mirror of
https://github.com/ZDoom/qzdoom.git
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4221 lines
105 KiB
C++
4221 lines
105 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Do all the WAD I/O, get map description,
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// set up initial state and misc. LUTs.
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//
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//-----------------------------------------------------------------------------
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#include <math.h>
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#include <float.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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#include "m_argv.h"
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#include "m_swap.h"
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#include "m_bbox.h"
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#include "g_game.h"
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#include "i_system.h"
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#include "x86.h"
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#include "w_wad.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_effect.h"
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#include "p_terrain.h"
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#include "nodebuild.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "p_lnspec.h"
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#include "v_palette.h"
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#include "c_console.h"
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#include "c_cvars.h"
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#include "p_acs.h"
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#include "announcer.h"
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#include "wi_stuff.h"
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#include "stats.h"
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#include "doomerrors.h"
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#include "gi.h"
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#include "p_conversation.h"
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#include "a_keys.h"
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#include "s_sndseq.h"
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#include "sbar.h"
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#include "p_setup.h"
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#include "r_data/r_translate.h"
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#include "r_data/r_interpolate.h"
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#include "r_sky.h"
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#include "cmdlib.h"
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#include "g_level.h"
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#include "md5.h"
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#include "compatibility.h"
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#include "po_man.h"
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#include "r_renderer.h"
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#include "r_data/colormaps.h"
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#include "p_blockmap.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "p_saveg.h"
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#include "g_levellocals.h"
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#ifndef NO_EDATA
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#include "edata.h"
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#endif
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#include "events.h"
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#include "fragglescript/t_fs.h"
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#define MISSING_TEXTURE_WARN_LIMIT 20
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void P_SpawnSlopeMakers (FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
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void P_SetSlopes ();
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void P_CopySlopes();
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void BloodCrypt (void *data, int key, int len);
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void P_ClearUDMFKeys();
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extern AActor *P_SpawnMapThing (FMapThing *mthing, int position);
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extern void P_TranslateTeleportThings (void);
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void P_ParseTextMap(MapData *map, FMissingTextureTracker &);
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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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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_IsBuildMap(MapData *map)
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{
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return false;
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}
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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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}
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//
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// MAP related Lookup tables.
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// Store VERTEXES, LINEDEFS, SIDEDEFS, etc.
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//
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TArray<vertexdata_t> vertexdatas;
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bool hasglnodes;
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TArray<FMapThing> MapThingsConverted;
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TMap<unsigned,unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
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TArray<FMapThingUserData> MapThingsUserData;
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int sidecount;
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sidei_t *sidetemp;
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TArray<int> linemap;
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bool ForceNodeBuild;
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static void P_AllocateSideDefs (MapData *map, int count);
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//===========================================================================
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//
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// GetMapIndex
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//
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// Gets the type of map lump or -1 if invalid or -2 if required and not found.
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//
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//===========================================================================
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struct checkstruct
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{
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const char lumpname[9];
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bool required;
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};
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static int GetMapIndex(const char *mapname, int lastindex, const char *lumpname, bool needrequired)
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{
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static const checkstruct check[] =
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{
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{"", true},
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{"THINGS", true},
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{"LINEDEFS", true},
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{"SIDEDEFS", true},
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{"VERTEXES", true},
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{"SEGS", false},
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{"SSECTORS", false},
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{"NODES", false},
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{"SECTORS", true},
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{"REJECT", false},
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{"BLOCKMAP", false},
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{"BEHAVIOR", false},
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//{"SCRIPTS", false},
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};
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if (lumpname==NULL) lumpname="";
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for(size_t i=lastindex+1;i<countof(check);i++)
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{
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if (!strnicmp(lumpname, check[i].lumpname, 8))
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return (int)i;
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if (check[i].required)
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{
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if (needrequired)
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{
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I_Error("'%s' not found in %s\n", check[i].lumpname, mapname);
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}
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return -2;
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}
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}
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return -1; // End of map reached
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}
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//===========================================================================
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//
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// Opens a map for reading
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//
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//===========================================================================
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MapData *P_OpenMapData(const char * mapname, bool justcheck)
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{
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MapData * map = new MapData;
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FileReader * wadReader = NULL;
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bool externalfile = !strnicmp(mapname, "file:", 5);
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if (externalfile)
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{
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mapname += 5;
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if (!FileExists(mapname))
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{
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delete map;
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return NULL;
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}
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map->resource = FResourceFile::OpenResourceFile(mapname, NULL, true);
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wadReader = map->resource->GetReader();
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}
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else
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{
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FString fmt;
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int lump_wad;
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int lump_map;
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int lump_name = -1;
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// Check for both *.wad and *.map in order to load Build maps
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// as well. The higher one will take precedence.
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// Names with more than 8 characters will only be checked as .wad and .map.
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if (strlen(mapname) <= 8) lump_name = Wads.CheckNumForName(mapname);
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fmt.Format("maps/%s.wad", mapname);
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lump_wad = Wads.CheckNumForFullName(fmt);
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fmt.Format("maps/%s.map", mapname);
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lump_map = Wads.CheckNumForFullName(fmt);
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if (lump_name > lump_wad && lump_name > lump_map && lump_name != -1)
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{
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int lumpfile = Wads.GetLumpFile(lump_name);
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int nextfile = Wads.GetLumpFile(lump_name+1);
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map->lumpnum = lump_name;
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if (lumpfile != nextfile)
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{
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// The following lump is from a different file so whatever this is,
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// it is not a multi-lump Doom level so let's assume it is a Build map.
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map->MapLumps[0].Reader = map->file = Wads.ReopenLumpNum(lump_name);
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if (!P_IsBuildMap(map))
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{
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delete map;
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return NULL;
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}
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return map;
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}
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// This case can only happen if the lump is inside a real WAD file.
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// As such any special handling for other types of lumps is skipped.
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map->MapLumps[0].Reader = map->file = Wads.ReopenLumpNum(lump_name);
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strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(lump_name), 8);
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map->Encrypted = Wads.IsEncryptedFile(lump_name);
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map->InWad = true;
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if (map->Encrypted)
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{ // If it's encrypted, then it's a Blood file, presumably a map.
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if (!P_IsBuildMap(map))
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{
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delete map;
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return NULL;
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}
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return map;
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}
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int index = 0;
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if (stricmp(Wads.GetLumpFullName(lump_name + 1), "TEXTMAP") != 0)
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{
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for(int i = 1;; i++)
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{
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// Since levels must be stored in WADs they can't really have full
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// names and for any valid level lump this always returns the short name.
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const char * lumpname = Wads.GetLumpFullName(lump_name + i);
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try
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{
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index = GetMapIndex(mapname, index, lumpname, !justcheck);
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}
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catch(...)
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{
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delete map;
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throw;
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}
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if (index == -2)
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{
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delete map;
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return NULL;
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}
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if (index == ML_BEHAVIOR) map->HasBehavior = true;
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// The next lump is not part of this map anymore
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if (index < 0) break;
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map->MapLumps[index].Reader = Wads.ReopenLumpNum(lump_name + i);
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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else
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{
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map->isText = true;
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map->MapLumps[1].Reader = Wads.ReopenLumpNum(lump_name + 1);
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for(int i = 2;; i++)
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{
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const char * lumpname = Wads.GetLumpFullName(lump_name + i);
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if (lumpname == NULL)
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{
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I_Error("Invalid map definition for %s", mapname);
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}
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else if (!stricmp(lumpname, "ZNODES"))
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{
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index = ML_GLZNODES;
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}
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else if (!stricmp(lumpname, "BLOCKMAP"))
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{
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// there is no real point in creating a blockmap but let's use it anyway
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index = ML_BLOCKMAP;
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}
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else if (!stricmp(lumpname, "REJECT"))
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{
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index = ML_REJECT;
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}
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else if (!stricmp(lumpname, "DIALOGUE"))
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{
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index = ML_CONVERSATION;
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}
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else if (!stricmp(lumpname, "BEHAVIOR"))
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{
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index = ML_BEHAVIOR;
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map->HasBehavior = true;
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}
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else if (!stricmp(lumpname, "ENDMAP"))
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{
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break;
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}
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else continue;
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map->MapLumps[index].Reader = Wads.ReopenLumpNum(lump_name + i);
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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return map;
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}
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else
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{
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if (lump_map > lump_wad)
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{
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lump_wad = lump_map;
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}
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if (lump_wad == -1)
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{
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delete map;
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return NULL;
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}
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map->lumpnum = lump_wad;
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map->resource = FResourceFile::OpenResourceFile(Wads.GetLumpFullName(lump_wad), Wads.ReopenLumpNum(lump_wad), true);
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wadReader = map->resource->GetReader();
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}
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}
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uint32_t id;
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// Although we're using the resource system, we still want to be sure we're
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// reading from a wad file.
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wadReader->Seek(0, SEEK_SET);
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wadReader->Read(&id, sizeof(id));
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if (id == IWAD_ID || id == PWAD_ID)
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{
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char maplabel[9]="";
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int index=0;
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map->MapLumps[0].Reader = map->resource->GetLump(0)->NewReader();
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strncpy(map->MapLumps[0].Name, map->resource->GetLump(0)->Name, 8);
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for(uint32_t i = 1; i < map->resource->LumpCount(); i++)
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{
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const char* lumpname = map->resource->GetLump(i)->Name;
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if (i == 1 && !strnicmp(lumpname, "TEXTMAP", 8))
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{
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map->isText = true;
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map->MapLumps[ML_TEXTMAP].Reader = map->resource->GetLump(i)->NewReader();
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strncpy(map->MapLumps[ML_TEXTMAP].Name, lumpname, 8);
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for(int i = 2;; i++)
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{
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lumpname = map->resource->GetLump(i)->Name;
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if (!strnicmp(lumpname, "ZNODES",8))
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{
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index = ML_GLZNODES;
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}
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else if (!strnicmp(lumpname, "BLOCKMAP",8))
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{
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// there is no real point in creating a blockmap but let's use it anyway
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index = ML_BLOCKMAP;
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}
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else if (!strnicmp(lumpname, "REJECT",8))
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{
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index = ML_REJECT;
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}
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else if (!strnicmp(lumpname, "DIALOGUE",8))
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{
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index = ML_CONVERSATION;
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}
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else if (!strnicmp(lumpname, "BEHAVIOR",8))
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{
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index = ML_BEHAVIOR;
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map->HasBehavior = true;
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}
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else if (!strnicmp(lumpname, "ENDMAP",8))
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{
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return map;
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}
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else continue;
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map->MapLumps[index].Reader = map->resource->GetLump(i)->NewReader();
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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if (i>0)
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{
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try
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{
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index = GetMapIndex(maplabel, index, lumpname, !justcheck);
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}
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catch(...)
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{
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delete map;
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throw;
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}
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if (index == -2)
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{
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delete map;
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return NULL;
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}
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if (index == ML_BEHAVIOR) map->HasBehavior = true;
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// The next lump is not part of this map anymore
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if (index < 0) break;
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}
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else
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{
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strncpy(maplabel, lumpname, 8);
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maplabel[8]=0;
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}
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map->MapLumps[index].Reader = map->resource->GetLump(i)->NewReader();
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strncpy(map->MapLumps[index].Name, lumpname, 8);
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}
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}
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else
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{
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// This is a Build map and not subject to WAD consistency checks.
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//map->MapLumps[0].Size = wadReader->GetLength();
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if (!P_IsBuildMap(map))
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{
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delete map;
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return NULL;
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}
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}
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return map;
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}
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bool P_CheckMapData(const char *mapname)
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{
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MapData *mapd = P_OpenMapData(mapname, true);
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if (mapd == NULL) return false;
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delete mapd;
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return true;
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}
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//===========================================================================
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//
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// MapData :: GetChecksum
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//
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// Hashes a map based on its header, THINGS, LINEDEFS, SIDEDEFS, SECTORS,
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// and BEHAVIOR lumps. Node-builder generated lumps are not included.
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//
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//===========================================================================
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void MapData::GetChecksum(uint8_t cksum[16])
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{
|
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MD5Context md5;
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if (isText)
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{
|
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Seek(ML_TEXTMAP);
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if (file != NULL) md5.Update(file, Size(ML_TEXTMAP));
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}
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else
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{
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if (Size(ML_LABEL) != 0)
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{
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Seek(ML_LABEL);
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if (file != NULL) md5.Update(file, Size(ML_LABEL));
|
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}
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Seek(ML_THINGS);
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if (file != NULL) md5.Update(file, Size(ML_THINGS));
|
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Seek(ML_LINEDEFS);
|
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if (file != NULL) md5.Update(file, Size(ML_LINEDEFS));
|
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Seek(ML_SIDEDEFS);
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if (file != NULL) md5.Update(file, Size(ML_SIDEDEFS));
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Seek(ML_SECTORS);
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if (file != NULL) md5.Update(file, Size(ML_SECTORS));
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}
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if (HasBehavior)
|
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{
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Seek(ML_BEHAVIOR);
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if (file != NULL) md5.Update(file, Size(ML_BEHAVIOR));
|
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}
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md5.Final(cksum);
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}
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|
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|
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//===========================================================================
|
|
//
|
|
// Sets a sidedef's texture and prints a message if it's not present.
|
|
//
|
|
//===========================================================================
|
|
|
|
static void SetTexture (side_t *side, int position, const char *name, FMissingTextureTracker &track)
|
|
{
|
|
static const char *positionnames[] = { "top", "middle", "bottom" };
|
|
static const char *sidenames[] = { "first", "second" };
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|
|
FTextureID texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
|
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FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
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|
|
if (!texture.Exists())
|
|
{
|
|
if (++track[name].Count <= MISSING_TEXTURE_WARN_LIMIT)
|
|
{
|
|
// Print an error that lists all references to this sidedef.
|
|
// We must scan the linedefs manually for all references to this sidedef.
|
|
for(unsigned i = 0; i < level.lines.Size(); i++)
|
|
{
|
|
for(int j = 0; j < 2; j++)
|
|
{
|
|
if (level.lines[i].sidedef[j] == side)
|
|
{
|
|
Printf(TEXTCOLOR_RED"Unknown %s texture '"
|
|
TEXTCOLOR_ORANGE "%s" TEXTCOLOR_RED
|
|
"' on %s side of linedef %d\n",
|
|
positionnames[position], name, sidenames[j], i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
texture = TexMan.GetDefaultTexture();
|
|
}
|
|
side->SetTexture(position, texture);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Sets a sidedef's texture and prints a message if it's not present.
|
|
// (Passing index separately is for UDMF which does not have sectors allocated yet)
|
|
//
|
|
//===========================================================================
|
|
|
|
void SetTexture (sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate)
|
|
{
|
|
static const char *positionnames[] = { "floor", "ceiling" };
|
|
char name8[9];
|
|
if (truncate)
|
|
{
|
|
strncpy(name8, name, 8);
|
|
name8[8] = 0;
|
|
name = name8;
|
|
}
|
|
|
|
FTextureID texture = TexMan.CheckForTexture (name, FTexture::TEX_Flat,
|
|
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
|
|
|
|
if (!texture.Exists())
|
|
{
|
|
if (++track[name].Count <= MISSING_TEXTURE_WARN_LIMIT)
|
|
{
|
|
Printf(TEXTCOLOR_RED"Unknown %s texture '"
|
|
TEXTCOLOR_ORANGE "%s" TEXTCOLOR_RED
|
|
"' in sector %d\n",
|
|
positionnames[position], name, index);
|
|
}
|
|
texture = TexMan.GetDefaultTexture();
|
|
}
|
|
sector->SetTexture(position, texture);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// SummarizeMissingTextures
|
|
//
|
|
// Lists textures that were missing more than MISSING_TEXTURE_WARN_LIMIT
|
|
// times.
|
|
//
|
|
//===========================================================================
|
|
|
|
static void SummarizeMissingTextures(const FMissingTextureTracker &missing)
|
|
{
|
|
FMissingTextureTracker::ConstIterator it(missing);
|
|
FMissingTextureTracker::ConstPair *pair;
|
|
|
|
while (it.NextPair(pair))
|
|
{
|
|
if (pair->Value.Count > MISSING_TEXTURE_WARN_LIMIT)
|
|
{
|
|
Printf(TEXTCOLOR_RED "Missing texture '"
|
|
TEXTCOLOR_ORANGE "%s" TEXTCOLOR_RED
|
|
"' is used %d more times\n",
|
|
pair->Key.GetChars(), pair->Value.Count - MISSING_TEXTURE_WARN_LIMIT);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] Figure out blends for deep water sectors
|
|
//
|
|
//===========================================================================
|
|
|
|
static void SetTexture (side_t *side, int position, uint32_t *blend, const char *name)
|
|
{
|
|
FTextureID texture;
|
|
if ((*blend = R_ColormapNumForName (name)) == 0)
|
|
{
|
|
texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
|
|
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
|
|
if (!texture.Exists())
|
|
{
|
|
char name2[9];
|
|
char *stop;
|
|
strncpy (name2, name, 8);
|
|
name2[8] = 0;
|
|
*blend = strtoul (name2, &stop, 16);
|
|
texture = FNullTextureID();
|
|
}
|
|
else
|
|
{
|
|
*blend = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
texture = FNullTextureID();
|
|
}
|
|
side->SetTexture(position, texture);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
static void SetTextureNoErr (side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog)
|
|
{
|
|
FTextureID texture;
|
|
*validcolor = false;
|
|
texture = TexMan.CheckForTexture (name, FTexture::TEX_Wall,
|
|
FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny);
|
|
if (!texture.Exists())
|
|
{
|
|
char name2[9];
|
|
char *stop;
|
|
strncpy (name2, name+1, 7);
|
|
name2[7] = 0;
|
|
if (*name != '#')
|
|
{
|
|
*color = strtoul (name, &stop, 16);
|
|
texture = FNullTextureID();
|
|
*validcolor = (*stop == 0) && (stop >= name + 2) && (stop <= name + 6);
|
|
return;
|
|
}
|
|
else // Support for Legacy's color format!
