mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-14 22:41:53 +00:00
1564 lines
38 KiB
C++
1564 lines
38 KiB
C++
/*
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** gl_nodes.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2005-2010 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include <math.h>
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#ifdef _MSC_VER
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#include <malloc.h> // for alloca()
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#endif
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#ifndef _WIN32
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#include <unistd.h>
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#else
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#include <direct.h>
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#define rmdir _rmdir
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#endif
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#include "templates.h"
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#include "m_alloc.h"
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#include "m_argv.h"
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#include "c_dispatch.h"
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#include "m_swap.h"
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#include "g_game.h"
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#include "i_system.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 "nodebuild.h"
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#include "doomstat.h"
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#include "vectors.h"
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#include "stats.h"
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#include "doomerrors.h"
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#include "p_setup.h"
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#include "x86.h"
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#include "version.h"
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#include "md5.h"
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#include "m_misc.h"
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void P_GetPolySpots (MapData * lump, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
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CVAR(Bool, gl_cachenodes, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Float, gl_cachetime, 0.6f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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void P_LoadZNodes (FileReader &dalump, DWORD id);
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static bool CheckCachedNodes(MapData *map);
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static void CreateCachedNodes(MapData *map);
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// fixed 32 bit gl_vert format v2.0+ (glBsp 1.91)
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struct mapglvertex_t
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{
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fixed_t x,y;
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};
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struct gl3_mapsubsector_t
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{
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SDWORD numsegs;
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SDWORD firstseg; // Index of first one; segs are stored sequentially.
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};
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struct glseg_t
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{
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WORD v1; // start vertex (16 bit)
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WORD v2; // end vertex (16 bit)
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WORD linedef; // linedef, or -1 for minisegs
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WORD side; // side on linedef: 0 for right, 1 for left
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WORD partner; // corresponding partner seg, or 0xffff on one-sided walls
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};
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struct glseg3_t
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{
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SDWORD v1;
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SDWORD v2;
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WORD linedef;
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WORD side;
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SDWORD partner;
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};
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struct gl5_mapnode_t
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{
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SWORD x,y,dx,dy; // partition line
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SWORD bbox[2][4]; // bounding box for each child
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// If NF_SUBSECTOR is or'ed in, it's a subsector,
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// else it's a node of another subtree.
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DWORD children[2];
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};
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//==========================================================================
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//
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// Collect all sidedefs which are not entirely covered by segs
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// Old ZDBSPs could create such maps. If such a BSP is discovered
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// a node rebuild must be done to ensure proper rendering
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//
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//==========================================================================
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static int CheckForMissingSegs()
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{
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float *added_seglen = new float[numsides];
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int missing = 0;
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memset(added_seglen, 0, sizeof(float)*numsides);
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for(int i=0;i<numsegs;i++)
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{
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seg_t * seg = &segs[i];
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if (seg->sidedef!=NULL)
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{
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// check all the segs and calculate the length they occupy on their sidedef
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TVector2<double> vec1(seg->v2->x - seg->v1->x, seg->v2->y - seg->v1->y);
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added_seglen[seg->sidedef - sides] += float(vec1.Length());
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}
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}
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for(int i=0;i<numsides;i++)
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{
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side_t * side =&sides[i];
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line_t * line = side->linedef;
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TVector2<double> lvec(line->dx, line->dy);
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float linelen = float(lvec.Length());
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missing += (added_seglen[i] < linelen - FRACUNIT);
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}
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delete [] added_seglen;
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return missing;
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}
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//==========================================================================
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//
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// Checks whether the nodes are suitable for GL rendering
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//
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//==========================================================================
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bool P_CheckForGLNodes()
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{
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int i;
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for(i=0;i<numsubsectors;i++)
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{
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subsector_t * sub = &subsectors[i];
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seg_t * firstseg = sub->firstline;
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seg_t * lastseg = sub->firstline + sub->numlines - 1;
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if (firstseg->v1 != lastseg->v2)
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{
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// This subsector is incomplete which means that these
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// are normal nodes
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return false;
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}
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else
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{
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for(DWORD j=0;j<sub->numlines;j++)
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{
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if (segs[j].linedef==NULL) // miniseg
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{
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// We already have GL nodes. Great!
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return true;
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}
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}
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}
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}
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// all subsectors were closed but there are no minisegs
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// Although unlikely this can happen. Such nodes are not a problem.
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// all that is left is to check whether the BSP covers all sidedefs completely.
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int missing = CheckForMissingSegs();
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if (missing > 0)
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{
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Printf("%d missing segs counted\nThe BSP needs to be rebuilt.\n", missing);
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}
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return missing == 0;
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}
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//==========================================================================
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//
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// LoadGLVertexes
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//
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// loads GL vertices
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//
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//==========================================================================
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#define gNd2 MAKE_ID('g','N','d','2')
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#define gNd4 MAKE_ID('g','N','d','4')
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#define gNd5 MAKE_ID('g','N','d','5')
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#define GL_VERT_OFFSET 4
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static int firstglvertex;
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static bool format5;
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static bool LoadGLVertexes(FileReader * lump)
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{
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BYTE *gldata;
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int i;
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firstglvertex = numvertexes;
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int gllen=lump->GetLength();
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gldata = new BYTE[gllen];
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lump->Seek(0, SEEK_SET);
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lump->Read(gldata, gllen);
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if (*(int *)gldata == gNd5)
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{
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format5=true;
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}
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else if (*(int *)gldata != gNd2)
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{
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// GLNodes V1 and V4 are unsupported.
