptr); bsec->wallnum = WORD(bsec->wallnum); bsec->ceilingstat = WORD(bsec->ceilingstat); bsec->floorstat = WORD(bsec->floorstat); sec->floortexz = -(LittleLong(bsec->floorz) << 8); sec->floorplane.d = -sec->floortexz; sec->floorplane.c = FRACUNIT; sec->floorplane.ic = FRACUNIT; sprintf (tnam, "BTIL%04d", LittleShort(bsec->floorpicnum)); sec->floorpic = TexMan.GetTexture (tnam, FTexture::TEX_Build); sec->floor_xscale = (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT; sec->floor_yscale = (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT; sec->floor_xoffs = (bsec->floorxpanning << FRACBITS) + (32 << FRACBITS); sec->floor_yoffs = bsec->floorypanning << FRACBITS; sec->FloorLight = SHADE2LIGHT (bsec->floorshade); sec->FloorFlags = SECF_ABSLIGHTING; sec->ceilingtexz = -(LittleLong(bsec->ceilingz) << 8); sec->ceilingplane.d = sec->ceilingtexz; sec->ceilingplane.c = -FRACUNIT; sec->ceilingplane.ic = -FRACUNIT; sprintf (tnam, "BTIL%04d", LittleShort(bsec->ceilingpicnum)); sec->ceilingpic = TexMan.GetTexture (tnam, FTexture::TEX_Build); if (bsec->ceilingstat & 1) { sky1texture = sky2texture = sec->ceilingpic; sec->ceilingpic = skyflatnum; } sec->ceiling_xscale = (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT; sec->ceiling_yscale = (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT; sec->ceiling_xoffs = (bsec->ceilingxpanning << FRACBITS) + (32 << FRACBITS); sec->ceiling_yoffs = bsec->ceilingypanning << FRACBITS; sec->CeilingLight = SHADE2LIGHT (bsec->ceilingshade); sec->CeilingFlags = SECF_ABSLIGHTING; sec->lightlevel = (sec->FloorLight + sec->CeilingLight) / 2; sec->seqType = -1; sec->nextsec = -1; sec->prevsec = -1; sec->gravity = 1.f; sec->friction = ORIG_FRICTION; sec->movefactor = ORIG_FRICTION_FACTOR; sec->ColorMap = map; sec->ZoneNumber = 0xFFFF; if (bsec->floorstat & 4) { sec->floor_angle = ANGLE_90; sec->floor_xscale = -sec->floor_xscale; } if (bsec->floorstat & 16) { sec->floor_xscale = -sec->floor_xscale; } if (bsec->floorstat & 32) { sec->floor_yscale = -sec->floor_yscale; } if (bsec->ceilingstat & 4) { sec->ceiling_angle = ANGLE_90; sec->floor_yscale = -sec->floor_yscale; } if (bsec->ceilingstat & 16) { sec->ceiling_xscale = -sec->ceiling_xscale; } if (bsec->ceilingstat & 32) { sec->ceiling_yscale = -sec->ceiling_yscale; } } } //========================================================================== // // LoadWalls // //========================================================================== static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec) { int i, j; // Setting numvertexes to the same as numwalls is overly conservative, // but the extra vertices will be removed during the BSP building pass. numsides = numvertexes = numwalls; numlines = 0; sides = new side_t[numsides]; memset (sides, 0, numsides*sizeof(side_t)); vertexes = new vertex_t[numvertexes]; numvertexes = 0; // First mark each sidedef with the sector it belongs to for (i = 0; i < numsectors; ++i) { if (bsec[i].wallptr >= 0) { for (j = 0; j < bsec[i].wallnum; ++j) { sides[j + bsec[i].wallptr].sector = sectors + i; } } } // Now copy wall properties to their matching sidedefs for (i = 0; i < numwalls; ++i) { char tnam[9]; int overpic, pic; sprintf (tnam, "BTIL%04d", LittleShort(walls[i].picnum)); pic = TexMan.GetTexture (tnam, FTexture::TEX_Build); sprintf (tnam, "BTIL%04d", LittleShort(walls[i].overpicnum)); overpic = TexMan.GetTexture (tnam, FTexture::TEX_Build); walls[i].x = LittleLong(walls[i].x); walls[i].y = LittleLong(walls[i].y); walls[i].point2 = LittleShort(walls[i].point2); walls[i].cstat = LittleShort(walls[i].cstat); walls[i].nextwall = LittleShort(walls[i].nextwall); walls[i].nextsector = LittleShort(walls[i].nextsector); sides[i].textureoffset = walls[i].xpanning << FRACBITS; sides[i].rowoffset = walls[i].ypanning << FRACBITS; sides[i].toptexture = sides[i].bottomtexture = pic; if (walls[i].nextsector < 