|
|
{
|
|
int l=(int)strlen(name);
|
|
texture = FNullTextureID();
|
|
*validcolor = false;
|
|
if (l>=7)
|
|
{
|
|
for(stop=name2;stop<name2+6;stop++) if (!isxdigit(*stop)) *stop='0';
|
|
|
|
int factor = l==7? 0 : clamp<int> ((name2[6]&223)-'A', 0, 25);
|
|
|
|
name2[6]=0; int blue=strtol(name2+4,NULL,16);
|
|
name2[4]=0; int green=strtol(name2+2,NULL,16);
|
|
name2[2]=0; int red=strtol(name2,NULL,16);
|
|
|
|
if (!isFog)
|
|
{
|
|
if (factor==0)
|
|
{
|
|
*validcolor=false;
|
|
return;
|
|
}
|
|
factor = factor * 255 / 25;
|
|
}
|
|
else
|
|
{
|
|
factor=0;
|
|
}
|
|
|
|
*color=MAKEARGB(factor, red, green, blue);
|
|
texture = FNullTextureID();
|
|
*validcolor = true;
|
|
return;
|
|
}
|
|
}
|
|
texture = FNullTextureID();
|
|
}
|
|
side->SetTexture(position, texture);
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// Sound enviroment handling
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_FloodZone (sector_t *sec, int zonenum)
|
|
{
|
|
if (sec->ZoneNumber == zonenum)
|
|
return;
|
|
|
|
sec->ZoneNumber = zonenum;
|
|
|
|
for (auto check : sec->Lines)
|
|
{
|
|
sector_t *other;
|
|
|
|
if (check->sidedef[1] == NULL || (check->flags & ML_ZONEBOUNDARY))
|
|
continue;
|
|
|
|
if (check->frontsector == sec)
|
|
{
|
|
assert(check->backsector != NULL);
|
|
other = check->backsector;
|
|
}
|
|
else
|
|
{
|
|
assert(check->frontsector != NULL);
|
|
other = check->frontsector;
|
|
}
|
|
|
|
if (other->ZoneNumber != zonenum)
|
|
P_FloodZone (other, zonenum);
|
|
}
|
|
}
|
|
|
|
void P_FloodZones ()
|
|
{
|
|
int z = 0, i;
|
|
ReverbContainer *reverb;
|
|
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
if (sec.ZoneNumber == 0xFFFF)
|
|
{
|
|
P_FloodZone (&sec, z++);
|
|
}
|
|
}
|
|
level.Zones.Resize(z);
|
|
reverb = S_FindEnvironment(level.DefaultEnvironment);
|
|
if (reverb == NULL)
|
|
{
|
|
Printf("Sound environment %d, %d not found\n", level.DefaultEnvironment >> 8, level.DefaultEnvironment & 255);
|
|
reverb = DefaultEnvironments[0];
|
|
}
|
|
for (i = 0; i < z; ++i)
|
|
{
|
|
level.Zones[i].Environment = reverb;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadVertexes
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadVertexes (MapData * map)
|
|
{
|
|
// Determine number of vertices:
|
|
// total lump length / vertex record length.
|
|
unsigned numvertexes = map->Size(ML_VERTEXES) / sizeof(mapvertex_t);
|
|
|
|
if (numvertexes == 0)
|
|
{
|
|
I_Error ("Map has no vertices.\n");
|
|
}
|
|
|
|
// Allocate memory for buffer.
|
|
level.vertexes.Alloc(numvertexes);
|
|
vertexdatas.Clear();
|
|
|
|
map->Seek(ML_VERTEXES);
|
|
|
|
// Copy and convert vertex coordinates, internal representation as fixed.
|
|
for (auto &v : level.vertexes)
|
|
{
|
|
int16_t x, y;
|
|
|
|
(*map->file) >> x >> y;
|
|
v.set(double(x), double(y));
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadZSegs
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadZSegs (FileReaderBase &data)
|
|
{
|
|
for (auto &seg : level.segs)
|
|
{
|
|
line_t *ldef;
|
|
uint32_t v1, v2;
|
|
uint16_t line;
|
|
uint8_t side;
|
|
|
|
data >> v1 >> v2 >> line >> side;
|
|
|
|
seg.v1 = &level.vertexes[v1];
|
|
seg.v2 = &level.vertexes[v2];
|
|
seg.linedef = ldef = &level.lines[line];
|
|
seg.sidedef = ldef->sidedef[side];
|
|
seg.frontsector = ldef->sidedef[side]->sector;
|
|
if (ldef->flags & ML_TWOSIDED && ldef->sidedef[side^1] != NULL)
|
|
{
|
|
seg.backsector = ldef->sidedef[side^1]->sector;
|
|
}
|
|
else
|
|
{
|
|
seg.backsector = 0;
|
|
ldef->flags &= ~ML_TWOSIDED;
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadGLZSegs
|
|
//
|
|
// This is the GL nodes version of the above function.
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadGLZSegs (FileReaderBase &data, int type)
|
|
{
|
|
for (unsigned i = 0; i < level.subsectors.Size(); ++i)
|
|
{
|
|
|
|
for (size_t j = 0; j < level.subsectors[i].numlines; ++j)
|
|
{
|
|
seg_t *seg;
|
|
uint32_t v1, partner;
|
|
uint32_t line;
|
|
uint16_t lineword;
|
|
uint8_t side;
|
|
|
|
data >> v1 >> partner;
|
|
if (type >= 2)
|
|
{
|
|
data >> line;
|
|
}
|
|
else
|
|
{
|
|
data >> lineword;
|
|
line = lineword == 0xFFFF ? 0xFFFFFFFF : lineword;
|
|
}
|
|
data >> side;
|
|
|
|
seg = level.subsectors[i].firstline + j;
|
|
seg->v1 = &level.vertexes[v1];
|
|
if (j == 0)
|
|
{
|
|
seg[level.subsectors[i].numlines - 1].v2 = seg->v1;
|
|
}
|
|
else
|
|
{
|
|
seg[-1].v2 = seg->v1;
|
|
}
|
|
|
|
seg->PartnerSeg = partner == 0xffffffffu? nullptr : &level.segs[partner];
|
|
if (line != 0xFFFFFFFF)
|
|
{
|
|
line_t *ldef;
|
|
|
|
seg->linedef = ldef = &level.lines[line];
|
|
seg->sidedef = ldef->sidedef[side];
|
|
seg->frontsector = ldef->sidedef[side]->sector;
|
|
if (ldef->flags & ML_TWOSIDED && ldef->sidedef[side^1] != NULL)
|
|
{
|
|
seg->backsector = ldef->sidedef[side^1]->sector;
|
|
}
|
|
else
|
|
{
|
|
seg->backsector = 0;
|
|
ldef->flags &= ~ML_TWOSIDED;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
seg->linedef = NULL;
|
|
seg->sidedef = NULL;
|
|
seg->frontsector = seg->backsector = level.subsectors[i].firstline->frontsector;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadZNodes
|
|
//
|
|
//===========================================================================
|
|
|
|
void LoadZNodes(FileReaderBase &data, int glnodes)
|
|
{
|
|
// Read extra vertices added during node building
|
|
uint32_t orgVerts, newVerts;
|
|
unsigned int i;
|
|
|
|
data >> orgVerts >> newVerts;
|
|
if (orgVerts > level.vertexes.Size())
|
|
{ // These nodes are based on a map with more vertex data than we have.
|
|
// We can't use them.
|
|
throw CRecoverableError("Incorrect number of vertexes in nodes.\n");
|
|
}
|
|
auto oldvertexes = &level.vertexes[0];
|
|
if (orgVerts + newVerts != level.vertexes.Size())
|
|
{
|
|
level.vertexes.Reserve(newVerts);
|
|
}
|
|
for (i = 0; i < newVerts; ++i)
|
|
{
|
|
fixed_t x, y;
|
|
data >> x >> y;
|
|
level.vertexes[i + orgVerts].set(x, y);
|
|
}
|
|
if (oldvertexes != &level.vertexes[0])
|
|
{
|
|
for (auto &line : level.lines)
|
|
{
|
|
line.v1 = line.v1 - oldvertexes + &level.vertexes[0];
|
|
line.v2 = line.v2 - oldvertexes + &level.vertexes[0];
|
|
}
|
|
}
|
|
|
|
// Read the subsectors
|
|
uint32_t numSubs, currSeg;
|
|
|
|
data >> numSubs;
|
|
level.subsectors.Alloc(numSubs);
|
|
memset (&level.subsectors[0], 0, level.subsectors.Size()*sizeof(subsector_t));
|
|
|
|
for (i = currSeg = 0; i < numSubs; ++i)
|
|
{
|
|
uint32_t numsegs;
|
|
|
|
data >> numsegs;
|
|
level.subsectors[i].firstline = (seg_t *)(size_t)currSeg; // Oh damn. I should have stored the seg count sooner.
|
|
level.subsectors[i].numlines = numsegs;
|
|
currSeg += numsegs;
|
|
}
|
|
|
|
// Read the segs
|
|
uint32_t numSegs;
|
|
|
|
data >> numSegs;
|
|
|
|
// The number of segs stored should match the number of
|
|
// segs used by subsectors.
|
|
if (numSegs != currSeg)
|
|
{
|
|
throw CRecoverableError("Incorrect number of segs in nodes.\n");
|
|
}
|
|
|
|
level.segs.Alloc(numSegs);
|
|
memset (&level.segs[0], 0, numSegs*sizeof(seg_t));
|
|
|
|
for (auto &sub : level.subsectors)
|
|
{
|
|
sub.firstline = &level.segs[(size_t)sub.firstline];
|
|
}
|
|
|
|
if (glnodes == 0)
|
|
{
|
|
P_LoadZSegs (data);
|
|
}
|
|
else
|
|
{
|
|
P_LoadGLZSegs (data, glnodes);
|
|
}
|
|
|
|
// Read nodes
|
|
uint32_t numNodes;
|
|
|
|
data >> numNodes;
|
|
auto &nodes = level.nodes;
|
|
nodes.Alloc(numNodes);
|
|
memset (&nodes[0], 0, sizeof(node_t)*numNodes);
|
|
|
|
for (i = 0; i < numNodes; ++i)
|
|
{
|
|
if (glnodes < 3)
|
|
{
|
|
int16_t x, y, dx, dy;
|
|
|
|
data >> x >> y >> dx >> dy;
|
|
nodes[i].x = x << FRACBITS;
|
|
nodes[i].y = y << FRACBITS;
|
|
nodes[i].dx = dx << FRACBITS;
|
|
nodes[i].dy = dy << FRACBITS;
|
|
}
|
|
else
|
|
{
|
|
data >> nodes[i].x >> nodes[i].y >> nodes[i].dx >> nodes[i].dy;
|
|
}
|
|
for (int j = 0; j < 2; ++j)
|
|
{
|
|
for (int k = 0; k < 4; ++k)
|
|
{
|
|
int16_t coord;
|
|
data >> coord;
|
|
nodes[i].bbox[j][k] = coord;
|
|
}
|
|
}
|
|
for (int m = 0; m < 2; ++m)
|
|
{
|
|
uint32_t child;
|
|
data >> child;
|
|
if (child & 0x80000000)
|
|
{
|
|
nodes[i].children[m] = (uint8_t *)&level.subsectors[child & 0x7FFFFFFF] + 1;
|
|
}
|
|
else
|
|
{
|
|
nodes[i].children[m] = &nodes[child];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadZNodes (FileReader &dalump, uint32_t id)
|
|
{
|
|
int type;
|
|
bool compressed;
|
|
|
|
switch (id)
|
|
{
|
|
case MAKE_ID('Z','N','O','D'):
|
|
type = 0;
|
|
compressed = true;
|
|
break;
|
|
|
|
case MAKE_ID('Z','G','L','N'):
|
|
type = 1;
|
|
compressed = true;
|
|
break;
|
|
|
|
case MAKE_ID('Z','G','L','2'):
|
|
type = 2;
|
|
compressed = true;
|
|
break;
|
|
|
|
case MAKE_ID('Z','G','L','3'):
|
|
type = 3;
|
|
compressed = true;
|
|
break;
|
|
|
|
case MAKE_ID('X','N','O','D'):
|
|
type = 0;
|
|
compressed = false;
|
|
break;
|
|
|
|
case MAKE_ID('X','G','L','N'):
|
|
type = 1;
|
|
compressed = false;
|
|
break;
|
|
|
|
case MAKE_ID('X','G','L','2'):
|
|
type = 2;
|
|
compressed = false;
|
|
break;
|
|
|
|
case MAKE_ID('X','G','L','3'):
|
|
type = 3;
|
|
compressed = false;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
if (compressed)
|
|
{
|
|
FileReaderZ data (dalump);
|
|
LoadZNodes(data, type);
|
|
}
|
|
else
|
|
{
|
|
LoadZNodes(dalump, type);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_CheckV4Nodes
|
|
// http://www.sbsoftware.com/files/DeePBSPV4specs.txt
|
|
//
|
|
//===========================================================================
|
|
|
|
static bool P_CheckV4Nodes(MapData *map)
|
|
{
|
|
char header[8];
|
|
|
|
map->Read(ML_NODES, header, 8);
|
|
return !memcmp(header, "xNd4\0\0\0\0", 8);
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadSegs
|
|
//
|
|
// killough 5/3/98: reformatted, cleaned up
|
|
//
|
|
//===========================================================================
|
|
|
|
struct badseg
|
|
{
|
|
badseg(int t, int s, int d) : badtype(t), badsegnum(s), baddata(d) {}
|
|
int badtype;
|
|
int badsegnum;
|
|
int baddata;
|
|
};
|
|
|
|
template<class segtype>
|
|
void P_LoadSegs (MapData * map)
|
|
{
|
|
uint8_t *data;
|
|
int numvertexes = level.vertexes.Size();
|
|
uint8_t *vertchanged = new uint8_t[numvertexes]; // phares 10/4/98
|
|
uint32_t segangle;
|
|
//int ptp_angle; // phares 10/4/98
|
|
//int delta_angle; // phares 10/4/98
|
|
int vnum1,vnum2; // phares 10/4/98
|
|
int lumplen = map->Size(ML_SEGS);
|
|
|
|
memset (vertchanged,0,numvertexes); // phares 10/4/98
|
|
|
|
unsigned numsegs = lumplen / sizeof(segtype);
|
|
|
|
if (numsegs == 0)
|
|
{
|
|
Printf ("This map has no segs.\n");
|
|
level.subsectors.Clear();
|
|
level.nodes.Clear();
|
|
delete[] vertchanged;
|
|
ForceNodeBuild = true;
|
|
return;
|
|
}
|
|
|
|
level.segs.Alloc(numsegs);
|
|
auto &segs = level.segs;
|
|
memset (&segs[0], 0, numsegs*sizeof(seg_t));
|
|
|
|
data = new uint8_t[lumplen];
|
|
map->Read(ML_SEGS, data);
|
|
|
|
for (auto &sub : level.subsectors)
|
|
{
|
|
sub.firstline = &segs[(size_t)sub.firstline];
|
|
}
|
|
|
|
// phares: 10/4/98: Vertchanged is an array that represents the vertices.
|
|
// Mark those used by linedefs. A marked vertex is one that is not a
|
|
// candidate for movement further down.
|
|
|
|
for (auto &line : level.lines)
|
|
{
|
|
vertchanged[line.v1->Index()] = vertchanged[line.v2->Index()] = 1;
|
|
}
|
|
|
|
try
|
|
{
|
|
for (unsigned i = 0; i < numsegs; i++)
|
|
{
|
|
seg_t *li = &segs[i];
|
|
segtype *ml = ((segtype *) data) + i;
|
|
|
|
int side, linedef;
|
|
line_t *ldef;
|
|
|
|
vnum1 = ml->V1();
|
|
vnum2 = ml->V2();
|
|
|
|
if (vnum1 >= numvertexes || vnum2 >= numvertexes)
|
|
{
|
|
throw badseg(0, i, MAX(vnum1, vnum2));
|
|
}
|
|
|
|
li->v1 = &level.vertexes[vnum1];
|
|
li->v2 = &level.vertexes[vnum2];
|
|
|
|
segangle = (uint16_t)LittleShort(ml->angle);
|
|
|
|
// phares 10/4/98: In the case of a lineseg that was created by splitting
|
|
// another line, it appears that the line angle is inherited from the
|
|
// father line. Due to roundoff, the new vertex may have been placed 'off
|
|
// the line'. When you get close to such a line, and it is very short,
|
|
// it's possible that the roundoff error causes 'firelines', the thin
|
|
// lines that can draw from screen top to screen bottom occasionally. This
|
|
// is due to all the angle calculations that are done based on the line
|
|
// angle, the angles from the viewer to the vertices, and the viewer's
|
|
// angle in the world. In the case of firelines, the rounded-off position
|
|
// of one of the vertices determines one of these angles, and introduces
|
|
// an error in the scaling factor for mapping textures and determining
|
|
// where on the screen the ceiling and floor spans should be shown. For a
|
|
// fireline, the engine thinks the ceiling bottom and floor top are at the
|
|
// midpoint of the screen. So you get ceilings drawn all the way down to the
|
|
// screen midpoint, and floors drawn all the way up. Thus 'firelines'. The
|
|
// name comes from the original sighting, which involved a fire texture.