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// V1 because the precision is insufficient and
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// V4 due to the missing partner segs
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Printf("GL nodes v%d found. This format is not supported by " GAMENAME "\n",
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(*(int *)gldata == gNd4)? 4:1);
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delete [] gldata;
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return false;
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}
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else format5=false;
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mapglvertex_t* mgl;
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vertex_t * oldvertexes = vertexes;
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numvertexes += (gllen - GL_VERT_OFFSET)/sizeof(mapglvertex_t);
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vertexes = new vertex_t[numvertexes];
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mgl = (mapglvertex_t *) (gldata + GL_VERT_OFFSET);
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memcpy(vertexes, oldvertexes, firstglvertex * sizeof(vertex_t));
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for(i=0;i<numlines;i++)
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{
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lines[i].v1 = vertexes + (lines[i].v1 - oldvertexes);
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lines[i].v2 = vertexes + (lines[i].v2 - oldvertexes);
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}
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for (i = firstglvertex; i < numvertexes; i++)
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{
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vertexes[i].x = LittleLong(mgl->x);
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vertexes[i].y = LittleLong(mgl->y);
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mgl++;
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}
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delete[] gldata;
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return true;
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}
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//==========================================================================
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//
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// GL Nodes utilities
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//
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//==========================================================================
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static inline int checkGLVertex(int num)
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{
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if (num & 0x8000)
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num = (num&0x7FFF)+firstglvertex;
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return num;
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}
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static inline int checkGLVertex3(int num)
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{
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if (num & 0xc0000000)
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num = (num&0x3FFFFFFF)+firstglvertex;
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return num;
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}
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//==========================================================================
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//
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// LoadGLSegs
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//
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//==========================================================================
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static bool LoadGLSegs(FileReader * lump)
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{
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char *data;
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int i;
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line_t *ldef=NULL;
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numsegs = lump->GetLength();
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data= new char[numsegs];
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lump->Seek(0, SEEK_SET);
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lump->Read(data, numsegs);
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segs=NULL;
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#ifdef _MSC_VER
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__try
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#endif
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{
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if (!format5 && memcmp(data, "gNd3", 4))
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{
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numsegs/=sizeof(glseg_t);
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segs = new seg_t[numsegs];
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memset(segs,0,sizeof(seg_t)*numsegs);
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glsegextras = new glsegextra_t[numsegs];
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glseg_t * ml = (glseg_t*)data;
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for(i = 0; i < numsegs; i++)
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{ // check for gl-vertices
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segs[i].v1 = &vertexes[checkGLVertex(LittleShort(ml->v1))];
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segs[i].v2 = &vertexes[checkGLVertex(LittleShort(ml->v2))];
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glsegextras[i].PartnerSeg = ml->partner == 0xFFFF ? DWORD_MAX : LittleShort(ml->partner);
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if(ml->linedef != 0xffff)
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{
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ldef = &lines[LittleShort(ml->linedef)];
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segs[i].linedef = ldef;
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ml->side=LittleShort(ml->side);
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segs[i].sidedef = ldef->sidedef[ml->side];
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segs[i].frontsector = ldef->sidedef[ml->side]->sector;
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if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL)
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{
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segs[i].backsector = ldef->sidedef[ml->side^1]->sector;
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}
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else
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{
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ldef->flags &= ~ML_TWOSIDED;
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segs[i].backsector = 0;
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}
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}
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else
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{
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segs[i].linedef = NULL;
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segs[i].sidedef = NULL;
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segs[i].frontsector = NULL;
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segs[i].backsector = NULL;
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}
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ml++;
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}
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}
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else
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{
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if (!format5) numsegs-=4;
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numsegs/=sizeof(glseg3_t);
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segs = new seg_t[numsegs];
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memset(segs,0,sizeof(seg_t)*numsegs);
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glsegextras = new glsegextra_t[numsegs];
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glseg3_t * ml = (glseg3_t*)(data+ (format5? 0:4));
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for(i = 0; i < numsegs; i++)
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{ // check for gl-vertices
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segs[i].v1 = &vertexes[checkGLVertex3(LittleLong(ml->v1))];
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segs[i].v2 = &vertexes[checkGLVertex3(LittleLong(ml->v2))];
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glsegextras[i].PartnerSeg = LittleLong(ml->partner);
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if(ml->linedef != 0xffff) // skip minisegs
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{
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ldef = &lines[LittleLong(ml->linedef)];
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segs[i].linedef = ldef;
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ml->side=LittleShort(ml->side);
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segs[i].sidedef = ldef->sidedef[ml->side];
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segs[i].frontsector = ldef->sidedef[ml->side]->sector;
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if (ldef->flags & ML_TWOSIDED && ldef->sidedef[ml->side^1] != NULL)
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{
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segs[i].backsector = ldef->sidedef[ml->side^1]->sector;
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}
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else
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{
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ldef->flags &= ~ML_TWOSIDED;
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segs[i].backsector = 0;
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}
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}
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else
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{
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segs[i].linedef = NULL;
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segs[i].sidedef = NULL;
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segs[i].frontsector = NULL;
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segs[i].backsector = NULL;
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}
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ml++;
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}
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}
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delete [] data;
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return true;
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}
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#ifdef _MSC_VER
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__except(1)
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{
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// Invalid data has the bad habit of requiring extensive checks here
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// so let's just catch anything invalid and output a message.