0 || (walls[i].cstat & 32)) { sides[i].midtexture = pic; } else if (walls[i].cstat & 16) { sides[i].midtexture = overpic; } else { sides[i].midtexture = 0; } sides[i].TexelLength = walls[i].xrepeat * 8; sides[i].Light = SHADE2LIGHT(walls[i].shade); sides[i].Flags = WALLF_ABSLIGHTING; sides[i].RightSide = walls[i].point2; sides[walls[i].point2].LeftSide = i; if (walls[i].nextwall >= 0 && walls[i].nextwall <= i) { sides[i].linenum = sides[walls[i].nextwall].linenum; } else { sides[i].linenum = numlines++; } } // Set line properties that Doom doesn't store per-sidedef lines = new line_t[numlines]; memset (lines, 0, numlines*sizeof(line_t)); for (i = 0, j = -1; i < numwalls; ++i) { if (walls[i].nextwall >= 0 && walls[i].nextwall <= i) { continue; } j = sides[i].linenum; lines[j].sidenum[0] = i; lines[j].sidenum[1] = walls[i].nextwall; lines[j].v1 = FindVertex (walls[i].x, walls[i].y); lines[j].v2 = FindVertex (walls[walls[i].point2].x, walls[walls[i].point2].y); lines[j].frontsector = sides[i].sector; if (walls[i].nextsector >= 0) { lines[j].backsector = sectors + walls[i].nextsector; lines[j].flags |= ML_TWOSIDED; } else { lines[j].backsector = NULL; } P_AdjustLine (&lines[j]); if (walls[i].cstat & 128) { if (walls[i].cstat & 512) { lines[j].alpha = 255/3; } else { lines[j].alpha = 255*2/3; } } if (walls[i].cstat & 1) { lines[j].flags |= ML_BLOCKING; } if (walls[i].nextwall < 0) { if (walls[i].cstat & 4) { lines[j].flags |= ML_DONTPEGBOTTOM; } } else { if (walls[i].cstat & 4) { lines[j].flags |= ML_DONTPEGTOP; } else { lines[j].flags |= ML_DONTPEGBOTTOM; } } if (walls[i].cstat & 64) { lines[j].flags |= ML_BLOCKEVERYTHING; } } // Finish setting sector properties that depend on walls for (i = 0; i < numsectors; ++i, ++bsec) { SlopeWork slope; slope.wal = &walls[bsec->wallptr]; slope.wal2 = &walls[slope.wal->point2]; slope.dx = slope.wal2->x - slope.wal->x; slope.dy = slope.wal2->y - slope.wal->y; slope.i = long (sqrt ((double)(slope.dx*slope.dx+slope.dy*slope.dy))) << 5; if (slope.i == 0) { continue; } if ((bsec->floorstat & 2) && (bsec->floorheinum != 0)) { // floor is sloped slope.heinum = -LittleShort(bsec->floorheinum); slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorz; CalcPlane (slope, sectors[i].floorplane); } if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0)) { // ceiling is sloped slope.heinum = -LittleShort(bsec->ceilingheinum); slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingz; CalcPlane (slope, sectors[i].ceilingplane); } if (bsec->floorstat & 64) { // floor is aligned to first wall R_AlignFlat (sides[bsec->wallptr].linenum, lines[sides[bsec->wallptr].linenum].sidenum[1] == (DWORD)bsec->wallptr, 0); } if (bsec->ceilingstat & 64) { // ceiling is aligned to first wall R_AlignFlat (sides[bsec->wallptr].linenum, lines[sides[bsec->wallptr].linenum].sidenum[1] == (DWORD)bsec->wallptr, 0); } } } //========================================================================== // // LoadSprites // //========================================================================== static int LoadSprites (spritetype *sprites, int numsprites, sectortype *bsectors, mapthing2_t *mapthings) { char name[9]; int picnum; int count = 0; for (int i = 0; i < numsprites; ++i) { if (sprites[i].cstat & (16|32|32768)) continue; if (sprites[i].xrepeat == 0 || sprites[i].yrepeat == 0) continue; sprintf (name, "BTIL%04d", sprites[i].picnum); picnum = TexMan.GetTexture (name, FTexture::TEX_Build); mapthings[count].thingid = 0; mapthings[count].x = (short)(sprites[i].x >> 4); mapthings[count].y = -(short)(sprites[i].y >> 4); mapthings[count].z = (short)((bsectors[sprites[i].sectnum].floorz - sprites[i].z) >> 8); mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11; mapthings[count].type = 9988; mapthings[count].flags = MTF_FIGHTER|MTF_CLERIC|MTF_MAGE|MTF_SINGLE|MTF_COOPERATIVE|MTF_DEATHMATCH|MTF_EASY|MTF_NORMAL|MTF_HARD; mapthings[count].special = 0; mapthings[count].args[0] = picnum & 255; mapthings[count].args[1] = picnum >> 8; mapthings[count].args[2] = sprites[i].xrepeat; mapthings[count].args[3] = sprites[i].yrepeat; mapthings[count].args[4] = (sprites[i].cstat & 14) | ((sprites[i].cstat >> 9) & 1); count++; } return count; } //========================================================================== // // FindVertex // //========================================================================== vertex_t *FindVertex (fixed_t x, fixed_t y) { int i; x <<= 12; y = -(y << 12); for (i = 0; i < numvertexes; ++i) { if (vertexes[i].x == x && vertexes[i].y == y) { return &vertexes[i]; } } vertexes[i].x = x; vertexes[i].y = y; numvertexes++; return &vertexes[i]; } //========================================================================== // // CreateStartSpot // //========================================================================== static void CreateStartSpot (fixed_t *pos, mapthing2_t *start) { short angle = LittleShort(*(WORD *)(&pos[3])); mapthing2_t mt = { 0, short(LittleLong(pos[0])>>4), short((-LittleLong(pos[1]))>>4), 0,// tid, x, y, z short(Scale ((2048-angle)&2047, 360, 2048)), 1, // angle, type 7|MTF_SINGLE|224, // flags // special and args are 0 }; *start = mt; } //========================================================================== // // CalcPlane // //========================================================================== static void CalcPlane (SlopeWork &slope, secplane_t &plane) { vec3_t pt[3]; long j; slope.x[0] = slope.wal->x; slope.y[0] = slope.wal->y; slope.x[1] = slope.wal2->x; slope.y[1] = slope.wal2->y; if (slope.dx == 0) { slope.x[2] = slope.x[0] + 64; slope.y[2] = slope.y[0]; } else { slope.x[2] = slope.x[0]; slope.y[2] = slope.y[0] + 64; } j = DMulScale3 (slope.dx, slope.y[2]-slope.wal->y, -slope.dy, slope.x[2]-slope.wal->x); slope.z[2] += Scale (slope.heinum, j, slope.i); pt[0][0] = float(slope.dx); pt[0][1] = float(-slope.dy); pt[0][2] = 0.f; pt[1][0] = float(slope.x[2] - slope.x[0]); pt[1][1] = float(slope.y[0] - slope.y[2]); pt[1][2] = float(slope.z[2] - slope.z[0]) / 16.f; CrossProduct (pt[0], pt[1], pt[2]); VectorNormalize (pt[2]); if ((pt[2][2] < 0 && plane.c > 0) || (pt[2][2] > 0 && plane.c < 0)) { pt[2][0] = -pt[2][0]; pt[2][1] = -pt[2][1]; pt[2][2] = -pt[2][2]; } plane.a = fixed_t(pt[2][0]*65536.f); plane.b = fixed_t(pt[2][1]*65536.f); plane.c = fixed_t(pt[2][2]*65536.f); plane.ic = fixed_t(65536.f/pt[2][2]); plane.d = -TMulScale8 (plane.a, slope.x[0]<<4, plane.b, (-slope.y[0])<<4, plane.c, slope.z[0]); } //========================================================================== // // Decrypt // //========================================================================== static void Decrypt (void *to_, const void *from_, int len, int key) { BYTE *to = (BYTE *)to_; const BYTE *from = (const BYTE *)from_; while (len > 0) { *to = *from ^ key; to++; from++; key++; len--; } } //========================================================================== // // Just an actor to make the Build sprites show up. It doesn't do anything // with them other than display them. // //========================================================================== class ACustomSprite : public AActor { DECLARE_ACTOR (ACustomSprite, AActor); public: void BeginPlay (); }; FState ACustomSprite::States[] = { S_NORMAL (TNT1, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (ACustomSprite, Any, 9988, 0) PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY) PROP_SpawnState (0) END_DEFAULTS void ACustomSprite::BeginPlay () { Super::BeginPlay (); picnum = args[0] + args[1]*256; xscale = args[2] - 1; yscale = args[3] - 1; if (args[4] & 2) { RenderStyle = STYLE_Translucent; if (args[4] & 1) alpha = TRANSLUC66; else alpha = TRANSLUC33; } if (args[4] & 4) renderflags |= RF_XFLIP; if (args[4] & 8) renderflags |= RF_YFLIP; }