|
|
//
|
|
// To correct this, reset the vertex that was added so that it sits ON the
|
|
// split line.
|
|
//
|
|
// To know which of the two vertices was added, its number is greater than
|
|
// that of the last of the author-created vertices. If both vertices of the
|
|
// line were added by splitting, pick the higher-numbered one. Once you've
|
|
// changed a vertex, don't change it again if it shows up in another seg.
|
|
//
|
|
// To determine if there's an error in the first place, find the
|
|
// angle of the line between the two seg vertices. If it's one degree or more
|
|
// off, then move one vertex. This may seem insignificant, but one degree
|
|
// errors _can_ cause firelines.
|
|
|
|
DAngle ptp_angle = (li->v2->fPos() - li->v1->fPos()).Angle();
|
|
DAngle seg_angle = AngleToFloat(segangle << 16);
|
|
DAngle delta_angle = absangle(ptp_angle, seg_angle);
|
|
|
|
if (delta_angle >= 1.)
|
|
{
|
|
double dis = (li->v2->fPos() - li->v1->fPos()).Length();
|
|
DVector2 delta = seg_angle.ToVector(dis);
|
|
if ((vnum2 > vnum1) && (vertchanged[vnum2] == 0))
|
|
{
|
|
li->v2->set(li->v1->fPos() + delta);
|
|
vertchanged[vnum2] = 1; // this was changed
|
|
}
|
|
else if (vertchanged[vnum1] == 0)
|
|
{
|
|
li->v1->set(li->v2->fPos() - delta);
|
|
vertchanged[vnum1] = 1; // this was changed
|
|
}
|
|
}
|
|
|
|
linedef = LittleShort(ml->linedef);
|
|
if ((unsigned)linedef >= level.lines.Size())
|
|
{
|
|
throw badseg(1, i, linedef);
|
|
}
|
|
ldef = &level.lines[linedef];
|
|
li->linedef = ldef;
|
|
side = LittleShort(ml->side);
|
|
if ((unsigned)(ldef->sidedef[side]->Index()) >= level.sides.Size())
|
|
{
|
|
throw badseg(2, i, ldef->sidedef[side]->Index());
|
|
}
|
|
li->sidedef = ldef->sidedef[side];
|
|
li->frontsector = ldef->sidedef[side]->sector;
|
|
|
|
// killough 5/3/98: ignore 2s flag if second sidedef missing:
|
|
if (ldef->flags & ML_TWOSIDED && ldef->sidedef[side^1] != NULL)
|
|
{
|
|
li->backsector = ldef->sidedef[side^1]->sector;
|
|
}
|
|
else
|
|
{
|
|
li->backsector = 0;
|
|
ldef->flags &= ~ML_TWOSIDED;
|
|
}
|
|
}
|
|
}
|
|
catch (const badseg &bad) // the preferred way is to catch by (const) reference.
|
|
{
|
|
switch (bad.badtype)
|
|
{
|
|
case 0:
|
|
Printf ("Seg %d references a nonexistant vertex %d (max %d).\n", bad.badsegnum, bad.baddata, numvertexes);
|
|
break;
|
|
|
|
case 1:
|
|
Printf ("Seg %d references a nonexistant linedef %d (max %u).\n", bad.badsegnum, bad.baddata, level.lines.Size());
|
|
break;
|
|
|
|
case 2:
|
|
Printf ("The linedef for seg %d references a nonexistant sidedef %d (max %d).\n", bad.badsegnum, bad.baddata, level.sides.Size());
|
|
break;
|
|
}
|
|
Printf ("The BSP will be rebuilt.\n");
|
|
level.segs.Clear();
|
|
level.subsectors.Clear();
|
|
level.nodes.Clear();
|
|
ForceNodeBuild = true;
|
|
}
|
|
|
|
delete[] vertchanged; // phares 10/4/98
|
|
delete[] data;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadSubsectors
|
|
//
|
|
//===========================================================================
|
|
|
|
template<class subsectortype, class segtype>
|
|
void P_LoadSubsectors (MapData * map)
|
|
{
|
|
uint32_t maxseg = map->Size(ML_SEGS) / sizeof(segtype);
|
|
|
|
unsigned numsubsectors = map->Size(ML_SSECTORS) / sizeof(subsectortype);
|
|
|
|
if (numsubsectors == 0 || maxseg == 0 )
|
|
{
|
|
Printf ("This map has an incomplete BSP tree.\n");
|
|
level.nodes.Clear();
|
|
ForceNodeBuild = true;
|
|
return;
|
|
}
|
|
|
|
auto &subsectors = level.subsectors;
|
|
subsectors.Alloc(numsubsectors);
|
|
map->Seek(ML_SSECTORS);
|
|
|
|
memset (&subsectors[0], 0, numsubsectors*sizeof(subsector_t));
|
|
|
|
for (unsigned i = 0; i < numsubsectors; i++)
|
|
{
|
|
subsectortype subd;
|
|
|
|
(*map->file) >> subd.numsegs >> subd.firstseg;
|
|
|
|
if (subd.numsegs == 0)
|
|
{
|
|
Printf ("Subsector %i is empty.\n", i);
|
|
level.subsectors.Clear();
|
|
level.nodes.Clear();
|
|
ForceNodeBuild = true;
|
|
return;
|
|
}
|
|
|
|
subsectors[i].numlines = subd.numsegs;
|
|
subsectors[i].firstline = (seg_t *)(size_t)subd.firstseg;
|
|
|
|
if ((size_t)subsectors[i].firstline >= maxseg)
|
|
{
|
|
Printf ("Subsector %d contains invalid segs %u-%u\n"
|
|
"The BSP will be rebuilt.\n", i, (unsigned)((size_t)subsectors[i].firstline),
|
|
(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
|
|
ForceNodeBuild = true;
|
|
level.nodes.Clear();
|
|
level.subsectors.Clear();
|
|
break;
|
|
}
|
|
else if ((size_t)subsectors[i].firstline + subsectors[i].numlines > maxseg)
|
|
{
|
|
Printf ("Subsector %d contains invalid segs %u-%u\n"
|
|
"The BSP will be rebuilt.\n", i, maxseg,
|
|
(unsigned)((size_t)subsectors[i].firstline) + subsectors[i].numlines - 1);
|
|
ForceNodeBuild = true;
|
|
level.nodes.Clear();
|
|
level.subsectors.Clear();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadSectors
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
|
|
{
|
|
char *msp;
|
|
mapsector_t *ms;
|
|
sector_t* ss;
|
|
int defSeqType;
|
|
int lumplen = map->Size(ML_SECTORS);
|
|
|
|
unsigned numsectors = lumplen / sizeof(mapsector_t);
|
|
level.sectors.Alloc(numsectors);
|
|
auto sectors = &level.sectors[0];
|
|
memset (sectors, 0, numsectors*sizeof(sector_t));
|
|
|
|
if (level.flags & LEVEL_SNDSEQTOTALCTRL)
|
|
defSeqType = 0;
|
|
else
|
|
defSeqType = -1;
|
|
|
|
msp = new char[lumplen];
|
|
map->Read(ML_SECTORS, msp);
|
|
ms = (mapsector_t*)msp;
|
|
ss = sectors;
|
|
|
|
// Extended properties
|
|
sectors[0].e = new extsector_t[numsectors];
|
|
|
|
for (unsigned i = 0; i < numsectors; i++, ss++, ms++)
|
|
{
|
|
ss->e = §ors[0].e[i];
|
|
if (!map->HasBehavior) ss->Flags |= SECF_FLOORDROP;
|
|
ss->SetPlaneTexZ(sector_t::floor, (double)LittleShort(ms->floorheight));
|
|
ss->floorplane.set(0, 0, 1., -ss->GetPlaneTexZ(sector_t::floor));
|
|
ss->SetPlaneTexZ(sector_t::ceiling, (double)LittleShort(ms->ceilingheight));
|
|
ss->ceilingplane.set(0, 0, -1., ss->GetPlaneTexZ(sector_t::ceiling));
|
|
SetTexture(ss, i, sector_t::floor, ms->floorpic, missingtex, true);
|
|
SetTexture(ss, i, sector_t::ceiling, ms->ceilingpic, missingtex, true);
|
|
ss->lightlevel = LittleShort(ms->lightlevel);
|
|
if (map->HasBehavior)
|
|
ss->special = LittleShort(ms->special);
|
|
else // [RH] Translate to new sector special
|
|
ss->special = P_TranslateSectorSpecial (LittleShort(ms->special));
|
|
tagManager.AddSectorTag(i, LittleShort(ms->tag));
|
|
ss->thinglist = nullptr;
|
|
ss->touching_thinglist = nullptr; // phares 3/14/98
|
|
ss->sectorportal_thinglist = nullptr;
|
|
ss->touching_renderthings = nullptr;
|
|
ss->seqType = defSeqType;
|
|
ss->SeqName = NAME_None;
|
|
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
|
ss->prevsec = -1; // stair retriggering until build completes
|
|
memset(ss->SpecialColors, -1, sizeof(ss->SpecialColors));
|
|
|
|
ss->SetAlpha(sector_t::floor, 1.);
|
|
ss->SetAlpha(sector_t::ceiling, 1.);
|
|
ss->SetXScale(sector_t::floor, 1.); // [RH] floor and ceiling scaling
|
|
ss->SetYScale(sector_t::floor, 1.);
|
|
ss->SetXScale(sector_t::ceiling, 1.);
|
|
ss->SetYScale(sector_t::ceiling, 1.);
|
|
|
|
ss->heightsec = NULL; // sector used to get floor and ceiling height
|
|
// killough 3/7/98: end changes
|
|
|
|
ss->gravity = 1.f; // [RH] Default sector gravity of 1.0
|
|
ss->ZoneNumber = 0xFFFF;
|
|
ss->terrainnum[sector_t::ceiling] = ss->terrainnum[sector_t::floor] = -1;
|
|
|
|
// [RH] Sectors default to white light with the default fade.
|
|
// If they are outside (have a sky ceiling), they use the outside fog.
|
|
ss->Colormap.LightColor = PalEntry(255, 255, 255);
|
|
if (level.outsidefog != 0xff000000 && (ss->GetTexture(sector_t::ceiling) == skyflatnum || (ss->special&0xff) == Sector_Outside))
|
|
{
|
|
ss->Colormap.FadeColor.SetRGB(level.outsidefog);
|
|
}
|
|
else
|
|
{
|
|
ss->Colormap.FadeColor.SetRGB(level.fadeto);
|
|
}
|
|
|
|
// killough 8/28/98: initialize all sectors to normal friction
|
|
ss->friction = ORIG_FRICTION;
|
|
ss->movefactor = ORIG_FRICTION_FACTOR;
|
|
ss->sectornum = i;
|
|
}
|
|
delete[] msp;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadNodes
|
|
//
|
|
//===========================================================================
|
|
|
|
template<class nodetype, class subsectortype>
|
|
void P_LoadNodes (MapData * map)
|
|
{
|
|
FMemLump data;
|
|
int j;
|
|
int k;
|
|
char *mnp;
|
|
nodetype *mn;
|
|
node_t* no;
|
|
uint16_t* used;
|
|
int lumplen = map->Size(ML_NODES);
|
|
int maxss = map->Size(ML_SSECTORS) / sizeof(subsectortype);
|
|
|
|
unsigned numnodes = (lumplen - nodetype::NF_LUMPOFFSET) / sizeof(nodetype);
|
|
|
|
if ((numnodes == 0 && maxss != 1) || maxss == 0)
|
|
{
|
|
ForceNodeBuild = true;
|
|
return;
|
|
}
|
|
|
|
auto &nodes = level.nodes;
|
|
nodes.Alloc(numnodes);
|
|
used = (uint16_t *)alloca (sizeof(uint16_t)*numnodes);
|
|
memset (used, 0, sizeof(uint16_t)*numnodes);
|
|
|
|
mnp = new char[lumplen];
|
|
mn = (nodetype*)(mnp + nodetype::NF_LUMPOFFSET);
|
|
map->Read(ML_NODES, mnp);
|
|
no = &nodes[0];
|
|
|
|
for (unsigned i = 0; i < numnodes; i++, no++, mn++)
|
|
{
|
|
no->x = LittleShort(mn->x)<<FRACBITS;
|
|
no->y = LittleShort(mn->y)<<FRACBITS;
|
|
no->dx = LittleShort(mn->dx)<<FRACBITS;
|
|
no->dy = LittleShort(mn->dy)<<FRACBITS;
|
|
for (j = 0; j < 2; j++)
|
|
{
|
|
int child = mn->Child(j);
|
|
if (child & nodetype::NF_SUBSECTOR)
|
|
{
|
|
child &= ~nodetype::NF_SUBSECTOR;
|
|
if (child >= maxss)
|
|
{
|
|
Printf ("BSP node %d references invalid subsector %d.\n"
|
|
"The BSP will be rebuilt.\n", i, child);
|
|
ForceNodeBuild = true;
|
|
level.nodes.Clear();
|
|
delete[] mnp;
|
|
return;
|
|
}
|
|
no->children[j] = (uint8_t *)&level.subsectors[child] + 1;
|
|
}
|
|
else if ((unsigned)child >= numnodes)
|
|
{
|
|
Printf ("BSP node %d references invalid node %d.\n"
|
|
"The BSP will be rebuilt.\n", i, ((node_t *)no->children[j])->Index());
|
|
ForceNodeBuild = true;
|
|
level.nodes.Clear();
|
|
delete[] mnp;
|
|
return;
|
|
}
|
|
else if (used[child])
|
|
{
|
|
Printf ("BSP node %d references node %d,\n"
|
|
"which is already used by node %d.\n"
|
|
"The BSP will be rebuilt.\n", i, child, used[child]-1);
|
|
ForceNodeBuild = true;
|
|
level.nodes.Clear();
|
|
delete[] mnp;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
no->children[j] = &nodes[child];
|
|
used[child] = j + 1;
|
|
}
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
no->bbox[j][k] = (float)LittleShort(mn->bbox[j][k]);
|
|
}
|
|
}
|
|
}
|
|
delete[] mnp;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// SpawnMapThing
|
|
//
|
|
//===========================================================================
|
|
CVAR(Bool, dumpspawnedthings, false, 0)
|
|
|
|
AActor *SpawnMapThing(int index, FMapThing *mt, int position)
|
|
{
|
|
AActor *spawned = P_SpawnMapThing(mt, position);
|
|
if (dumpspawnedthings)
|
|
{
|
|
Printf("%5d: (%5f, %5f, %5f), doomednum = %5d, flags = %04x, type = %s\n",
|
|
index, mt->pos.X, mt->pos.Y, mt->pos.Z, mt->EdNum, mt->flags,
|
|
spawned? spawned->GetClass()->TypeName.GetChars() : "(none)");
|
|
}
|
|
T_AddSpawnedThing(spawned);
|
|
return spawned;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// SetMapThingUserData
|
|
//
|
|
//===========================================================================
|
|
|
|
static void SetMapThingUserData(AActor *actor, unsigned udi)
|
|
{
|
|
if (actor == NULL)
|
|
{
|
|
return;
|
|
}
|
|
while (MapThingsUserData[udi].Property != NAME_None)
|
|
{
|
|
FName varname = MapThingsUserData[udi].Property;
|
|
int value = MapThingsUserData[udi].Value;
|
|
PField *var = dyn_cast<PField>(actor->GetClass()->Symbols.FindSymbol(varname, true));
|
|
|
|
udi++;
|
|
|
|
if (var == NULL || (var->Flags & (VARF_Native|VARF_Private|VARF_Protected|VARF_Static)) || !var->Type->IsKindOf(RUNTIME_CLASS(PBasicType)))
|
|
{
|
|
DPrintf(DMSG_WARNING, "%s is not a user variable in class %s\n", varname.GetChars(),
|
|
actor->GetClass()->TypeName.GetChars());
|
|
}
|
|
else
|
|
{ // Set the value of the specified user variable.