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// (at least under MSVC. GCC can't do SEH even for Windows... :( )
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Printf("Invalid GL segs. The BSP will have to be rebuilt.\n");
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delete [] data;
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delete [] segs;
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segs = NULL;
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return false;
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}
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#endif
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}
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//==========================================================================
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//
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// LoadGLSubsectors
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//
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//==========================================================================
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static bool LoadGLSubsectors(FileReader * lump)
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{
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char * datab;
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int i;
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numsubsectors = lump->GetLength();
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datab = new char[numsubsectors];
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lump->Seek(0, SEEK_SET);
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lump->Read(datab, numsubsectors);
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if (numsubsectors == 0)
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{
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delete [] datab;
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return false;
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}
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if (!format5 && memcmp(datab, "gNd3", 4))
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{
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mapsubsector_t * data = (mapsubsector_t*) datab;
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numsubsectors /= sizeof(mapsubsector_t);
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subsectors = new subsector_t[numsubsectors];
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memset(subsectors,0,numsubsectors * sizeof(subsector_t));
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for (i=0; i<numsubsectors; i++)
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{
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subsectors[i].numlines = LittleShort(data[i].numsegs );
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subsectors[i].firstline = segs + LittleShort(data[i].firstseg);
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if (subsectors[i].numlines == 0)
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{
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delete [] datab;
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return false;
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}
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}
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}
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else
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{
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gl3_mapsubsector_t * data = (gl3_mapsubsector_t*) (datab+(format5? 0:4));
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numsubsectors /= sizeof(gl3_mapsubsector_t);
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subsectors = new subsector_t[numsubsectors];
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memset(subsectors,0,numsubsectors * sizeof(subsector_t));
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for (i=0; i<numsubsectors; i++)
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{
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subsectors[i].numlines = LittleLong(data[i].numsegs );
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subsectors[i].firstline = segs + LittleLong(data[i].firstseg);
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if (subsectors[i].numlines == 0)
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{
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delete [] datab;
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return false;
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}
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}
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}
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for (i=0; i<numsubsectors; i++)
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{
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for(unsigned j=0;j<subsectors[i].numlines;j++)
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{
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seg_t * seg = subsectors[i].firstline + j;
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if (seg->linedef==NULL) seg->frontsector = seg->backsector = subsectors[i].firstline->frontsector;
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}
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seg_t *firstseg = subsectors[i].firstline;
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seg_t *lastseg = subsectors[i].firstline + subsectors[i].numlines - 1;
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// The subsector must be closed. If it isn't we can't use these nodes and have to do a rebuild.
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if (lastseg->v2 != firstseg->v1)
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{
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delete [] datab;
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return false;
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}
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}
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delete [] datab;
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return true;
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}
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//==========================================================================
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//
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// P_LoadNodes
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//
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//==========================================================================
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|
|
|
static bool LoadNodes (FileReader * lump)
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{
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const int NF_SUBSECTOR = 0x8000;
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|
const int GL5_NF_SUBSECTOR = (1 << 31);
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|
|
|
int i;
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|
int j;
|
|
int k;
|
|
node_t* no;
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|
WORD* used;
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|
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if (!format5)
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|
{
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mapnode_t* mn, * basemn;
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numnodes = lump->GetLength() / sizeof(mapnode_t);
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if (numnodes == 0) return false;
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nodes = new node_t[numnodes];
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lump->Seek(0, SEEK_SET);
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basemn = mn = new mapnode_t[numnodes];
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lump->Read(mn, lump->GetLength());
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used = (WORD *)alloca (sizeof(WORD)*numnodes);
|
|
memset (used, 0, sizeof(WORD)*numnodes);
|
|
|
|
no = nodes;
|
|
|
|
for (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++)
|
|
{
|
|
WORD child = LittleShort(mn->children[j]);
|
|
if (child & NF_SUBSECTOR)
|
|
{
|
|
child &= ~NF_SUBSECTOR;
|
|
if (child >= numsubsectors)
|
|
{
|
|
delete [] basemn;
|
|
return false;
|
|
}
|
|
no->children[j] = (BYTE *)&subsectors[child] + 1;
|
|
}
|
|
else if (child >= numnodes)
|
|
{
|
|
delete [] basemn;
|
|
return false;
|
|
}
|
|
else if (used[child])
|
|
{
|
|
delete [] basemn;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
no->children[j] = &nodes[child];
|
|
used[child] = j + 1;
|
|
}
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
no->bbox[j][k] = LittleShort(mn->bbox[j][k])<<FRACBITS;
|
|
}
|
|
}
|
|
}
|
|
delete [] basemn;
|
|
}
|
|
else
|
|
{
|
|
gl5_mapnode_t* mn, * basemn;
|
|
numnodes = lump->GetLength() / sizeof(gl5_mapnode_t);
|
|
|
|
if (numnodes == 0) return false;
|
|
|
|
nodes = new node_t[numnodes];
|
|
lump->Seek(0, SEEK_SET);
|
|
|
|
basemn = mn = new gl5_mapnode_t[numnodes];
|
|
lump->Read(mn, lump->GetLength());
|
|
|
|
used = (WORD *)alloca (sizeof(WORD)*numnodes);
|
|
memset (used, 0, sizeof(WORD)*numnodes);
|
|
|
|
no = nodes;
|
|
|
|
for (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++)
|
|
{
|
|
SDWORD child = LittleLong(mn->children[j]);
|
|
if (child & GL5_NF_SUBSECTOR)
|
|
{
|
|
child &= ~GL5_NF_SUBSECTOR;
|
|
if (child >= numsubsectors)
|
|
{
|
|
delete [] basemn;
|
|
return false;
|
|
}
|
|
no->children[j] = (BYTE *)&subsectors[child] + 1;
|
|
}
|
|
else if (child >= numnodes)
|
|
{
|
|
delete [] basemn;
|
|
return false;
|
|
}
|
|
else if (used[child])
|
|
{
|
|
delete [] basemn;
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
no->children[j] = &nodes[child];
|
|
used[child] = j + 1;
|
|
}
|
|
for (k = 0; k < 4; k++)
|
|
{
|
|
no->bbox[j][k] = LittleShort(mn->bbox[j][k])<<FRACBITS;
|
|
}
|
|
}
|
|
}
|
|
delete [] basemn;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// loads the GL node data
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool DoLoadGLNodes(FileReader ** lumps)
|
|
{
|
|
if (!LoadGLVertexes(lumps[0]))
|
|
{
|
|
return false;
|
|
}
|
|
if (!LoadGLSegs(lumps[1]))
|
|
{
|
|
delete [] segs;
|
|
segs = NULL;
|
|
return false;
|
|
}
|
|
if (!LoadGLSubsectors(lumps[2]))
|
|
{
|
|
delete [] subsectors;
|
|
subsectors = NULL;
|
|
delete [] segs;
|
|
segs = NULL;
|
|
return false;
|
|
}
|
|
if (!LoadNodes(lumps[3]))
|
|
{
|
|
delete [] nodes;
|
|
nodes = NULL;
|
|
delete [] subsectors;
|
|
subsectors = NULL;
|
|
delete [] segs;
|
|
segs = NULL;
|
|
return false;
|
|
}
|
|
|
|
// Quick check for the validity of the nodes
|
|
// For invalid nodes there is a high chance that this test will fail
|
|
|
|
for (int i = 0; i < numsubsectors; i++)
|
|
{
|
|
seg_t * seg = subsectors[i].firstline;
|
|
if (!seg->sidedef)
|
|
{
|
|
Printf("GL nodes contain invalid data. The BSP has to be rebuilt.\n");
|
|
delete [] nodes;
|
|
nodes = NULL;
|
|
delete [] subsectors;
|
|
subsectors = NULL;
|
|
delete [] segs;
|
|
segs = NULL;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// check whether the BSP covers all sidedefs completely.
|
|
int missing = CheckForMissingSegs();
|
|
if (missing > 0)
|
|
{
|
|
Printf("%d missing segs counted in GL nodes.\nThe BSP has to be rebuilt.\n", missing);
|
|
}
|
|
return missing == 0;
|
|
}
|
|
|
|
|
|
//===========================================================================
|
|
//
|
|
// MatchHeader
|
|
//
|
|
// Checks whether a GL_LEVEL header belongs to this level
|
|
//
|
|
//===========================================================================
|
|
|
|
static bool MatchHeader(const char * label, const char * hdata)
|
|
{
|
|
if (memcmp(hdata, "LEVEL=", 6) == 0)
|
|
{
|
|
size_t labellen = strlen(label);
|
|
labellen = MIN(size_t(8), labellen);
|
|
|
|
if (strnicmp(hdata+6, label, labellen)==0 &&
|
|
(hdata[6+labellen]==0xa || hdata[6+labellen]==0xd))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FindGLNodesInWAD
|
|
//
|
|
// Looks for GL nodes in the same WAD as the level itself
|
|
//
|
|
//===========================================================================
|
|
|
|
static int FindGLNodesInWAD(int labellump)
|
|
{
|
|
int wadfile = Wads.GetLumpFile(labellump);
|
|
FString glheader;
|
|
|
|
glheader.Format("GL_%s", Wads.GetLumpFullName(labellump));
|
|
if (glheader.Len()<=8)
|
|
{
|
|
int gllabel = Wads.CheckNumForName(glheader, ns_global, wadfile);
|
|
if (gllabel >= 0) return gllabel;
|
|
}
|
|
else
|
|
{
|
|
// Before scanning the entire WAD directory let's check first whether
|
|
// it is necessary.
|
|
int gllabel = Wads.CheckNumForName("GL_LEVEL", ns_global, wadfile);
|
|
|
|
if (gllabel >= 0)
|
|
{
|
|
int lastlump=0;
|
|
int lump;
|
|
while ((lump=Wads.FindLump("GL_LEVEL", &lastlump))>=0)
|
|
{
|
|
if (Wads.GetLumpFile(lump)==wadfile)
|
|
{
|
|
FMemLump mem = Wads.ReadLump(lump);
|
|
if (MatchHeader(Wads.GetLumpFullName(labellump), (const char *)mem.GetMem())) return lump;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//===========================================================================
|
|
//
|
|
// FindGLNodesInFile
|
|
//
|
|
// Looks for GL nodes in the same WAD as the level itself
|
|
// Function returns the lump number within the file. Returns -1 if the input
|
|
// resource file is NULL.
|
|
//
|
|
//===========================================================================
|
|
|
|
static int FindGLNodesInFile(FResourceFile * f, const char * label)
|
|
{
|
|
// No file open? Probably shouldn't happen but assume no GL nodes
|
|
if(!f)
|
|
return -1;
|
|
|
|
FString glheader;
|
|
bool mustcheck=false;
|
|
DWORD numentries = f->LumpCount();
|
|
|
|
glheader.Format("GL_%.8s", label);
|
|
if (glheader.Len()>8)
|
|
{
|
|
glheader="GL_LEVEL";
|
|
mustcheck=true;
|
|
}
|
|
|
|
if (numentries > 4)
|
|
{
|
|
for(DWORD i=0;i<numentries-4;i++)
|
|
{
|
|
if (!strnicmp(f->GetLump(i)->Name, glheader, 8))
|
|
{
|
|
if (mustcheck)
|
|
{
|
|
char check[16]={0};
|
|
FileReader *fr = f->GetLump(i)->GetReader();
|
|
fr->Read(check, 16);
|
|
if (MatchHeader(label, check)) return i;
|
|
}
|
|
else return i;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks for the presence of GL nodes in the loaded WADs or a .GWA file
|
|
// returns true if successful
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_LoadGLNodes(MapData * map)
|
|
{
|
|
if (map->MapLumps[ML_GLZNODES].Reader && map->MapLumps[ML_GLZNODES].Reader->GetLength() != 0)
|
|
{
|
|
const int idcheck1a = MAKE_ID('Z','G','L','N');
|
|
const int idcheck2a = MAKE_ID('Z','G','L','2');
|
|
const int idcheck3a = MAKE_ID('Z','G','L','3');
|
|
const int idcheck1b = MAKE_ID('X','G','L','N');
|
|
const int idcheck2b = MAKE_ID('X','G','L','2');
|
|
const int idcheck3b = MAKE_ID('X','G','L','3');
|
|
int id;
|
|
|
|
map->Seek(ML_GLZNODES);
|
|
map->file->Read (&id, 4);
|
|
if (id == idcheck1a || id == idcheck2a || id == idcheck3a ||
|
|
id == idcheck1b || id == idcheck2b || id == idcheck3b)
|
|
{
|
|
try
|
|
{
|
|
subsectors = NULL;
|
|
segs = NULL;
|
|
nodes = NULL;
|
|
P_LoadZNodes (*map->file, id);
|
|
return true;
|
|
}
|
|
catch (CRecoverableError &)
|
|
{
|
|
if (subsectors != NULL)
|
|
{
|
|
delete[] subsectors;
|
|
subsectors = NULL;
|
|
}
|
|
if (segs != NULL)
|
|
{
|
|
delete[] segs;
|
|
segs = NULL;
|
|
}
|
|
if (nodes != NULL)
|
|
{
|
|