|
|
var->Type->SetValue(reinterpret_cast<uint8_t *>(actor) + var->Offset, value);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadThings
|
|
//
|
|
//===========================================================================
|
|
|
|
uint16_t MakeSkill(int flags)
|
|
{
|
|
uint16_t res = 0;
|
|
if (flags & 1) res |= 1+2;
|
|
if (flags & 2) res |= 4;
|
|
if (flags & 4) res |= 8+16;
|
|
return res;
|
|
}
|
|
|
|
void P_LoadThings (MapData * map)
|
|
{
|
|
int lumplen = map->Size(ML_THINGS);
|
|
int numthings = lumplen / sizeof(mapthing_t);
|
|
|
|
char *mtp;
|
|
mapthing_t *mt;
|
|
|
|
mtp = new char[lumplen];
|
|
map->Read(ML_THINGS, mtp);
|
|
mt = (mapthing_t*)mtp;
|
|
|
|
MapThingsConverted.Resize(numthings);
|
|
FMapThing *mti = &MapThingsConverted[0];
|
|
|
|
// [RH] ZDoom now uses Hexen-style maps as its native format.
|
|
// Since this is the only place where Doom-style Things are ever
|
|
// referenced, we translate them into a Hexen-style thing.
|
|
for (int i=0 ; i < numthings; i++, mt++)
|
|
{
|
|
// [RH] At this point, monsters unique to Doom II were weeded out
|
|
// if the IWAD wasn't for Doom II. P_SpawnMapThing() can now
|
|
// handle these and more cases better, so we just pass it
|
|
// everything and let it decide what to do with them.
|
|
|
|
// [RH] Need to translate the spawn flags to Hexen format.
|
|
short flags = LittleShort(mt->options);
|
|
|
|
memset (&mti[i], 0, sizeof(mti[i]));
|
|
|
|
mti[i].Gravity = 1;
|
|
mti[i].Conversation = 0;
|
|
mti[i].SkillFilter = MakeSkill(flags);
|
|
mti[i].ClassFilter = 0xffff; // Doom map format doesn't have class flags so spawn for all player classes
|
|
mti[i].RenderStyle = STYLE_Count;
|
|
mti[i].Alpha = -1;
|
|
mti[i].Health = 1;
|
|
mti[i].FloatbobPhase = -1;
|
|
|
|
mti[i].pos.X = LittleShort(mt->x);
|
|
mti[i].pos.Y = LittleShort(mt->y);
|
|
mti[i].angle = LittleShort(mt->angle);
|
|
mti[i].EdNum = LittleShort(mt->type);
|
|
mti[i].info = DoomEdMap.CheckKey(mti[i].EdNum);
|
|
|
|
|
|
#ifndef NO_EDATA
|
|
if (mti[i].info != NULL && mti[i].info->Special == SMT_EDThing)
|
|
{
|
|
ProcessEDMapthing(&mti[i], flags);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
flags &= ~MTF_SKILLMASK;
|
|
mti[i].flags = (short)((flags & 0xf) | 0x7e0);
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
mti[i].flags &= ~MTF_AMBUSH;
|
|
if (flags & STF_SHADOW) mti[i].flags |= MTF_SHADOW;
|
|
if (flags & STF_ALTSHADOW) mti[i].flags |= MTF_ALTSHADOW;
|
|
if (flags & STF_STANDSTILL) mti[i].flags |= MTF_STANDSTILL;
|
|
if (flags & STF_AMBUSH) mti[i].flags |= MTF_AMBUSH;
|
|
if (flags & STF_FRIENDLY) mti[i].flags |= MTF_FRIENDLY;
|
|
}
|
|
else
|
|
{
|
|
if (flags & BTF_BADEDITORCHECK)
|
|
{
|
|
flags &= 0x1F;
|
|
}
|
|
if (flags & BTF_NOTDEATHMATCH) mti[i].flags &= ~MTF_DEATHMATCH;
|
|
if (flags & BTF_NOTCOOPERATIVE) mti[i].flags &= ~MTF_COOPERATIVE;
|
|
if (flags & BTF_FRIENDLY) mti[i].flags |= MTF_FRIENDLY;
|
|
}
|
|
if (flags & BTF_NOTSINGLE) mti[i].flags &= ~MTF_SINGLE;
|
|
}
|
|
}
|
|
delete [] mtp;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH]
|
|
// P_LoadThings2
|
|
//
|
|
// Same as P_LoadThings() except it assumes Things are
|
|
// saved Hexen-style. Position also controls which single-
|
|
// player start spots are spawned by filtering out those
|
|
// whose first parameter don't match position.
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadThings2 (MapData * map)
|
|
{
|
|
int lumplen = map->Size(ML_THINGS);
|
|
int numthings = lumplen / sizeof(mapthinghexen_t);
|
|
|
|
char *mtp;
|
|
|
|
MapThingsConverted.Resize(numthings);
|
|
FMapThing *mti = &MapThingsConverted[0];
|
|
|
|
mtp = new char[lumplen];
|
|
map->Read(ML_THINGS, mtp);
|
|
mapthinghexen_t *mth = (mapthinghexen_t*)mtp;
|
|
|
|
for(int i = 0; i< numthings; i++)
|
|
{
|
|
memset (&mti[i], 0, sizeof(mti[i]));
|
|
|
|
mti[i].thingid = LittleShort(mth[i].thingid);
|
|
mti[i].pos.X = LittleShort(mth[i].x);
|
|
mti[i].pos.Y = LittleShort(mth[i].y);
|
|
mti[i].pos.Z = LittleShort(mth[i].z);
|
|
mti[i].angle = LittleShort(mth[i].angle);
|
|
mti[i].EdNum = LittleShort(mth[i].type);
|
|
mti[i].info = DoomEdMap.CheckKey(mti[i].EdNum);
|
|
mti[i].flags = LittleShort(mth[i].flags);
|
|
mti[i].special = mth[i].special;
|
|
for(int j=0;j<5;j++) mti[i].args[j] = mth[i].args[j];
|
|
mti[i].SkillFilter = MakeSkill(mti[i].flags);
|
|
mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
|
|
mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
|
|
if (level.flags2 & LEVEL2_HEXENHACK)
|
|
{
|
|
mti[i].flags &= 0x7ff; // mask out Strife flags if playing an original Hexen map.
|
|
}
|
|
|
|
mti[i].Gravity = 1;
|
|
mti[i].RenderStyle = STYLE_Count;
|
|
mti[i].Alpha = -1;
|
|
mti[i].Health = 1;
|
|
mti[i].FloatbobPhase = -1;
|
|
}
|
|
delete[] mtp;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_SpawnThings (int position)
|
|
{
|
|
int numthings = MapThingsConverted.Size();
|
|
|
|
for (int i=0; i < numthings; i++)
|
|
{
|
|
AActor *actor = SpawnMapThing (i, &MapThingsConverted[i], position);
|
|
unsigned *udi = MapThingsUserDataIndex.CheckKey((unsigned)i);
|
|
if (udi != NULL)
|
|
{
|
|
SetMapThingUserData(actor, *udi);
|
|
}
|
|
}
|
|
for(int i=0; i<MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].mo != NULL)
|
|
P_PlayerStartStomp(players[i].mo);
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadLineDefs
|
|
//
|
|
// killough 4/4/98: split into two functions, to allow sidedef overloading
|
|
//
|
|
// [RH] Actually split into four functions to allow for Hexen and Doom
|
|
// linedefs.
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_AdjustLine (line_t *ld)
|
|
{
|
|
vertex_t *v1, *v2;
|
|
|
|
v1 = ld->v1;
|
|
v2 = ld->v2;
|
|
|
|
ld->setDelta(v2->fX() - v1->fX(), v2->fY() - v1->fY());
|
|
|
|
if (v1->fX() < v2->fX())
|
|
{
|
|
ld->bbox[BOXLEFT] = v1->fX();
|
|
ld->bbox[BOXRIGHT] = v2->fX();
|
|
}
|
|
else
|
|
{
|
|
ld->bbox[BOXLEFT] = v2->fX();
|
|
ld->bbox[BOXRIGHT] = v1->fX();
|
|
}
|
|
|
|
if (v1->fY() < v2->fY())
|
|
{
|
|
ld->bbox[BOXBOTTOM] = v1->fY();
|
|
ld->bbox[BOXTOP] = v2->fY();
|
|
}
|
|
else
|
|
{
|
|
ld->bbox[BOXBOTTOM] = v2->fY();
|
|
ld->bbox[BOXTOP] = v1->fY();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] Set line id (as appropriate) here
|
|
// for Doom format maps this must be done in P_TranslateLineDef because
|
|
// the tag doesn't always go into the first arg.
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_SetLineID (int i, line_t *ld)
|
|
{
|
|
if (level.maptype == MAPTYPE_HEXEN)
|
|
{
|
|
int setid = -1;
|
|
switch (ld->special)
|
|
{
|
|
case Line_SetIdentification:
|
|
if (!(level.flags2 & LEVEL2_HEXENHACK))
|
|
{
|
|
setid = ld->args[0] + 256 * ld->args[4];
|
|
ld->flags |= ld->args[1]<<16;
|
|
}
|
|
else
|
|
{
|
|
setid = ld->args[0];
|
|
}
|
|
ld->special = 0;
|
|
break;
|
|
|
|
case TranslucentLine:
|
|
setid = ld->args[0];
|
|
ld->flags |= ld->args[3]<<16;
|
|
break;
|
|
|
|
case Teleport_Line:
|
|
case Scroll_Texture_Model:
|
|
setid = ld->args[0];
|
|
break;
|
|
|
|
case Polyobj_StartLine:
|
|
setid = ld->args[3];
|
|
break;
|
|
|
|
case Polyobj_ExplicitLine:
|
|
setid = ld->args[4];
|
|
break;
|
|
|
|
case Plane_Align:
|
|
if (!(ib_compatflags & BCOMPATF_NOSLOPEID)) setid = ld->args[2];
|
|
break;
|
|
|
|
case Static_Init:
|
|
if (ld->args[1] == Init_SectorLink) setid = ld->args[0];
|
|
break;
|
|
|
|
case Line_SetPortal:
|
|
setid = ld->args[1]; // 0 = target id, 1 = this id, 2 = plane anchor
|
|
break;
|
|
}
|
|
if (setid != -1)
|
|
{
|
|
tagManager.AddLineID(i, setid);
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_SaveLineSpecial (line_t *ld)
|
|
{
|
|
if (ld->sidedef[0] == NULL)
|
|
return;
|
|
|
|
uint32_t sidenum = ld->sidedef[0]->Index();
|
|
// killough 4/4/98: support special sidedef interpretation below
|
|
// [RH] Save Static_Init only if it's interested in the textures
|
|
if (ld->special != Static_Init || ld->args[1] == Init_Color)
|
|
{
|
|
sidetemp[sidenum].a.special = ld->special;
|
|
sidetemp[sidenum].a.tag = ld->args[0];
|
|
}
|
|
else
|
|
{
|
|
sidetemp[sidenum].a.special = 0;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_FinishLoadingLineDef(line_t *ld, int alpha)
|
|
{
|
|
bool additive = false;
|
|
|
|
ld->frontsector = ld->sidedef[0] != NULL ? ld->sidedef[0]->sector : NULL;
|
|
ld->backsector = ld->sidedef[1] != NULL ? ld->sidedef[1]->sector : NULL;
|
|
double dx = (ld->v2->fX() - ld->v1->fX());
|
|
double dy = (ld->v2->fY() - ld->v1->fY());
|
|
int linenum = ld->Index();
|
|
|
|
if (ld->frontsector == NULL)
|
|
{
|
|
Printf ("Line %d has no front sector\n", linemap[linenum]);
|
|
}
|
|
|
|
// [RH] Set some new sidedef properties
|
|
int len = (int)(g_sqrt (dx*dx + dy*dy) + 0.5f);
|
|
|
|
if (ld->sidedef[0] != NULL)
|
|
{
|
|
ld->sidedef[0]->linedef = ld;
|
|
ld->sidedef[0]->TexelLength = len;
|
|
|
|
}
|
|
if (ld->sidedef[1] != NULL)
|
|
{
|
|
ld->sidedef[1]->linedef = ld;
|
|
ld->sidedef[1]->TexelLength = len;
|
|
}
|
|
|
|
switch (ld->special)
|
|
{ // killough 4/11/98: handle special types
|
|
case TranslucentLine: // killough 4/11/98: translucent 2s textures
|
|
// [RH] Second arg controls how opaque it is.
|
|
if (alpha == SHRT_MIN)
|
|
{
|
|
alpha = ld->args[1];
|
|
additive = !!ld->args[2];
|
|
}
|
|
else if (alpha < 0)
|
|
{
|
|
alpha = -alpha;
|
|
additive = true;
|
|
}
|
|
|
|
double dalpha = alpha / 255.;
|
|
if (!ld->args[0])
|
|
{
|
|
ld->alpha = dalpha;
|
|
if (additive)
|
|
{
|
|
ld->flags |= ML_ADDTRANS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (unsigned j = 0; j < level.lines.Size(); j++)
|
|
{
|
|
if (tagManager.LineHasID(j, ld->args[0]))
|
|
{
|
|
level.lines[j].alpha = dalpha;
|
|
if (additive)
|
|
{
|
|
level.lines[j].flags |= ML_ADDTRANS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
ld->special = 0;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// killough 4/4/98: delay using sidedefs until they are loaded
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_FinishLoadingLineDefs ()
|
|
{
|
|
for (auto &line : level.lines)
|
|
{
|
|
P_FinishLoadingLineDef(&line, sidetemp[line.sidedef[0]->Index()].a.alpha);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
static void P_SetSideNum (side_t **sidenum_p, uint16_t sidenum)
|
|
{
|
|
if (sidenum == NO_INDEX)
|
|
{
|
|
*sidenum_p = NULL;
|
|
}
|
|
else if (sidecount < (int)level.sides.Size())
|
|
{
|
|
sidetemp[sidecount].a.map = sidenum;
|
|
*sidenum_p = &level.sides[sidecount++];
|
|
}
|
|
else
|
|
{
|
|
I_Error ("%d sidedefs is not enough\n", sidecount);
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadLineDefs (MapData * map)
|
|
{
|
|
int i, skipped;
|
|
line_t *ld;
|
|
int lumplen = map->Size(ML_LINEDEFS);
|
|
char * mldf;
|
|
maplinedef_t *mld;
|
|
|
|
int numlines = lumplen / sizeof(maplinedef_t);
|
|
linemap.Resize(numlines);
|
|
|
|
mldf = new char[lumplen];
|
|
map->Read(ML_LINEDEFS, mldf);
|
|
|
|
// [RH] Count the number of sidedef references. This is the number of
|
|
// sidedefs we need. The actual number in the SIDEDEFS lump might be less.
|
|
// Lines with 0 length are also removed.
|
|
|
|
for (skipped = sidecount = i = 0; i < numlines; )
|
|
{
|
|
mld = ((maplinedef_t*)mldf) + i;
|
|
unsigned v1 = LittleShort(mld->v1);
|
|
unsigned v2 = LittleShort(mld->v2);
|
|
|
|
if (v1 >= level.vertexes.Size() || v2 >= level.vertexes.Size())
|
|
{
|
|
delete [] mldf;
|
|
I_Error ("Line %d has invalid vertices: %d and/or %d.\nThe map only contains %u vertices.", i+skipped, v1, v2, level.vertexes.Size());
|
|
}
|
|
else if (v1 == v2 ||
|
|
(level.vertexes[v1].fX() == level.vertexes[v2].fX() && level.vertexes[v1].fY() == level.vertexes[v2].fY()))
|
|
{
|
|
Printf ("Removing 0-length line %d\n", i+skipped);
|
|
memmove (mld, mld+1, sizeof(*mld)*(numlines-i-1));
|
|
ForceNodeBuild = true;
|
|
skipped++;
|
|
numlines--;
|
|
}
|
|
else
|
|
{
|
|
// patch missing first sides instead of crashing out.
|
|
// Visual glitches are better than not being able to play.
|
|
if (LittleShort(mld->sidenum[0]) == NO_INDEX)
|
|
{
|
|
Printf("Line %d has no first side.\n", i);
|
|
mld->sidenum[0] = 0;
|
|
}
|
|
sidecount++;
|
|
if (LittleShort(mld->sidenum[1]) != NO_INDEX)
|
|
sidecount++;
|
|
linemap[i] = i+skipped;
|
|
i++;
|
|
}
|
|
}
|
|
level.lines.Alloc(numlines);
|
|
memset(&level.lines[0], 0, numlines * sizeof(line_t));
|
|
|
|
P_AllocateSideDefs (map, sidecount);
|
|
|
|
mld = (maplinedef_t *)mldf;
|
|
ld = &level.lines[0];
|
|
for (i = 0; i < numlines; i++, mld++, ld++)
|
|
{
|
|
ld->alpha = 1.; // [RH] Opaque by default
|
|
ld->portalindex = UINT_MAX;
|
|
ld->portaltransferred = UINT_MAX;
|
|
|
|
// [RH] Translate old linedef special and flags to be
|
|
// compatible with the new format.
|
|
|
|
P_TranslateLineDef (ld, mld, -1);
|
|
// do not assign the tag for Extradata lines.
|
|
if (ld->special != Static_Init || (ld->args[1] != Init_EDLine && ld->args[1] != Init_EDSector))
|
|
{
|
|
tagManager.AddLineID(i, mld->tag);
|
|
}
|
|
#ifndef NO_EDATA
|
|
if (ld->special == Static_Init && ld->args[1] == Init_EDLine)
|
|
{
|
|
ProcessEDLinedef(ld, mld->tag);
|
|
}
|
|
#endif
|
|
|
|
ld->v1 = &level.vertexes[LittleShort(mld->v1)];
|
|
ld->v2 = &level.vertexes[LittleShort(mld->v2)];
|
|
|
|
P_SetSideNum (&ld->sidedef[0], LittleShort(mld->sidenum[0]));
|
|
P_SetSideNum (&ld->sidedef[1], LittleShort(mld->sidenum[1]));
|
|
|
|
P_AdjustLine (ld);
|
|
P_SaveLineSpecial (ld);
|
|
if (level.flags2 & LEVEL2_CLIPMIDTEX) ld->flags |= ML_CLIP_MIDTEX;
|
|
if (level.flags2 & LEVEL2_WRAPMIDTEX) ld->flags |= ML_WRAP_MIDTEX;
|
|
if (level.flags2 & LEVEL2_CHECKSWITCHRANGE) ld->flags |= ML_CHECKSWITCHRANGE;
|
|
}
|
|
delete[] mldf;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] Same as P_LoadLineDefs() except it uses Hexen-style LineDefs.