delete[] nodes;
|
|
nodes = NULL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!CheckCachedNodes(map))
|
|
{
|
|
FileReader *gwalumps[4] = { NULL, NULL, NULL, NULL };
|
|
char path[256];
|
|
int li;
|
|
int lumpfile = Wads.GetLumpFile(map->lumpnum);
|
|
bool mapinwad = map->InWad;
|
|
FResourceFile * f_gwa = map->resource;
|
|
|
|
const char * name = Wads.GetWadFullName(lumpfile);
|
|
|
|
if (mapinwad)
|
|
{
|
|
li = FindGLNodesInWAD(map->lumpnum);
|
|
|
|
if (li>=0)
|
|
{
|
|
// GL nodes are loaded with a WAD
|
|
for(int i=0;i<4;i++)
|
|
{
|
|
gwalumps[i]=Wads.ReopenLumpNum(li+i+1);
|
|
}
|
|
return DoLoadGLNodes(gwalumps);
|
|
}
|
|
else
|
|
{
|
|
strcpy(path, name);
|
|
|
|
char * ext = strrchr(path, '.');
|
|
if (ext)
|
|
{
|
|
strcpy(ext, ".gwa");
|
|
// Todo: Compare file dates
|
|
|
|
f_gwa = FResourceFile::OpenResourceFile(path, NULL, true);
|
|
if (f_gwa==NULL) return false;
|
|
|
|
strncpy(map->MapLumps[0].Name, Wads.GetLumpFullName(map->lumpnum), 8);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool result = false;
|
|
li = FindGLNodesInFile(f_gwa, map->MapLumps[0].Name);
|
|
if (li!=-1)
|
|
{
|
|
static const char check[][9]={"GL_VERT","GL_SEGS","GL_SSECT","GL_NODES"};
|
|
result=true;
|
|
for(unsigned i=0; i<4;i++)
|
|
{
|
|
if (strnicmp(f_gwa->GetLump(i+1)->Name, check[i], 8))
|
|
{
|
|
result=false;
|
|
break;
|
|
}
|
|
else
|
|
gwalumps[i] = f_gwa->GetLump(i+1)->NewReader();
|
|
}
|
|
if (result) result = DoLoadGLNodes(gwalumps);
|
|
}
|
|
|
|
if (f_gwa != map->resource)
|
|
delete f_gwa;
|
|
for(unsigned int i = 0;i < 4;++i)
|
|
delete gwalumps[i];
|
|
return result;
|
|
}
|
|
else return true;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Checks whether nodes are GL friendly or not
|
|
//
|
|
//==========================================================================
|
|
|
|
bool P_CheckNodes(MapData * map, bool rebuilt, int buildtime)
|
|
{
|
|
bool ret = false;
|
|
bool loaded = false;
|
|
|
|
// If the map loading code has performed a node rebuild we don't need to check for it again.
|
|
if (!rebuilt && !P_CheckForGLNodes())
|
|
{
|
|
ret = true; // we are not using the level's original nodes if we get here.
|
|
for (int i = 0; i < numsubsectors; i++)
|
|
{
|
|
gamesubsectors[i].sector = gamesubsectors[i].firstline->sidedef->sector;
|
|
}
|
|
|
|
nodes = NULL;
|
|
numnodes = 0;
|
|
subsectors = NULL;
|
|
numsubsectors = 0;
|
|
if (segs) delete [] segs;
|
|
segs = NULL;
|
|
numsegs = 0;
|
|
|
|
// Try to load GL nodes (cached or GWA)
|
|
loaded = P_LoadGLNodes(map);
|
|
if (!loaded)
|
|
{
|
|
// none found - we have to build new ones!
|
|
unsigned int startTime, endTime;
|
|
|
|
startTime = I_FPSTime ();
|
|
TArray<FNodeBuilder::FPolyStart> polyspots, anchors;
|
|
P_GetPolySpots (map, polyspots, anchors);
|
|
FNodeBuilder::FLevel leveldata =
|
|
{
|
|
vertexes, numvertexes,
|
|
sides, numsides,
|
|
lines, numlines,
|
|
0, 0, 0, 0
|
|
};
|
|
leveldata.FindMapBounds ();
|
|
FNodeBuilder builder (leveldata, polyspots, anchors, true);
|
|
delete[] vertexes;
|
|
builder.Extract (nodes, numnodes,
|
|
segs, glsegextras, numsegs,
|
|
subsectors, numsubsectors,
|
|
vertexes, numvertexes);
|
|
endTime = I_FPSTime ();
|
|
DPrintf ("BSP generation took %.3f sec (%d segs)\n", (endTime - startTime) * 0.001, numsegs);
|
|
buildtime = endTime - startTime;
|
|
}
|
|
}
|
|
|
|
if (!loaded)
|
|
{
|
|
#ifdef DEBUG
|
|
// Building nodes in debug is much slower so let's cache them only if cachetime is 0
|
|
buildtime = 0;
|
|
#endif
|
|
if (level.maptype != MAPTYPE_BUILD && gl_cachenodes && buildtime/1000.f >= gl_cachetime)
|
|
{
|
|
DPrintf("Caching nodes\n");
|
|
CreateCachedNodes(map);
|
|
}
|
|
else
|
|
{
|
|
DPrintf("Not caching nodes (time = %f)\n", buildtime/1000.f);
|
|
}
|
|
}
|
|
|
|
if (!gamenodes)
|
|
{
|
|
gamenodes = nodes;
|
|
numgamenodes = numnodes;
|
|
gamesubsectors = subsectors;
|
|
numgamesubsectors = numsubsectors;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Node caching
|
|
//
|
|
//==========================================================================
|
|
|
|
typedef TArray<BYTE> MemFile;
|
|
|
|
|
|
static FString CreateCacheName(MapData *map, bool create)
|
|
{
|
|
FString path = M_GetCachePath(create);