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadLineDefs2 (MapData * map)
|
|
{
|
|
int i, skipped;
|
|
line_t *ld;
|
|
int lumplen = map->Size(ML_LINEDEFS);
|
|
char * mldf;
|
|
maplinedef2_t *mld;
|
|
|
|
int numlines = lumplen / sizeof(maplinedef2_t);
|
|
linemap.Resize(numlines);
|
|
|
|
mldf = new char[lumplen];
|
|
map->Read(ML_LINEDEFS, mldf);
|
|
|
|
// [RH] Remove any lines that have 0 length and count sidedefs used
|
|
for (skipped = sidecount = i = 0; i < numlines; )
|
|
{
|
|
mld = ((maplinedef2_t*)mldf) + i;
|
|
|
|
if (mld->v1 == mld->v2 ||
|
|
(level.vertexes[LittleShort(mld->v1)].fX() == level.vertexes[LittleShort(mld->v2)].fX() &&
|
|
level.vertexes[LittleShort(mld->v1)].fY() == level.vertexes[LittleShort(mld->v2)].fY()))
|
|
{
|
|
Printf ("Removing 0-length line %d\n", i+skipped);
|
|
memmove (mld, mld+1, sizeof(*mld)*(numlines-i-1));
|
|
skipped++;
|
|
numlines--;
|
|
}
|
|
else
|
|
{
|
|
// patch missing first sides instead of crashing out.
|
|
// Visual glitches are better than not being able to play.
|
|
if (LittleShort(mld->sidenum[0]) == NO_INDEX)
|
|
{
|
|
Printf("Line %d has no first side.\n", i);
|
|
mld->sidenum[0] = 0;
|
|
}
|
|
sidecount++;
|
|
if (LittleShort(mld->sidenum[1]) != NO_INDEX)
|
|
sidecount++;
|
|
linemap[i] = i+skipped;
|
|
i++;
|
|
}
|
|
}
|
|
if (skipped > 0)
|
|
{
|
|
ForceNodeBuild = true;
|
|
}
|
|
level.lines.Alloc(numlines);
|
|
memset(&level.lines[0], 0, numlines * sizeof(line_t));
|
|
|
|
P_AllocateSideDefs (map, sidecount);
|
|
|
|
mld = (maplinedef2_t *)mldf;
|
|
ld = &level.lines[0];
|
|
for (i = 0; i < numlines; i++, mld++, ld++)
|
|
{
|
|
int j;
|
|
|
|
ld->portalindex = UINT_MAX;
|
|
ld->portaltransferred = UINT_MAX;
|
|
|
|
for (j = 0; j < 5; j++)
|
|
ld->args[j] = mld->args[j];
|
|
|
|
ld->flags = LittleShort(mld->flags);
|
|
ld->special = mld->special;
|
|
|
|
ld->v1 = &level.vertexes[LittleShort(mld->v1)];
|
|
ld->v2 = &level.vertexes[LittleShort(mld->v2)];
|
|
ld->alpha = 1.; // [RH] Opaque by default
|
|
|
|
P_SetSideNum (&ld->sidedef[0], LittleShort(mld->sidenum[0]));
|
|
P_SetSideNum (&ld->sidedef[1], LittleShort(mld->sidenum[1]));
|
|
|
|
P_AdjustLine (ld);
|
|
P_SetLineID(i, ld);
|
|
P_SaveLineSpecial (ld);
|
|
if (level.flags2 & LEVEL2_CLIPMIDTEX) ld->flags |= ML_CLIP_MIDTEX;
|
|
if (level.flags2 & LEVEL2_WRAPMIDTEX) ld->flags |= ML_WRAP_MIDTEX;
|
|
if (level.flags2 & LEVEL2_CHECKSWITCHRANGE) ld->flags |= ML_CHECKSWITCHRANGE;
|
|
|
|
// convert the activation type
|
|
ld->activation = 1 << GET_SPAC(ld->flags);
|
|
if (ld->activation == SPAC_AnyCross)
|
|
{ // this is really PTouch
|
|
ld->activation = SPAC_Impact | SPAC_PCross;
|
|
}
|
|
else if (ld->activation == SPAC_Impact)
|
|
{ // In non-UMDF maps, Impact implies PCross
|
|
ld->activation = SPAC_Impact | SPAC_PCross;
|
|
}
|
|
ld->flags &= ~ML_SPAC_MASK;
|
|
}
|
|
delete[] mldf;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
static void P_AllocateSideDefs (MapData *map, int count)
|
|
{
|
|
int i;
|
|
|
|
level.sides.Alloc(count);
|
|
memset(&level.sides[0], 0, count * sizeof(side_t));
|
|
|
|
sidetemp = new sidei_t[MAX<int>(count, level.vertexes.Size())];
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
sidetemp[i].a.special = sidetemp[i].a.tag = 0;
|
|
sidetemp[i].a.alpha = SHRT_MIN;
|
|
sidetemp[i].a.map = NO_SIDE;
|
|
}
|
|
int numsides = map->Size(ML_SIDEDEFS) / sizeof(mapsidedef_t);
|
|
if (count < numsides)
|
|
{
|
|
Printf ("Map has %d unused sidedefs\n", numsides - count);
|
|
}
|
|
numsides = count;
|
|
sidecount = 0;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] Group sidedefs into loops so that we can easily determine
|
|
// what walls any particular wall neighbors.
|
|
//
|
|
//===========================================================================
|
|
|
|
static void P_LoopSidedefs (bool firstloop)
|
|
{
|
|
int i;
|
|
|
|
if (sidetemp != NULL)
|
|
{
|
|
delete[] sidetemp;
|
|
}
|
|
int numsides = level.sides.Size();
|
|
sidetemp = new sidei_t[MAX<int>(level.vertexes.Size(), numsides)];
|
|
|
|
for (i = 0; i < (int)level.vertexes.Size(); ++i)
|
|
{
|
|
sidetemp[i].b.first = NO_SIDE;
|
|
sidetemp[i].b.next = NO_SIDE;
|
|
}
|
|
for (; i < numsides; ++i)
|
|
{
|
|
sidetemp[i].b.next = NO_SIDE;
|
|
}
|
|
|
|
for (i = 0; i < numsides; ++i)
|
|
{
|
|
// For each vertex, build a list of sidedefs that use that vertex
|
|
// as their left edge.
|
|
line_t *line = level.sides[i].linedef;
|
|
int lineside = (line->sidedef[0] != &level.sides[i]);
|
|
int vert = lineside ? line->v2->Index() : line->v1->Index();
|
|
|
|
sidetemp[i].b.lineside = lineside;
|
|
sidetemp[i].b.next = sidetemp[vert].b.first;
|
|
sidetemp[vert].b.first = i;
|
|
|
|
// Set each side so that it is the only member of its loop
|
|
level.sides[i].LeftSide = NO_SIDE;
|
|
level.sides[i].RightSide = NO_SIDE;
|
|
}
|
|
|
|
// For each side, find the side that is to its right and set the
|
|
// loop pointers accordingly. If two sides share a left vertex, the
|
|
// one that forms the smallest angle is assumed to be the right one.
|
|
for (i = 0; i < numsides; ++i)
|
|
{
|
|
uint32_t right;
|
|
line_t *line = level.sides[i].linedef;
|
|
|
|
// If the side's line only exists in a single sector,
|
|
// then consider that line to be a self-contained loop
|
|
// instead of as part of another loop
|
|
if (line->frontsector == line->backsector)
|
|
{
|
|
const side_t* const rightside = line->sidedef[!sidetemp[i].b.lineside];
|
|
|
|
if (NULL == rightside)
|
|
{
|
|
// There is no right side!
|
|
if (firstloop) Printf ("Line %d's right edge is unconnected\n", linemap[line->Index()]);
|
|
continue;
|
|
}
|
|
|
|
right = rightside->Index();
|
|
}
|
|
else
|
|
{
|
|
if (sidetemp[i].b.lineside)
|
|
{
|
|
right = line->v1->Index();
|
|
}
|
|
else
|
|
{
|
|
right = line->v2->Index();
|
|
}
|
|
|
|
right = sidetemp[right].b.first;
|
|
|
|
if (right == NO_SIDE)
|
|
{
|
|
// There is no right side!
|
|
if (firstloop) Printf ("Line %d's right edge is unconnected\n", linemap[line->Index()]);
|
|
continue;
|
|
}
|
|
|
|
if (sidetemp[right].b.next != NO_SIDE)
|
|
{
|
|
int bestright = right; // Shut up, GCC
|
|
DAngle bestang = 360.;
|
|
line_t *leftline, *rightline;
|
|
DAngle ang1, ang2, ang;
|
|
|
|
leftline = level.sides[i].linedef;
|
|
ang1 = leftline->Delta().Angle();
|
|
if (!sidetemp[i].b.lineside)
|
|
{
|
|
ang1 += 180;
|
|
}
|
|
|
|
while (right != NO_SIDE)
|
|
{
|
|
if (level.sides[right].LeftSide == NO_SIDE)
|
|
{
|
|
rightline = level.sides[right].linedef;
|
|
if (rightline->frontsector != rightline->backsector)
|
|
{
|
|
ang2 = rightline->Delta().Angle();
|
|
if (sidetemp[right].b.lineside)
|
|
{
|
|
ang2 += 180;
|
|
}
|
|
|
|
ang = (ang2 - ang1).Normalized360();
|
|
|
|
if (ang != 0 && ang <= bestang)
|
|
{
|
|
bestright = right;
|
|
bestang = ang;
|
|
}
|
|
}
|
|
}
|
|
right = sidetemp[right].b.next;
|
|
}
|
|
right = bestright;
|
|
}
|
|
}
|
|
assert((unsigned)i<(unsigned)numsides);
|
|
assert(right<(unsigned)numsides);
|
|
level.sides[i].RightSide = right;
|
|
level.sides[right].LeftSide = i;
|
|
}
|
|
|
|
// We keep the sidedef init info around until after polyobjects are initialized,
|
|
// so don't delete just yet.
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
int P_DetermineTranslucency (int lumpnum)
|
|
{
|
|
FWadLump tranmap = Wads.OpenLumpNum (lumpnum);
|
|
uint8_t index;
|
|
PalEntry newcolor;
|
|
PalEntry newcolor2;
|
|
|
|
tranmap.Seek (GPalette.BlackIndex * 256 + GPalette.WhiteIndex, SEEK_SET);
|
|
tranmap.Read (&index, 1);
|
|
|
|
newcolor = GPalette.BaseColors[GPalette.Remap[index]];
|
|
|
|
tranmap.Seek (GPalette.WhiteIndex * 256 + GPalette.BlackIndex, SEEK_SET);
|
|
tranmap.Read (&index, 1);
|
|
newcolor2 = GPalette.BaseColors[GPalette.Remap[index]];
|
|
if (newcolor2.r == 255) // if black on white results in white it's either
|
|
// fully transparent or additive
|
|
{
|
|
if (developer >= DMSG_NOTIFY)
|
|
{
|
|
char lumpname[9];
|
|
lumpname[8] = 0;
|
|
Wads.GetLumpName (lumpname, lumpnum);
|
|
Printf ("%s appears to be additive translucency %d (%d%%)\n", lumpname, newcolor.r,
|
|
newcolor.r*100/255);
|
|
}
|
|
return -newcolor.r;
|
|
}
|
|
|
|
if (developer >= DMSG_NOTIFY)
|
|
{
|
|
char lumpname[9];
|
|
lumpname[8] = 0;
|
|
Wads.GetLumpName (lumpname, lumpnum);
|
|
Printf ("%s appears to be translucency %d (%d%%)\n", lumpname, newcolor.r,
|
|
newcolor.r*100/255);
|
|
}
|
|
return newcolor.r;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex)
|
|
{
|
|
switch (special)
|
|
{
|
|
case Transfer_Heights: // variable colormap via 242 linedef
|
|
// [RH] The colormap num we get here isn't really a colormap,
|
|
// but a packed ARGB word for blending, so we also allow
|
|
// the blend to be specified directly by the texture names
|
|
// instead of figuring something out from the colormap.
|
|
if (sec != NULL)
|
|
{
|
|
SetTexture (sd, side_t::bottom, &sec->bottommap, msd->bottomtexture);
|
|
SetTexture (sd, side_t::mid, &sec->midmap, msd->midtexture);
|
|
SetTexture (sd, side_t::top, &sec->topmap, msd->toptexture);
|
|
}
|
|
break;
|
|
|
|
case Static_Init:
|
|
// [RH] Set sector color and fog
|
|
// upper "texture" is light color
|
|
// lower "texture" is fog color
|
|
{
|
|
uint32_t color = MAKERGB(255,255,255), fog = 0;
|
|
bool colorgood, foggood;
|
|
|
|
SetTextureNoErr (sd, side_t::bottom, &fog, msd->bottomtexture, &foggood, true);
|
|
SetTextureNoErr (sd, side_t::top, &color, msd->toptexture, &colorgood, false);
|
|
SetTexture(sd, side_t::mid, msd->midtexture, missingtex);
|
|
|
|
if (colorgood | foggood)
|
|
{
|
|
for (unsigned s = 0; s < level.sectors.Size(); s++)
|
|
{
|
|
if (tagManager.SectorHasTag(s, tag))
|
|
{
|
|
if (colorgood)
|
|
{
|
|
level.sectors[s].Colormap.LightColor.SetRGB(color);
|
|
level.sectors[s].Colormap.BlendFactor = APART(color);
|
|
}
|
|
if (foggood) level.sectors[s].Colormap.FadeColor.SetRGB(fog);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Sector_Set3DFloor:
|
|
if (msd->toptexture[0]=='#')
|
|
{
|
|
sd->SetTexture(side_t::top, FNullTextureID() +(int)(-strtoll(&msd->toptexture[1], NULL, 10))); // store the alpha as a negative texture index
|
|
// This will be sorted out by the 3D-floor code later.
|
|
}
|
|
else
|
|
{
|
|
SetTexture(sd, side_t::top, msd->toptexture, missingtex);
|
|
}
|
|
|
|
SetTexture(sd, side_t::mid, msd->midtexture, missingtex);
|
|
SetTexture(sd, side_t::bottom, msd->bottomtexture, missingtex);
|
|
break;
|
|
|
|
case TranslucentLine: // killough 4/11/98: apply translucency to 2s normal texture
|
|
if (checktranmap)
|
|
{
|
|
int lumpnum;
|
|
|
|
if (strnicmp ("TRANMAP", msd->midtexture, 8) == 0)
|
|
{
|
|
// The translator set the alpha argument already; no reason to do it again.
|
|
sd->SetTexture(side_t::mid, FNullTextureID());
|
|
}
|
|
else if ((lumpnum = Wads.CheckNumForName (msd->midtexture)) > 0 &&
|
|
Wads.LumpLength (lumpnum) == 65536)
|
|
{
|
|
*alpha = (short)P_DetermineTranslucency (lumpnum);
|
|
sd->SetTexture(side_t::mid, FNullTextureID());
|
|
}
|
|
else
|
|
{
|
|
SetTexture(sd, side_t::mid, msd->midtexture, missingtex);
|
|
}
|
|
|
|
SetTexture(sd, side_t::top, msd->toptexture, missingtex);
|
|
SetTexture(sd, side_t::bottom, msd->bottomtexture, missingtex);
|
|
break;
|
|
}
|
|
// Fallthrough for Hexen maps is intentional
|
|
|
|
default: // normal cases
|
|
|
|
SetTexture(sd, side_t::mid, msd->midtexture, missingtex);
|
|
SetTexture(sd, side_t::top, msd->toptexture, missingtex);
|
|
SetTexture(sd, side_t::bottom, msd->bottomtexture, missingtex);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// killough 4/4/98: delay using texture names until
|
|
// after linedefs are loaded, to allow overloading.