|
|
FString lumpname = Wads.GetLumpFullPath(map->lumpnum);
|
|
int separator = lumpname.IndexOf(':');
|
|
path << '/' << lumpname.Left(separator);
|
|
if (create) CreatePath(path);
|
|
|
|
lumpname.ReplaceChars('/', '%');
|
|
path << '/' << lumpname.Right(lumpname.Len() - separator - 1) << ".gzc";
|
|
return path;
|
|
}
|
|
|
|
static void WriteByte(MemFile &f, BYTE b)
|
|
{
|
|
f.Push(b);
|
|
}
|
|
|
|
static void WriteWord(MemFile &f, WORD b)
|
|
{
|
|
int v = f.Reserve(2);
|
|
f[v] = (BYTE)b;
|
|
f[v+1] = (BYTE)(b>>8);
|
|
}
|
|
|
|
static void WriteLong(MemFile &f, DWORD b)
|
|
{
|
|
int v = f.Reserve(4);
|
|
f[v] = (BYTE)b;
|
|
f[v+1] = (BYTE)(b>>8);
|
|
f[v+2] = (BYTE)(b>>16);
|
|
f[v+3] = (BYTE)(b>>24);
|
|
}
|
|
|
|
static void CreateCachedNodes(MapData *map)
|
|
{
|
|
MemFile ZNodes;
|
|
|
|
WriteLong(ZNodes, 0);
|
|
WriteLong(ZNodes, numvertexes);
|
|
for(int i=0;i<numvertexes;i++)
|
|
{
|
|
WriteLong(ZNodes, vertexes[i].x);
|
|
WriteLong(ZNodes, vertexes[i].y);
|
|
}
|
|
|
|
WriteLong(ZNodes, numsubsectors);
|
|
for(int i=0;i<numsubsectors;i++)
|
|
{
|
|
WriteLong(ZNodes, subsectors[i].numlines);
|
|
}
|
|
|
|
WriteLong(ZNodes, numsegs);
|
|
for(int i=0;i<numsegs;i++)
|
|
{
|
|
WriteLong(ZNodes, DWORD(segs[i].v1 - vertexes));
|
|
WriteLong(ZNodes, DWORD(glsegextras[i].PartnerSeg));
|
|
if (segs[i].linedef)
|
|
{
|
|
WriteLong(ZNodes, DWORD(segs[i].linedef - lines));
|
|
WriteByte(ZNodes, segs[i].sidedef == segs[i].linedef->sidedef[0]? 0:1);
|
|
}
|
|
else
|
|
{
|
|
WriteLong(ZNodes, 0xffffffffu);
|
|
WriteByte(ZNodes, 0);
|
|
}
|
|
}
|
|
|
|
WriteLong(ZNodes, numnodes);
|
|
for(int i=0;i<numnodes;i++)
|
|
{
|
|
WriteWord(ZNodes, nodes[i].x >> FRACBITS);
|
|
WriteWord(ZNodes, nodes[i].y >> FRACBITS);
|
|
WriteWord(ZNodes, nodes[i].dx >> FRACBITS);
|
|
WriteWord(ZNodes, nodes[i].dy >> FRACBITS);
|
|
for (int j = 0; j < 2; ++j)
|
|
{
|
|
for (int k = 0; k < 4; ++k)
|
|
{
|
|
WriteWord(ZNodes, nodes[i].bbox[j][k] >> FRACBITS);
|
|
}
|
|
}
|
|
|
|
for (int j = 0; j < 2; ++j)
|
|
{
|
|
DWORD child;
|
|
if ((size_t)nodes[i].children[j] & 1)
|
|
{
|
|
child = 0x80000000 | DWORD((subsector_t *)((BYTE *)nodes[i].children[j] - 1) - subsectors);
|
|
}
|
|
else
|
|
{
|
|
child = DWORD((node_t *)nodes[i].children[j] - nodes);
|
|
}
|
|
WriteLong(ZNodes, child);
|
|
}
|
|
}
|
|
|
|
uLongf outlen = ZNodes.Size();
|
|
BYTE *compressed;
|
|
int offset = numlines * 8 + 12 + 16;
|
|
int r;
|
|
do
|
|
{
|
|
compressed = new Bytef[outlen + offset];
|
|
r = compress (compressed + offset, &outlen, &ZNodes[0], ZNodes.Size());
|
|
if (r == Z_BUF_ERROR)
|
|
{
|
|
delete[] compressed;
|
|
outlen += 1024;
|
|
}
|
|
}
|
|
while (r == Z_BUF_ERROR);
|
|
|
|
memcpy(compressed, "CACH", 4);
|
|
DWORD len = LittleLong(numlines);
|
|
memcpy(compressed+4, &len, 4);
|
|
map->GetChecksum(compressed+8);
|
|
for(int i=0;i<numlines;i++)
|
|
{
|
|
DWORD ndx[2] = {LittleLong(DWORD(lines[i].v1 - vertexes)), LittleLong(DWORD(lines[i].v2 - vertexes)) };
|
|
memcpy(compressed+8+16+8*i, ndx, 8);
|
|
}
|
|
memcpy(compressed + offset - 4, "ZGL2", 4);
|
|
|
|
FString path = CreateCacheName(map, true);
|
|
FILE *f = fopen(path, "wb");
|
|
|
|
if (f != NULL)
|
|
{
|
|
if (fwrite(compressed, outlen+offset, 1, f) != 1)
|
|
{
|
|
Printf("Error saving nodes to file %s\n", path.GetChars());
|
|
}
|
|
|
|
fclose(f);
|
|
}
|
|
else
|
|
{
|
|
Printf("Cannot open nodes file %s for writing\n", path.GetChars());
|
|
}
|
|
|
|
delete [] compressed;
|
|
}
|
|
|
|
|
|
static bool CheckCachedNodes(MapData *map)
|
|
{
|
|
char magic[4] = {0,0,0,0};
|
|
BYTE md5[16];
|
|
BYTE md5map[16];
|
|
DWORD numlin;
|
|
DWORD *verts = NULL;
|
|
|
|
FString path = CreateCacheName(map, false);
|
|
FILE *f = fopen(path, "rb");
|
|
if (f == NULL) return false;
|
|
|
|
if (fread(magic, 1, 4, f) != 4) goto errorout;
|
|
if (memcmp(magic, "CACH", 4)) goto errorout;
|
|
|
|
if (fread(&numlin, 4, 1, f) != 1) goto errorout;
|
|
numlin = LittleLong(numlin);
|
|
if ((int)numlin != numlines) goto errorout;
|
|
|
|
if (fread(md5, 1, 16, f) != 16) goto errorout;
|
|
map->GetChecksum(md5map);
|
|
if (memcmp(md5, md5map, 16)) goto errorout;
|
|
|
|
verts = new DWORD[numlin * 8];
|
|
if (fread(verts, 8, numlin, f) != numlin) goto errorout;