|
|
// killough 5/3/98: reformatted, cleaned up
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadSideDefs2 (MapData *map, FMissingTextureTracker &missingtex)
|
|
{
|
|
char * msdf = new char[map->Size(ML_SIDEDEFS)];
|
|
map->Read(ML_SIDEDEFS, msdf);
|
|
|
|
for (unsigned i = 0; i < level.sides.Size(); i++)
|
|
{
|
|
mapsidedef_t *msd = ((mapsidedef_t*)msdf) + sidetemp[i].a.map;
|
|
side_t *sd = &level.sides[i];
|
|
sector_t *sec;
|
|
|
|
// [RH] The Doom renderer ignored the patch y locations when
|
|
// drawing mid textures. ZDoom does not, so fix the laser beams in Strife.
|
|
if (gameinfo.gametype == GAME_Strife &&
|
|
strncmp (msd->midtexture, "LASERB01", 8) == 0)
|
|
{
|
|
msd->rowoffset += 102;
|
|
}
|
|
|
|
sd->SetTextureXOffset(LittleShort(msd->textureoffset));
|
|
sd->SetTextureYOffset(LittleShort(msd->rowoffset));
|
|
sd->SetTextureXScale(1.);
|
|
sd->SetTextureYScale(1.);
|
|
sd->linedef = NULL;
|
|
sd->Flags = 0;
|
|
sd->UDMFIndex = i;
|
|
|
|
// killough 4/4/98: allow sidedef texture names to be overloaded
|
|
// killough 4/11/98: refined to allow colormaps to work as wall
|
|
// textures if invalid as colormaps but valid as textures.
|
|
|
|
if ((unsigned)LittleShort(msd->sector)>=level.sectors.Size())
|
|
{
|
|
Printf (PRINT_HIGH, "Sidedef %d has a bad sector\n", i);
|
|
sd->sector = sec = NULL;
|
|
}
|
|
else
|
|
{
|
|
sd->sector = sec = &level.sectors[LittleShort(msd->sector)];
|
|
}
|
|
|
|
intmapsidedef_t imsd;
|
|
imsd.toptexture.CopyCStrPart(msd->toptexture, 8);
|
|
imsd.midtexture.CopyCStrPart(msd->midtexture, 8);
|
|
imsd.bottomtexture.CopyCStrPart(msd->bottomtexture, 8);
|
|
|
|
P_ProcessSideTextures(!map->HasBehavior, sd, sec, &imsd,
|
|
sidetemp[i].a.special, sidetemp[i].a.tag, &sidetemp[i].a.alpha, missingtex);
|
|
}
|
|
delete[] msdf;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// [RH] My own blockmap builder, not Killough's or TeamTNT's.
|
|
//
|
|
// Killough's turned out not to be correct enough, and I had
|
|
// written this for ZDBSP before I discovered that, so
|
|
// replacing the one he wrote for MBF seemed like the easiest
|
|
// thing to do. (Doom E3M6, near vertex 0--the one furthest east
|
|
// on the map--had problems.)
|
|
//
|
|
// Using a hash table to get the minimum possible blockmap size
|
|
// seems like overkill, but I wanted to change the code as little
|
|
// as possible from its ZDBSP incarnation.
|
|
//
|
|
//===========================================================================
|
|
|
|
static unsigned int BlockHash (TArray<int> *block)
|
|
{
|
|
int hash = 0;
|
|
int *ar = &(*block)[0];
|
|
for (size_t i = 0; i < block->Size(); ++i)
|
|
{
|
|
hash = hash * 12235 + ar[i];
|
|
}
|
|
return hash & 0x7fffffff;
|
|
}
|
|
|
|
static bool BlockCompare (TArray<int> *block1, TArray<int> *block2)
|
|
{
|
|
size_t size = block1->Size();
|
|
|
|
if (size != block2->Size())
|
|
{
|
|
return false;
|
|
}
|
|
if (size == 0)
|
|
{
|
|
return true;
|
|
}
|
|
int *ar1 = &(*block1)[0];
|
|
int *ar2 = &(*block2)[0];
|
|
for (size_t i = 0; i < size; ++i)
|
|
{
|
|
if (ar1[i] != ar2[i])
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void CreatePackedBlockmap (TArray<int> &BlockMap, TArray<int> *blocks, int bmapwidth, int bmapheight)
|
|
{
|
|
int buckets[4096];
|
|
int *hashes, hashblock;
|
|
TArray<int> *block;
|
|
int zero = 0;
|
|
int terminator = -1;
|
|
int *array;
|
|
int i, hash;
|
|
int hashed = 0, nothashed = 0;
|
|
|
|
hashes = new int[bmapwidth * bmapheight];
|
|
|
|
memset (hashes, 0xff, sizeof(int)*bmapwidth*bmapheight);
|
|
memset (buckets, 0xff, sizeof(buckets));
|
|
|
|
for (i = 0; i < bmapwidth * bmapheight; ++i)
|
|
{
|
|
block = &blocks[i];
|
|
hash = BlockHash (block) % 4096;
|
|
hashblock = buckets[hash];
|
|
while (hashblock != -1)
|
|
{
|
|
if (BlockCompare (block, &blocks[hashblock]))
|
|
{
|
|
break;
|
|
}
|
|
hashblock = hashes[hashblock];
|
|
}
|
|
if (hashblock != -1)
|
|
{
|
|
BlockMap[4+i] = BlockMap[4+hashblock];
|
|
hashed++;
|
|
}
|
|
else
|
|
{
|
|
hashes[i] = buckets[hash];
|
|
buckets[hash] = i;
|
|
BlockMap[4+i] = BlockMap.Size ();
|
|
BlockMap.Push (zero);
|
|
array = &(*block)[0];
|
|
for (size_t j = 0; j < block->Size(); ++j)
|
|
{
|
|
BlockMap.Push (array[j]);
|
|
}
|
|
BlockMap.Push (terminator);
|
|
nothashed++;
|
|
}
|
|
}
|
|
|
|
delete[] hashes;
|
|
|
|
// printf ("%d blocks written, %d blocks saved\n", nothashed, hashed);
|
|
}
|
|
|
|
#define BLOCKBITS 7
|
|
#define BLOCKSIZE 128
|
|
|
|
static void P_CreateBlockMap ()
|
|
{
|
|
TArray<int> *BlockLists, *block, *endblock;
|
|
int adder;
|
|
int bmapwidth, bmapheight;
|
|
double dminx, dmaxx, dminy, dmaxy;
|
|
int minx, maxx, miny, maxy;
|
|
int line;
|
|
|
|
if (level.vertexes.Size() == 0)
|
|
return;
|
|
|
|
// Find map extents for the blockmap
|
|
dminx = dmaxx = level.vertexes[0].fX();
|
|
dminy = dmaxy = level.vertexes[0].fY();
|
|
|
|
for (auto &vert : level.vertexes)
|
|
{
|
|
if (vert.fX() < dminx) dminx = vert.fX();
|
|
else if (vert.fX() > dmaxx) dmaxx = vert.fX();
|
|
if (vert.fY() < dminy) dminy = vert.fY();
|
|
else if (vert.fY() > dmaxy) dmaxy = vert.fY();
|
|
}
|
|
|
|
minx = int(dminx);
|
|
miny = int(dminy);
|
|
maxx = int(dmaxx);
|
|
maxy = int(dmaxy);
|
|
|
|
bmapwidth = ((maxx - minx) >> BLOCKBITS) + 1;
|
|
bmapheight = ((maxy - miny) >> BLOCKBITS) + 1;
|
|
|
|
TArray<int> BlockMap (bmapwidth * bmapheight * 3 + 4);
|
|
|
|
adder = minx; BlockMap.Push (adder);
|
|
adder = miny; BlockMap.Push (adder);
|
|
adder = bmapwidth; BlockMap.Push (adder);
|
|
adder = bmapheight; BlockMap.Push (adder);
|
|
|
|
BlockLists = new TArray<int>[bmapwidth * bmapheight];
|
|
|
|
for (line = 0; line < (int)level.lines.Size(); ++line)
|
|
{
|
|
int x1 = int(level.lines[line].v1->fX());
|
|
int y1 = int(level.lines[line].v1->fY());
|
|
int x2 = int(level.lines[line].v2->fX());
|
|
int y2 = int(level.lines[line].v2->fY());
|
|
int dx = x2 - x1;
|
|
int dy = y2 - y1;
|
|
int bx = (x1 - minx) >> BLOCKBITS;
|
|
int by = (y1 - miny) >> BLOCKBITS;
|
|
int bx2 = (x2 - minx) >> BLOCKBITS;
|
|
int by2 = (y2 - miny) >> BLOCKBITS;
|
|
|
|
block = &BlockLists[bx + by * bmapwidth];
|
|
endblock = &BlockLists[bx2 + by2 * bmapwidth];
|
|
|
|
if (block == endblock) // Single block
|
|
{
|
|
block->Push (line);
|
|
}
|
|
else if (by == by2) // Horizontal line
|
|
{
|
|
if (bx > bx2)
|
|
{
|
|
swapvalues (block, endblock);
|
|
}
|
|
do
|
|
{
|
|
block->Push (line);
|
|
block += 1;
|
|
} while (block <= endblock);
|
|
}
|
|
else if (bx == bx2) // Vertical line
|
|
{
|
|
if (by > by2)
|
|
{
|
|
swapvalues (block, endblock);
|
|
}
|
|
do
|
|
{
|
|
block->Push (line);
|
|
block += bmapwidth;
|
|
} while (block <= endblock);
|
|
}
|
|
else // Diagonal line
|
|
{
|
|
int xchange = (dx < 0) ? -1 : 1;
|
|
int ychange = (dy < 0) ? -1 : 1;
|
|
int ymove = ychange * bmapwidth;
|
|
int adx = abs (dx);
|
|
int ady = abs (dy);
|
|
|
|
if (adx == ady) // 45 degrees
|
|
{
|
|
int xb = (x1 - minx) & (BLOCKSIZE-1);
|
|
int yb = (y1 - miny) & (BLOCKSIZE-1);
|
|
if (dx < 0)
|
|
{
|
|
xb = BLOCKSIZE-xb;
|
|
}
|
|
if (dy < 0)
|
|
{
|
|
yb = BLOCKSIZE-yb;
|
|
}
|
|
if (xb < yb)
|
|
adx--;
|
|
}
|
|
if (adx >= ady) // X-major
|
|
{
|
|
int yadd = dy < 0 ? -1 : BLOCKSIZE;
|
|
do
|
|
{
|
|
int stop = (Scale ((by << BLOCKBITS) + yadd - (y1 - miny), dx, dy) + (x1 - minx)) >> BLOCKBITS;
|
|
while (bx != stop)
|
|
{
|
|
block->Push (line);
|
|
block += xchange;
|
|
bx += xchange;
|
|
}
|
|
block->Push (line);
|
|
block += ymove;
|
|
by += ychange;
|
|
} while (by != by2);
|
|
while (block != endblock)
|
|
{
|
|
block->Push (line);
|
|
block += xchange;
|
|
}
|
|
block->Push (line);
|
|
}
|
|
else // Y-major
|
|
{
|
|
int xadd = dx < 0 ? -1 : BLOCKSIZE;
|
|
do
|
|
{
|
|
int stop = (Scale ((bx << BLOCKBITS) + xadd - (x1 - minx), dy, dx) + (y1 - miny)) >> BLOCKBITS;
|
|
while (by != stop)
|
|
{
|
|
block->Push (line);
|
|
block += ymove;
|
|
by += ychange;
|
|
}
|
|
block->Push (line);
|
|
block += xchange;
|
|
bx += xchange;
|
|
} while (bx != bx2);
|
|
while (block != endblock)
|
|
{
|
|
block->Push (line);
|
|
block += ymove;
|
|
}
|
|
block->Push (line);
|
|
}
|
|
}
|
|
}
|
|
|
|
BlockMap.Reserve (bmapwidth * bmapheight);
|
|
CreatePackedBlockmap (BlockMap, BlockLists, bmapwidth, bmapheight);
|
|
delete[] BlockLists;
|
|
|
|
level.blockmap.blockmaplump = new int[BlockMap.Size()];
|
|
for (unsigned int ii = 0; ii < BlockMap.Size(); ++ii)
|
|
{
|
|
level.blockmap.blockmaplump[ii] = BlockMap[ii];
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_VerifyBlockMap
|
|
//
|
|
// haleyjd 03/04/10: do verification on validity of blockmap.
|
|
//
|
|
//===========================================================================
|
|
|
|
bool FBlockmap::VerifyBlockMap(int count)
|
|
{
|
|
int x, y;
|
|
int *maxoffs = blockmaplump + count;
|
|
|
|
int bmapwidth = blockmaplump[2];
|
|
int bmapheight = blockmaplump[3];
|
|
|
|
for(y = 0; y < bmapheight; y++)
|
|
{
|
|
for(x = 0; x < bmapwidth; x++)
|
|
{
|
|
int offset;
|
|
int *list, *tmplist;
|
|
int *blockoffset;
|
|
|
|
offset = y * bmapwidth + x;
|
|
blockoffset = blockmaplump + offset + 4;
|
|
|
|
|
|
// check that block offset is in bounds
|
|
if(blockoffset >= maxoffs)
|
|
{
|
|
Printf(PRINT_HIGH, "VerifyBlockMap: block offset overflow\n");
|
|
return false;
|
|
}
|
|
|
|
offset = *blockoffset;
|
|
|
|
// check that list offset is in bounds
|
|
if(offset < 4 || offset >= count)
|
|
{
|
|
Printf(PRINT_HIGH, "VerifyBlockMap: list offset overflow\n");
|
|
return false;
|
|
}
|
|
|
|
list = blockmaplump + offset;
|
|
|
|
// scan forward for a -1 terminator before maxoffs
|
|
for(tmplist = list; ; tmplist++)
|
|
{
|
|
// we have overflowed the lump?
|
|
if(tmplist >= maxoffs)
|
|
{
|
|
Printf(PRINT_HIGH, "VerifyBlockMap: open blocklist\n");
|
|
return false;
|
|
}
|
|
if(*tmplist == -1) // found -1
|
|
break;
|
|
}
|
|
|
|
// there's some node builder which carelessly removed the initial 0-entry.
|
|
// Rather than second-guessing the intent, let's just discard such blockmaps entirely
|
|
// to be on the safe side.
|
|
if (*list != 0)
|
|
{
|
|
Printf(PRINT_HIGH, "VerifyBlockMap: first entry is not 0.\n");
|
|
return false;
|
|
}
|
|
|
|
// scan the list for out-of-range linedef indicies in list
|
|
for(tmplist = list; *tmplist != -1; tmplist++)
|
|
{
|
|
if((unsigned)*tmplist >= level.lines.Size())
|
|
{
|
|
Printf(PRINT_HIGH, "VerifyBlockMap: index >= numlines\n");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_LoadBlockMap
|
|
//
|
|
// killough 3/1/98: substantially modified to work
|
|
// towards removing blockmap limit (a wad limitation)
|
|
//
|
|
// killough 3/30/98: Rewritten to remove blockmap limit
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadBlockMap (MapData * map)
|
|
{
|
|
int count = map->Size(ML_BLOCKMAP);
|
|
|
|
if (ForceNodeBuild || genblockmap ||
|
|
count/2 >= 0x10000 || count == 0 ||
|
|
Args->CheckParm("-blockmap")
|
|
)
|
|
{
|
|
DPrintf (DMSG_SPAMMY, "Generating BLOCKMAP\n");
|
|
P_CreateBlockMap ();
|
|
}
|
|
else
|
|
{
|
|
uint8_t *data = new uint8_t[count];
|
|
map->Read(ML_BLOCKMAP, data);
|
|
const short *wadblockmaplump = (short *)data;
|
|
int i;
|
|
|
|
count/=2;
|
|
level.blockmap.blockmaplump = new int[count];
|
|
|
|
// killough 3/1/98: Expand wad blockmap into larger internal one,
|
|
// by treating all offsets except -1 as unsigned and zero-extending
|
|
// them. This potentially doubles the size of blockmaps allowed,
|
|
// because Doom originally considered the offsets as always signed.
|
|
|
|
level.blockmap.blockmaplump[0] = LittleShort(wadblockmaplump[0]);
|
|
level.blockmap.blockmaplump[1] = LittleShort(wadblockmaplump[1]);
|
|
level.blockmap.blockmaplump[2] = (uint32_t)(LittleShort(wadblockmaplump[2])) & 0xffff;
|
|
level.blockmap.blockmaplump[3] = (uint32_t)(LittleShort(wadblockmaplump[3])) & 0xffff;
|
|
|
|
for (i = 4; i < count; i++)
|
|
{
|
|
short t = LittleShort(wadblockmaplump[i]); // killough 3/1/98
|
|
level.blockmap.blockmaplump[i] = t == -1 ? (uint32_t)0xffffffff : (uint32_t) t & 0xffff;
|
|
}
|
|
delete[] data;
|
|
|
|
if (!level.blockmap.VerifyBlockMap(count))
|
|
{
|
|
DPrintf (DMSG_SPAMMY, "Generating BLOCKMAP\n");
|
|
P_CreateBlockMap();
|
|
}
|
|
|
|
}
|
|
|
|
level.blockmap.bmaporgx = level.blockmap.blockmaplump[0];
|
|
level.blockmap.bmaporgy = level.blockmap.blockmaplump[1];
|
|
level.blockmap.bmapwidth = level.blockmap.blockmaplump[2];
|
|
level.blockmap.bmapheight = level.blockmap.blockmaplump[3];
|
|
|
|
// clear out mobj chains
|
|
count = level.blockmap.bmapwidth*level.blockmap.bmapheight;
|
|
level.blockmap.blocklinks = new FBlockNode *[count];
|
|
memset (level.blockmap.blocklinks, 0, count*sizeof(*level.blockmap.blocklinks));
|
|
level.blockmap.blockmap = level.blockmap.blockmaplump+4;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_GroupLines
|
|
// Builds sector line lists and subsector sector numbers.