|
|
|
|
if (fread(magic, 1, 4, f) != 4) goto errorout;
|
|
if (memcmp(magic, "ZGL2", 4)) goto errorout;
|
|
|
|
|
|
try
|
|
{
|
|
long pos = ftell(f);
|
|
FileReader fr(f);
|
|
fr.Seek(pos, SEEK_SET);
|
|
P_LoadZNodes (fr, MAKE_ID('Z','G','L','2'));
|
|
}
|
|
catch (CRecoverableError &error)
|
|
{
|
|
Printf ("Error loading nodes: %s\n", error.GetMessage());
|
|
|
|
if (subsectors != NULL)
|
|
{
|
|
delete[] subsectors;
|
|
subsectors = NULL;
|
|
}
|
|
if (segs != NULL)
|
|
{
|
|
delete[] segs;
|
|
segs = NULL;
|
|
}
|
|
if (nodes != NULL)
|
|
{
|
|
delete[] nodes;
|
|
nodes = NULL;
|
|
}
|
|
goto errorout;
|
|
}
|
|
|
|
for(int i=0;i<numlines;i++)
|
|
{
|
|
lines[i].v1 = &vertexes[LittleLong(verts[i*2])];
|
|
lines[i].v2 = &vertexes[LittleLong(verts[i*2+1])];
|
|
}
|
|
delete [] verts;
|
|
|
|
fclose(f);
|
|
return true;
|
|
|
|
errorout:
|
|
if (verts != NULL)
|
|
{
|
|
delete[] verts;
|
|
}
|
|
fclose(f);
|
|
return false;
|
|
}
|
|
|
|
CCMD(clearnodecache)
|
|
{
|
|
TArray<FFileList> list;
|
|
FString path = M_GetCachePath(false);
|
|
path += "/";
|
|
|
|
try
|
|
{
|
|
ScanDirectory(list, path);
|
|
}
|
|
catch (CRecoverableError &err)
|
|
{
|
|
Printf("%s", err.GetMessage());
|
|
return;
|
|
}
|
|
|
|
// Scan list backwards so that when we reach a directory
|
|
// all files within are already deleted.
|
|
for(int i = list.Size()-1; i >= 0; i--)
|
|
{
|
|
if (list[i].isDirectory)
|
|
{
|
|
rmdir(list[i].Filename);
|
|
}
|
|
else
|
|
{
|
|
remove(list[i].Filename);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Keep both the original nodes from the WAD and the GL nodes created here.
|
|
// The original set is only being used to get the sector for in-game
|
|
// positioning of actors but not for rendering.
|
|
//
|
|
// This is necessary because ZDBSP is much more sensitive
|
|
// to sloppy mapping practices that produce overlapping sectors.
|
|
// The crane in P:AR E1M3 is a good example that would be broken if
|
|
// this wasn't done.
|
|
//
|
|
//==========================================================================
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// P_PointInSubsector
|
|
//
|
|
//==========================================================================
|
|
|
|
subsector_t *P_PointInSubsector (fixed_t x, fixed_t y)
|
|
{
|
|
node_t *node;
|
|
int side;
|
|
|
|
// single subsector is a special case
|
|
if (numgamenodes == 0)
|
|
return gamesubsectors;
|
|
|
|
node = gamenodes + numgamenodes - 1;
|
|
|
|
do
|
|
{
|
|
side = R_PointOnSide (x, y, node);
|
|
node = (node_t *)node->children[side];
|
|
}
|
|
while (!((size_t)node & 1));
|
|
|
|
return (subsector_t *)((BYTE *)node - 1);
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// PointOnLine
|
|
//
|
|
// Same as the one im the node builder, but not part of a specific class
|
|
//
|
|
//==========================================================================
|
|
|
|
static bool PointOnLine (int x, int y, int x1, int y1, int dx, int dy)
|
|
{
|
|
const double SIDE_EPSILON = 6.5536;
|
|
|
|
// For most cases, a simple dot product is enough.
|
|
double d_dx = double(dx);
|
|
double d_dy = double(dy);
|
|
double d_x = double(x);
|
|
double d_y = double(y);
|
|
double d_x1 = double(x1);
|
|
double d_y1 = double(y1);
|
|
|
|
double s_num = (d_y1-d_y)*d_dx - (d_x1-d_x)*d_dy;
|
|
|
|
if (fabs(s_num) < 17179869184.0) // 4<<32
|
|
{
|
|
// Either the point is very near the line, or the segment defining
|
|
// the line is very short: Do a more expensive test to determine
|
|
// just how far from the line the point is.
|
|
double l = sqrt(d_dx*d_dx+d_dy*d_dy);
|
|
double dist = fabs(s_num)/l;
|
|
if (dist < SIDE_EPSILON)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
//
|
|
// SetRenderSector
|
|
//
|
|
// Sets the render sector for each GL subsector so that the proper flat
|
|
// information can be retrieved
|
|
//
|
|
//==========================================================================
|
|
|
|
void P_SetRenderSector()
|
|
{
|
|
int i;
|
|
DWORD j;
|
|
TArray<subsector_t *> undetermined;
|
|
subsector_t * ss;
|
|
|
|
#if 0 // doesn't work as expected :(
|
|
|
|
// hide all sectors on textured automap that only have hidden lines.