|
|
// Finds block bounding boxes for sectors.
|
|
//
|
|
//===========================================================================
|
|
|
|
static void P_GroupLines (bool buildmap)
|
|
{
|
|
cycle_t times[16];
|
|
unsigned int* linesDoneInEachSector;
|
|
int total;
|
|
sector_t* sector;
|
|
FBoundingBox bbox;
|
|
bool flaggedNoFronts = false;
|
|
unsigned int jj;
|
|
|
|
for (unsigned i = 0; i < countof(times); ++i)
|
|
{
|
|
times[i].Reset();
|
|
}
|
|
|
|
// look up sector number for each subsector
|
|
times[0].Clock();
|
|
for (auto &sub : level.subsectors)
|
|
{
|
|
sub.sector = sub.firstline->sidedef->sector;
|
|
}
|
|
for (auto &sub : level.subsectors)
|
|
{
|
|
for (jj = 0; jj < sub.numlines; ++jj)
|
|
{
|
|
sub.firstline[jj].Subsector = ⊂
|
|
}
|
|
}
|
|
times[0].Unclock();
|
|
|
|
// count number of lines in each sector
|
|
times[1].Clock();
|
|
total = 0;
|
|
for (unsigned i = 0; i < level.lines.Size(); i++)
|
|
{
|
|
auto li = &level.lines[i];
|
|
if (li->frontsector == NULL)
|
|
{
|
|
if (!flaggedNoFronts)
|
|
{
|
|
flaggedNoFronts = true;
|
|
Printf ("The following lines do not have a front sidedef:\n");
|
|
}
|
|
Printf (" %d\n", i);
|
|
}
|
|
else
|
|
{
|
|
li->frontsector->Lines.Count++;
|
|
total++;
|
|
}
|
|
|
|
if (li->backsector && li->backsector != li->frontsector)
|
|
{
|
|
li->backsector->Lines.Count++;
|
|
total++;
|
|
}
|
|
}
|
|
if (flaggedNoFronts)
|
|
{
|
|
I_Error ("You need to fix these lines to play this map.\n");
|
|
}
|
|
times[1].Unclock();
|
|
|
|
// build line tables for each sector
|
|
times[3].Clock();
|
|
level.linebuffer.Alloc(total);
|
|
line_t **lineb_p = &level.linebuffer[0];
|
|
auto numsectors = level.sectors.Size();
|
|
linesDoneInEachSector = new unsigned int[numsectors];
|
|
memset (linesDoneInEachSector, 0, sizeof(int)*numsectors);
|
|
|
|
sector = &level.sectors[0];
|
|
for (unsigned i = 0; i < numsectors; i++, sector++)
|
|
{
|
|
if (sector->Lines.Count == 0)
|
|
{
|
|
Printf ("Sector %i (tag %i) has no lines\n", i, tagManager.GetFirstSectorTag(sector));
|
|
// 0 the sector's tag so that no specials can use it
|
|
tagManager.RemoveSectorTags(i);
|
|
}
|
|
else
|
|
{
|
|
sector->Lines.Array = lineb_p;
|
|
lineb_p += sector->Lines.Count;
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < level.lines.Size(); i++)
|
|
{
|
|
auto li = &level.lines[i];
|
|
if (li->frontsector != NULL)
|
|
{
|
|
li->frontsector->Lines[linesDoneInEachSector[li->frontsector->Index()]++] = li;
|
|
}
|
|
if (li->backsector != NULL && li->backsector != li->frontsector)
|
|
{
|
|
li->backsector->Lines[linesDoneInEachSector[li->backsector->Index()]++] = li;
|
|
}
|
|
}
|
|
|
|
sector = &level.sectors[0];
|
|
for (unsigned i = 0; i < numsectors; ++i, ++sector)
|
|
{
|
|
if (linesDoneInEachSector[i] != sector->Lines.Size())
|
|
{
|
|
I_Error("P_GroupLines: miscounted");
|
|
}
|
|
if (sector->Lines.Size() > 3)
|
|
{
|
|
bbox.ClearBox();
|
|
for (auto li : sector->Lines)
|
|
{
|
|
bbox.AddToBox(li->v1->fPos());
|
|
bbox.AddToBox(li->v2->fPos());
|
|
}
|
|
|
|
// set the center to the middle of the bounding box
|
|
sector->centerspot.X = (bbox.Right() + bbox.Left()) / 2;
|
|
sector->centerspot.Y = (bbox.Top() + bbox.Bottom()) / 2;
|
|
}
|
|
else if (sector->Lines.Size() > 0)
|
|
{
|
|
// For triangular sectors the above does not calculate good points unless the longest of the triangle's lines is perfectly horizontal and vertical
|
|
DVector2 pos = { 0,0 };
|
|
for (auto ln : sector->Lines)
|
|
{
|
|
pos += ln->v1->fPos() + ln->v2->fPos();
|
|
}
|
|
sector->centerspot = pos / (2 * sector->Lines.Size());
|
|
}
|
|
}
|
|
delete[] linesDoneInEachSector;
|
|
times[3].Unclock();
|
|
|
|
// [RH] Moved this here
|
|
times[4].Clock();
|
|
// killough 1/30/98: Create xref tables for tags
|
|
tagManager.HashTags();
|
|
times[4].Unclock();
|
|
|
|
times[5].Clock();
|
|
if (!buildmap)
|
|
{
|
|
P_SetSlopes ();
|
|
}
|
|
times[5].Unclock();
|
|
|
|
if (showloadtimes)
|
|
{
|
|
Printf ("---Group Lines Times---\n");
|
|
for (int i = 0; i < 7; ++i)
|
|
{
|
|
Printf (" time %d:%9.4f ms\n", i, times[i].TimeMS());
|
|
}
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadReject (MapData * map, bool junk)
|
|
{
|
|
const int neededsize = (level.sectors.Size() * level.sectors.Size() + 7) >> 3;
|
|
int rejectsize;
|
|
|
|
if (strnicmp (map->MapLumps[ML_REJECT].Name, "REJECT", 8) != 0)
|
|
{
|
|
rejectsize = 0;
|
|
}
|
|
else
|
|
{
|
|
rejectsize = junk ? 0 : map->Size(ML_REJECT);
|
|
}
|
|
|
|
if (rejectsize < neededsize)
|
|
{
|
|
if (rejectsize > 0)
|
|
{
|
|
Printf ("REJECT is %d byte%s too small.\n", neededsize - rejectsize,
|
|
neededsize-rejectsize==1?"":"s");
|
|
}
|
|
level.rejectmatrix.Reset();
|
|
}
|
|
else
|
|
{
|
|
// Check if the reject has some actual content. If not, free it.
|
|
rejectsize = MIN (rejectsize, neededsize);
|
|
level.rejectmatrix.Alloc(rejectsize);
|
|
|
|
map->Seek(ML_REJECT);
|
|
map->file->Read (&level.rejectmatrix[0], rejectsize);
|
|
|
|
int qwords = rejectsize / 8;
|
|
int i;
|
|
|
|
if (qwords > 0)
|
|
{
|
|
const uint64_t *qreject = (const uint64_t *)&level.rejectmatrix[0];
|
|
|
|
i = 0;
|
|
do
|
|
{
|
|
if (qreject[i] != 0)
|
|
return;
|
|
} while (++i < qwords);
|
|
}
|
|
rejectsize &= 7;
|
|
qwords *= 8;
|
|
for (i = 0; i < rejectsize; ++i)
|
|
{
|
|
if (level.rejectmatrix[qwords + i] != 0)
|
|
return;
|
|
}
|
|
|
|
// Reject has no data, so pretend it isn't there.
|
|
level.rejectmatrix.Reset();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_LoadBehavior(MapData * map)
|
|
{
|
|
if (map->Size(ML_BEHAVIOR) > 0)
|
|
{
|
|
map->Seek(ML_BEHAVIOR);
|
|
FBehavior::StaticLoadModule(-1, map->file, map->Size(ML_BEHAVIOR));
|
|
}
|
|
if (!FBehavior::StaticCheckAllGood())
|
|
{
|
|
Printf("ACS scripts unloaded.\n");
|
|
FBehavior::StaticUnloadModules();
|
|
}
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_GetPolySpots (MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors)
|
|
{
|
|
//if (map->HasBehavior)
|
|
{
|
|
for (unsigned int i = 0; i < MapThingsConverted.Size(); ++i)
|
|
{
|
|
FDoomEdEntry *mentry = MapThingsConverted[i].info;
|
|
if (mentry != NULL && mentry->Type == NULL && mentry->Special >= SMT_PolyAnchor && mentry->Special <= SMT_PolySpawnHurt)
|
|
{
|
|
FNodeBuilder::FPolyStart newvert;
|
|
newvert.x = FLOAT2FIXED(MapThingsConverted[i].pos.X);
|
|
newvert.y = FLOAT2FIXED(MapThingsConverted[i].pos.Y);
|
|
newvert.polynum = MapThingsConverted[i].angle;
|
|
if (mentry->Special == SMT_PolyAnchor)
|
|
{
|
|
anchors.Push (newvert);
|
|
}
|
|
else
|
|
{
|
|
spots.Push (newvert);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_PrecacheLevel
|
|
//
|
|
// Preloads all relevant graphics for the level.
|
|
//
|
|
//===========================================================================
|
|
|
|
static void P_PrecacheLevel()
|
|
{
|
|
int i;
|
|
uint8_t *hitlist;
|
|
TMap<PClassActor *, bool> actorhitlist;
|
|
int cnt = TexMan.NumTextures();
|
|
|
|
if (demoplayback)
|
|
return;
|
|
|
|
hitlist = new uint8_t[cnt];
|
|
memset(hitlist, 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 != NULL) 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 != NULL) actorhitlist[cls] = true;
|
|
}
|
|
|
|
for (i = level.sectors.Size() - 1; i >= 0; i--)
|
|
{
|
|
hitlist[level.sectors[i].GetTexture(sector_t::floor).GetIndex()] |= FTextureManager::HIT_Flat;
|
|
hitlist[level.sectors[i].GetTexture(sector_t::ceiling).GetIndex()] |= FTextureManager::HIT_Flat;
|
|
}
|
|
|
|
for (i = level.sides.Size() - 1; i >= 0; i--)
|
|
{
|
|
hitlist[level.sides[i].GetTexture(side_t::top).GetIndex()] |= FTextureManager::HIT_Wall;
|
|
hitlist[level.sides[i].GetTexture(side_t::mid).GetIndex()] |= FTextureManager::HIT_Wall;
|
|
hitlist[level.sides[i].GetTexture(side_t::bottom).GetIndex()] |= 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())
|
|
{
|
|
hitlist[sky1texture.GetIndex()] |= FTextureManager::HIT_Sky;
|
|
}
|
|
if (sky2texture.isValid())
|
|
{
|
|
hitlist[sky2texture.GetIndex()] |= FTextureManager::HIT_Sky;
|
|
}
|
|
|
|
for (auto n : gameinfo.PrecachedTextures)
|
|
{
|
|
FTextureID tex = TexMan.CheckForTexture(n, FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
|
|
if (tex.Exists()) hitlist[tex.GetIndex()] |= FTextureManager::HIT_Wall;
|
|
}
|
|
for (unsigned i = 0; i < level.info->PrecacheTextures.Size(); i++)
|
|
{
|
|
FTextureID tex = TexMan.CheckForTexture(level.info->PrecacheTextures[i], FTexture::TEX_Wall, FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny | FTextureManager::TEXMAN_ReturnFirst);
|
|
if (tex.Exists()) hitlist[tex.GetIndex()] |= FTextureManager::HIT_Wall;
|
|
}
|
|
|
|
Renderer->Precache(hitlist, actorhitlist);
|
|
|
|
delete[] hitlist;
|
|
}
|
|
|
|
extern polyblock_t **PolyBlockMap;
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_FreeLevelData ()
|
|
{
|
|
// [ZZ] delete per-map event handlers
|
|
E_Shutdown(true);
|
|
MapThingsConverted.Clear();
|
|
MapThingsUserDataIndex.Clear();
|
|
MapThingsUserData.Clear();
|
|
linemap.Clear();
|
|
FCanvasTextureInfo::EmptyList();
|
|
R_FreePastViewers();
|
|
P_ClearUDMFKeys();
|
|
|
|
// [RH] Clear all ThingID hash chains.
|
|
AActor::ClearTIDHashes();
|
|
|
|
interpolator.ClearInterpolations(); // [RH] Nothing to interpolate on a fresh level.
|
|
Renderer->CleanLevelData();
|
|
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;
|
|
|
|
if (level.sectors.Size() > 0)
|
|
{
|
|
delete[] level.sectors[0].e;
|
|
}
|
|
for (auto &sub : level.subsectors)
|
|
{
|
|
if (sub.BSP != nullptr) delete sub.BSP;
|
|
}
|
|
|
|
FBehavior::StaticUnloadModules ();
|
|
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 != NULL)
|
|
{
|
|
for (int i = level.blockmap.bmapwidth*level.blockmap.bmapheight-1; i >= 0; --i)
|
|
{
|
|
polyblock_t *link = PolyBlockMap[i];
|
|
while (link != NULL)
|
|
{
|
|
polyblock_t *next = link->next;
|
|
delete link;
|
|
link = next;
|
|
}
|
|
}
|
|
delete[] PolyBlockMap;
|
|
PolyBlockMap = NULL;
|
|
}
|
|
if (polyobjs != NULL)
|
|
{
|
|
delete[] polyobjs;
|
|
polyobjs = NULL;
|
|
}
|
|
po_NumPolyobjs = 0;
|
|
|
|
level.deathmatchstarts.Clear();
|
|
level.AllPlayerStarts.Clear();
|
|
memset(level.playerstarts, 0, sizeof(level.playerstarts));
|
|
|
|
P_FreeStrifeConversations ();
|
|
level.Scrolls.Clear();
|
|
P_ClearUDMFKeys();
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
//
|
|
//
|
|
//===========================================================================
|
|
|
|
extern FMemArena secnodearena;
|
|
extern msecnode_t *headsecnode;
|
|
|
|
void P_FreeExtraLevelData()
|
|
{
|
|
// Free all blocknodes and msecnodes.
|
|
// *NEVER* call this function without calling
|
|
// P_FreeLevelData() first, or they might not all be freed.
|
|
{
|
|
FBlockNode *node = FBlockNode::FreeBlocks;
|
|
while (node != NULL)
|
|
{
|
|
FBlockNode *next = node->NextBlock;
|
|
delete node;
|
|
node = next;
|
|
}
|
|
FBlockNode::FreeBlocks = NULL;
|
|
}
|
|
secnodearena.FreeAllBlocks();
|
|
headsecnode = nullptr;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// P_SetupLevel
|
|
//
|
|
// [RH] position indicates the start spot to spawn at
|
|
//
|
|
//===========================================================================
|
|
|
|
void P_SetupLevel (const char *lumpname, int position)
|
|
{
|
|
cycle_t times[20];
|
|
FMapThing *buildthings;
|
|
int numbuildthings;
|
|
int i;
|
|
bool buildmap;
|
|
const int *oldvertextable = NULL;
|
|
|
|
// This is motivated as follows:
|
|
|
|
bool RequireGLNodes = Renderer->RequireGLNodes() || am_textured;
|
|
|
|
for (i = 0; i < (int)countof(times); ++i)
|
|
{
|
|
times[i].Reset();
|
|
}
|
|
|
|
level.maptype = MAPTYPE_UNKNOWN;
|
|
wminfo.partime = 180;
|
|
|
|
if (!savegamerestore)
|
|
{
|
|
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 = NULL;
|
|
}
|
|
// [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 != NULL)
|
|
{
|
|
delete table;
|
|
translationtables[TRANSLATION_LevelScripted][i] = NULL;
|
|
}
|
|
}
|
|
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 (NULL, NULL);
|
|
|
|
// Free all level data from the previous map
|
|
P_FreeLevelData ();
|
|
|
|
MapData *map = P_OpenMapData(lumpname, true);
|
|
if (map == NULL)
|
|
{
|
|
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;
|
|
hasglnodes = false;
|
|
|
|
// [RH] Support loading Build maps (because I felt like it. :-)
|
|
buildmap = false;
|
|
if (map->Size(0) > 0)
|
|
{
|
|
uint8_t *mapdata = new uint8_t[map->Size(0)];
|
|
map->Seek(0);
|
|
map->file->Read(mapdata, map->Size(0));
|
|
times[0].Clock();
|
|
buildmap = P_LoadBuildMap (mapdata, map->Size(0), &buildthings, &numbuildthings);
|
|
times[0].Unclock();
|
|
delete[] mapdata;
|
|
}
|
|
|
|
if (!buildmap)
|
|
{
|
|
// note: most of this ordering is important
|
|
ForceNodeBuild = gennodes;
|
|
|
|
// [RH] Load in the BEHAVIOR lump
|
|
FBehavior::StaticUnloadModules ();
|
|
if (map->HasBehavior)
|
|
{
|
|
P_LoadBehavior (map);
|
|
level.maptype = MAPTYPE_HEXEN;
|
|
}
|
|
else
|
|
{
|
|
// We need translators only for Doom format maps.
|
|
const char *translator;
|
|
|
|
if (!level.info->Translator.IsEmpty())
|
|
{
|
|
// The map defines its own translator.
|
|
translator = level.info->Translator.GetChars();
|
|
}
|
|
else
|
|
{
|
|
// Has the user overridden the game's default translator with a commandline parameter?
|
|
translator = Args->CheckValue("-xlat");
|
|
if (translator == NULL)
|
|
{
|
|
// Use the game's default.
|
|
translator = gameinfo.translator.GetChars();
|
|
}
|
|
}
|
|
P_LoadTranslator(translator);
|
|
level.maptype = MAPTYPE_DOOM;
|
|
}
|
|
if (map->isText)
|
|
{
|
|
level.maptype = MAPTYPE_UDMF;
|
|
}
|
|
CheckCompatibility(map);
|
|
if (ib_compatflags & BCOMPATF_REBUILDNODES)
|
|
{
|
|
ForceNodeBuild = true;
|
|
}
|
|
T_LoadScripts(map);
|
|
|
|
if (!map->HasBehavior || map->isText)
|
|
{
|
|
// Doom format and UDMF text maps get strict monster activation unless the mapinfo
|
|
// specifies differently.
|
|
if (!(level.flags2 & LEVEL2_LAXACTIVATIONMAPINFO))
|
|
{
|
|
level.flags2 &= ~LEVEL2_LAXMONSTERACTIVATION;
|
|
}
|
|
}
|
|
|
|
if (!map->HasBehavior && !map->isText)
|
|
{
|
|
// set compatibility flags
|
|
if (gameinfo.gametype == GAME_Strife)
|
|
{
|
|
level.flags2 |= LEVEL2_RAILINGHACK;
|
|
}
|
|
level.flags2 |= LEVEL2_DUMMYSWITCHES;
|
|
}
|
|
|
|
FBehavior::StaticLoadDefaultModules ();
|
|
#ifndef NO_EDATA
|
|
LoadMapinfoACSLump();
|
|
#endif
|
|
|
|
|
|
P_LoadStrifeConversations (map, lumpname);
|
|
|
|
FMissingTextureTracker missingtex;
|
|
|
|
if (!map->isText)
|
|
{
|
|
times[0].Clock();
|
|
P_LoadVertexes (map);
|
|
times[0].Unclock();
|
|
|
|
// Check for maps without any BSP data at all (e.g. SLIGE)
|
|
times[1].Clock();
|
|
P_LoadSectors (map, missingtex);
|
|
times[1].Unclock();
|
|
|
|
times[2].Clock();
|
|
times[2].Unclock();
|
|
|
|
times[3].Clock();
|
|
if (!map->HasBehavior)
|
|
P_LoadLineDefs (map);
|
|
else
|
|
P_LoadLineDefs2 (map); // [RH] Load Hexen-style linedefs
|
|
times[3].Unclock();
|
|
|
|
times[4].Clock();
|
|
P_LoadSideDefs2 (map, missingtex);
|
|
times[4].Unclock();
|
|
|
|
times[5].Clock();
|
|
P_FinishLoadingLineDefs ();
|
|
times[5].Unclock();
|
|
|
|
if (!map->HasBehavior)
|
|
P_LoadThings (map);
|
|
else
|
|
P_LoadThings2 (map); // [RH] Load Hexen-style things
|
|
|
|
SetCompatibilityParams();
|
|
}
|
|
else
|
|
{
|
|
times[0].Clock();
|
|
P_ParseTextMap(map, missingtex);
|
|
times[0].Unclock();
|
|
}
|
|
|
|
times[6].Clock();
|
|
P_LoopSidedefs (true);
|
|
times[6].Unclock();
|
|
|
|
linemap.Clear();
|
|
linemap.ShrinkToFit();
|
|
|
|
SummarizeMissingTextures(missingtex);
|
|
}
|
|
else
|
|
{
|
|
ForceNodeBuild = true;
|
|
level.maptype = MAPTYPE_BUILD;
|
|
}
|
|
bool reloop = false;
|
|
|
|
if (!ForceNodeBuild)
|
|
{
|
|
// Check for compressed nodes first, then uncompressed nodes
|
|
FWadLump test;
|
|
uint32_t id = MAKE_ID('X','x','X','x'), idcheck = 0, idcheck2 = 0, idcheck3 = 0, idcheck4 = 0, idcheck5 = 0, idcheck6 = 0;
|
|
|
|
if (map->Size(ML_ZNODES) != 0)
|
|
{
|
|
// Test normal nodes first
|
|
map->Seek(ML_ZNODES);
|
|
idcheck = MAKE_ID('Z','N','O','D');
|
|
idcheck2 = MAKE_ID('X','N','O','D');
|
|
}
|
|
else if (map->Size(ML_GLZNODES) != 0)
|
|
{
|
|
map->Seek(ML_GLZNODES);
|
|
idcheck = MAKE_ID('Z','G','L','N');
|
|
idcheck2 = MAKE_ID('Z','G','L','2');
|
|
idcheck3 = MAKE_ID('Z','G','L','3');
|
|
idcheck4 = MAKE_ID('X','G','L','N');
|
|
idcheck5 = MAKE_ID('X','G','L','2');
|
|
idcheck6 = MAKE_ID('X','G','L','3');
|
|
}
|
|
|
|
map->file->Read (&id, 4);
|
|
if (id != 0 && (id == idcheck || id == idcheck2 || id == idcheck3 || id == idcheck4 || id == idcheck5 || id == idcheck6))
|
|
{
|
|
try
|
|
{
|
|
P_LoadZNodes (*map->file, id);
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
Printf ("Error loading nodes: %s\n", error.GetMessage());
|
|
|
|
ForceNodeBuild = true;
|
|
level.subsectors.Clear();
|
|
level.segs.Clear();
|
|
level.nodes.Clear();
|
|
}
|
|
}
|
|
else if (!map->isText) // regular nodes are not supported for text maps
|
|
{
|
|
// If all 3 node related lumps are empty there's no need to output a message.
|
|
// This just means that the map has no nodes and the engine is supposed to build them.
|
|
if (map->Size(ML_SEGS) != 0 || map->Size(ML_SSECTORS) != 0 || map->Size(ML_NODES) != 0)
|
|
{
|
|
if (!P_CheckV4Nodes(map))
|
|
{
|
|
times[7].Clock();
|
|
P_LoadSubsectors<mapsubsector_t, mapseg_t> (map);
|
|
times[7].Unclock();
|
|
|
|
times[8].Clock();
|
|
if (!ForceNodeBuild) P_LoadNodes<mapnode_t, mapsubsector_t> (map);
|
|
times[8].Unclock();
|
|
|
|
times[9].Clock();
|
|
if (!ForceNodeBuild) P_LoadSegs<mapseg_t> (map);
|
|
times[9].Unclock();
|
|
}
|
|
else
|
|
{
|
|
times[7].Clock();
|
|
P_LoadSubsectors<mapsubsector4_t, mapseg4_t> (map);
|
|
times[7].Unclock();
|
|
|
|
times[8].Clock();
|
|
if (!ForceNodeBuild) P_LoadNodes<mapnode4_t, mapsubsector4_t> (map);
|
|
times[8].Unclock();
|
|
|
|
times[9].Clock();
|
|
if (!ForceNodeBuild) P_LoadSegs<mapseg4_t> (map);
|
|
times[9].Unclock();
|
|
}
|
|
}
|
|
else ForceNodeBuild = true;
|
|
}
|
|
else ForceNodeBuild = true;
|
|
|
|
// If loading the regular nodes failed try GL nodes before considering a rebuild
|
|
if (ForceNodeBuild)
|
|
{
|
|
if (P_LoadGLNodes(map))
|
|
{
|
|
ForceNodeBuild = false;
|
|
reloop = true;
|
|
}
|
|
}
|
|
}
|
|
else reloop = true;
|
|
|
|
unsigned int startTime=0, endTime=0;
|
|
|
|
bool BuildGLNodes;
|
|
if (ForceNodeBuild)
|
|
{
|
|
BuildGLNodes = RequireGLNodes || multiplayer || demoplayback || demorecording || genglnodes;
|
|
|
|
startTime = I_FPSTime ();
|
|
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
|
|
P_GetPolySpots (map, polyspots, anchors);
|
|
FNodeBuilder::FLevel leveldata =
|
|
{
|
|
&level.vertexes[0], (int)level.vertexes.Size(),
|
|
&level.sides[0], (int)level.sides.Size(),
|
|
&level.lines[0], (int)level.lines.Size(),
|
|
0, 0, 0, 0
|
|
};
|
|
leveldata.FindMapBounds ();
|
|
// We need GL nodes if am_textured is on.
|
|
// In case a sync critical game mode is started, also build GL nodes to avoid problems
|
|
// if the different machines' am_textured setting differs.
|
|
FNodeBuilder builder (leveldata, polyspots, anchors, BuildGLNodes);
|
|
builder.Extract (level);
|
|
endTime = I_FPSTime ();
|
|
DPrintf (DMSG_NOTIFY, "BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, level.segs.Size());
|
|
oldvertextable = builder.GetOldVertexTable();
|
|
reloop = true;
|
|
}
|
|
else
|
|
{
|
|
BuildGLNodes = false;
|
|
// Older ZDBSPs had problems with compressed sidedefs and assigned wrong sides to the segs if both sides were the same sidedef.
|
|
for(auto &seg : level.segs)
|
|
{
|
|
if (seg.backsector == seg.frontsector && seg.linedef)
|
|
{
|
|
double d1 = (seg.v1->fPos() - seg.linedef->v1->fPos()).LengthSquared();
|
|
double d2 = (seg.v2->fPos() - seg.linedef->v1->fPos()).LengthSquared();
|
|
|
|
if (d2<d1) // backside
|
|
{
|
|
seg.sidedef = seg.linedef->sidedef[1];
|
|
}
|
|
else // front side
|
|
{
|
|
seg.sidedef = seg.linedef->sidedef[0];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (RequireGLNodes)
|
|
{
|
|
// Build GL nodes if we want a textured automap or GL nodes are forced to be built.
|
|
// If the original nodes being loaded are not GL nodes they will be kept around for
|
|
// use in P_PointInSubsector to avoid problems with maps that depend on the specific
|
|
// nodes they were built with (P:AR E1M3 is a good example for a map where this is the case.)
|
|
reloop |= P_CheckNodes(map, BuildGLNodes, endTime - startTime);
|
|
hasglnodes = true;
|
|
}
|
|
else
|
|
{
|
|
hasglnodes = P_CheckForGLNodes();
|
|
}
|
|
|
|
// set the head node for gameplay purposes. If the separate gamenodes array is not empty, use that, otherwise use the render nodes.
|
|
level.headgamenode = level.gamenodes.Size() > 0 ? &level.gamenodes[level.gamenodes.Size() - 1] : level.nodes.Size()? &level.nodes[level.nodes.Size() - 1] : nullptr;
|
|
|
|
times[10].Clock();
|
|
P_LoadBlockMap (map);
|
|
times[10].Unclock();
|
|
|
|
times[11].Clock();
|
|
P_LoadReject (map, buildmap);
|
|
times[11].Unclock();
|
|
|
|
times[12].Clock();
|
|
P_GroupLines (buildmap);
|
|
times[12].Unclock();
|
|
|
|
times[13].Clock();
|
|
P_FloodZones ();
|
|
times[13].Unclock();
|
|
|
|
if (hasglnodes)
|
|
{
|
|
P_SetRenderSector();
|
|
}
|
|
|
|
bodyqueslot = 0;
|
|
// phares 8/10/98: Clear body queue so the corpses from previous games are
|
|
// not assumed to be from this one.
|
|
|
|
for (i = 0; i < BODYQUESIZE; i++)
|
|
bodyque[i] = NULL;
|
|
|
|
if (!buildmap)
|
|
{
|
|
// [RH] Spawn slope creating things first.
|
|
P_SpawnSlopeMakers (&MapThingsConverted[0], &MapThingsConverted[MapThingsConverted.Size()], oldvertextable);
|
|
P_CopySlopes();
|
|
|
|
// Spawn 3d floors - must be done before spawning things so it can't be done in P_SpawnSpecials
|
|
P_Spawn3DFloors();
|
|
|
|
times[14].Clock();
|
|
P_SpawnThings(position);
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && players[i].mo != NULL)
|
|
players[i].health = players[i].mo->health;
|
|
}
|
|
times[14].Unclock();
|
|
|
|
times[15].Clock();
|
|
if (!map->HasBehavior && !map->isText)
|
|
P_TranslateTeleportThings (); // [RH] Assign teleport destination TIDs
|
|
times[15].Unclock();
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < numbuildthings; ++i)
|
|
{
|
|
SpawnMapThing (i, &buildthings[i], 0);
|
|
}
|
|
delete[] buildthings;
|
|
}
|
|
delete map;
|
|
if (oldvertextable != NULL)
|
|
{
|
|
delete[] oldvertextable;
|
|
}
|
|
|
|
// set up world state
|
|
P_SpawnSpecials ();
|
|
|
|
// disable reflective planes on sloped sectors.
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
if (sec.floorplane.isSlope()) sec.reflect[sector_t::floor] = 0;
|
|
if (sec.ceilingplane.isSlope()) sec.reflect[sector_t::ceiling] = 0;
|
|
}
|
|
for (auto &node : level.nodes)
|
|
{
|
|
double fdx = FIXED2DBL(node.dx);
|
|
double fdy = FIXED2DBL(node.dy);
|
|
node.len = (float)g_sqrt(fdx * fdx + fdy * fdy);
|
|
}
|
|
|
|
// This must be done BEFORE the PolyObj Spawn!!!
|
|
Renderer->PreprocessLevel();
|
|
|
|
times[16].Clock();
|
|
if (reloop) P_LoopSidedefs (false);
|
|
PO_Init (); // Initialize the polyobjs
|
|
P_FinalizePortals(); // finalize line portals after polyobjects have been initialized. This info is needed for properly flagging them.
|
|
times[16].Unclock();
|
|
|
|
assert(sidetemp != NULL);
|
|
delete[] sidetemp;
|
|
sidetemp = NULL;
|
|
|
|
// if deathmatch, randomly spawn the active players
|
|
if (deathmatch)
|
|
{
|
|
for (i=0 ; i<MAXPLAYERS ; i++)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
players[i].mo = NULL;
|
|
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 = NULL;
|
|
FPlayerStart *mthing = G_PickPlayerStart(i);
|
|
P_SpawnPlayer(mthing, i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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 ();
|
|
|
|
times[17].Clock();
|
|
// preload graphics and sounds
|
|
if (precache)
|
|
{
|
|
P_PrecacheLevel ();
|
|
S_PrecacheLevel ();
|
|
}
|
|
times[17].Unclock();
|
|
|
|
if (deathmatch)
|
|
{
|
|
AnnounceGameStart ();
|
|
}
|
|
|
|
P_ResetSightCounters (true);
|
|
//Printf ("free memory: 0x%x\n", Z_FreeMemory());
|
|
|
|
if (showloadtimes)
|
|
{
|
|
Printf ("---Total load times---\n");
|
|
for (i = 0; i < 18; ++i)
|
|
{
|
|
static const char *timenames[] =
|
|
{
|
|
"load vertexes",
|
|
"load sectors",
|
|
"load sides",
|
|
"load lines",
|
|
"load sides 2",
|
|
"load lines 2",
|
|
"loop sides",
|
|
"load subsectors",
|
|
"load nodes",
|
|
"load segs",
|
|
"load blockmap",
|
|
"load reject",
|
|
"group lines",
|
|
"flood zones",
|
|
"load things",
|
|
"translate teleports",
|
|
"init polys",
|
|
"precache"
|
|
};
|
|
Printf ("Time%3d:%9.4f ms (%s)\n", i, times[i].TimeMS(), timenames[i]);
|
|
}
|
|
}
|
|
MapThingsConverted.Clear();
|
|
MapThingsUserDataIndex.Clear();
|
|
MapThingsUserData.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 ()
|
|
{
|
|
// [ZZ] delete global event handlers
|
|
DThinker::DestroyThinkersInList(STAT_STATIC);
|
|
E_Shutdown(false);
|
|
P_DeinitKeyMessages ();
|
|
P_FreeLevelData ();
|
|
P_FreeExtraLevelData ();
|
|
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
|