|
|
bool *hidesec = new bool[numsectors];
|
|
for(i = 0; i < numsectors; i++)
|
|
{
|
|
hidesec[i] = true;
|
|
}
|
|
for(i = 0; i < numlines; i++)
|
|
{
|
|
if (!(lines[i].flags & ML_DONTDRAW))
|
|
{
|
|
hidesec[lines[i].frontsector - sectors] = false;
|
|
if (lines[i].backsector != NULL)
|
|
{
|
|
hidesec[lines[i].backsector - sectors] = false;
|
|
}
|
|
}
|
|
}
|
|
for(i = 0; i < numsectors; i++)
|
|
{
|
|
if (hidesec[i]) sectors[i].MoreFlags |= SECF_HIDDEN;
|
|
}
|
|
delete [] hidesec;
|
|
#endif
|
|
|
|
// Check for incorrect partner seg info so that the following code does not crash.
|
|
if (glsegextras == NULL)
|
|
{
|
|
// This can be normal nodes, mistakenly identified as GL nodes so we must fill
|
|
// in the missing pieces differently.
|
|
|
|
for (i = 0; i < numsubsectors; i++)
|
|
{
|
|
ss = &subsectors[i];
|
|
ss->render_sector = ss->sector;
|
|
}
|
|
return;
|
|
}
|
|
|
|
for(i=0;i<numsegs;i++)
|
|
{
|
|
int partner = (int)glsegextras[i].PartnerSeg;
|
|
|
|
if (partner<0 || partner>=numsegs/*eh? || &segs[partner]!=glsegextras[i].PartnerSeg*/)
|
|
{
|
|
glsegextras[i].PartnerSeg=DWORD_MAX;
|
|
}
|
|
|
|
// glbsp creates such incorrect references for Strife.
|
|
if (segs[i].linedef && glsegextras[i].PartnerSeg != DWORD_MAX && !segs[glsegextras[i].PartnerSeg].linedef)
|
|
{
|
|
glsegextras[i].PartnerSeg = glsegextras[glsegextras[i].PartnerSeg].PartnerSeg = DWORD_MAX;
|
|
}
|
|
}
|
|
|
|
for(i=0;i<numsegs;i++)
|
|
{
|
|
if (glsegextras[i].PartnerSeg != DWORD_MAX && glsegextras[glsegextras[i].PartnerSeg].PartnerSeg!=(DWORD)i)
|
|
{
|
|
glsegextras[i].PartnerSeg=DWORD_MAX;
|
|
}
|
|
}
|
|
|
|
// look up sector number for each subsector
|
|
for (i = 0; i < numsubsectors; i++)
|
|
{
|
|
// For rendering pick the sector from the first seg that is a sector boundary
|
|
// this takes care of self-referencing sectors
|
|
ss = &subsectors[i];
|
|
seg_t *seg = ss->firstline;
|
|
|
|
// Check for one-dimensional subsectors. These should be ignored when
|
|
// being processed for automap drawing etc.
|
|
ss->flags |= SSECF_DEGENERATE;
|
|
for(j=2; j<ss->numlines; j++)
|
|
{
|
|
if (!PointOnLine(seg[j].v1->x, seg[j].v1->y, seg->v1->x, seg->v1->y, seg->v2->x-seg->v1->x, seg->v2->y-seg->v1->y))
|
|
{
|
|
// Not on the same line
|
|
ss->flags &= ~SSECF_DEGENERATE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
seg = ss->firstline;
|
|
for(j=0; j<ss->numlines; j++)
|
|
{
|
|
if(seg->sidedef && (glsegextras[seg - segs].PartnerSeg == DWORD_MAX || seg->sidedef->sector!=segs[glsegextras[seg - segs].PartnerSeg].sidedef->sector))
|
|
{
|
|
ss->render_sector = seg->sidedef->sector;
|
|
break;
|
|
}
|
|
seg++;
|
|
}
|
|
if(ss->render_sector == NULL)
|
|
{
|
|
undetermined.Push(ss);
|
|
}
|
|
}
|
|
|
|
// assign a vaild render sector to all subsectors which haven't been processed yet.
|
|
while (undetermined.Size())
|
|
{
|
|
bool deleted=false;
|
|
for(i=undetermined.Size()-1;i>=0;i--)
|
|
{
|
|
ss=undetermined[i];
|
|
seg_t * seg = ss->firstline;
|
|
|
|
for(j=0; j<ss->numlines; j++)
|
|
{
|
|
DWORD partner = glsegextras[seg - segs].PartnerSeg;
|
|
if (partner != DWORD_MAX && glsegextras[partner].Subsector)
|
|
{
|
|
sector_t * backsec = glsegextras[partner].Subsector->render_sector;
|
|
if (backsec)
|
|
{
|
|
ss->render_sector=backsec;
|
|
undetermined.Delete(i);
|
|
deleted=1;
|
|
break;
|
|
}
|
|
}
|
|
seg++;
|
|
}
|
|
}
|
|
// We still got some left but the loop above was unable to assign them.
|
|
// This only happens when a subsector is off the map.
|
|
// Don't bother and just assign the real sector for rendering
|
|
if (!deleted && undetermined.Size())
|
|
{
|
|
for(i=undetermined.Size()-1;i>=0;i--)
|
|
{
|
|
ss=undetermined[i];
|
|
ss->render_sector=ss->sector;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
#if 0 // may be useful later so let's keep it here for now
|
|
// now group the subsectors by sector
|
|
subsector_t ** subsectorbuffer = new subsector_t * [numsubsectors];
|
|
|
|
for(i=0, ss=subsectors; i<numsubsectors; i++, ss++)
|
|
{
|
|
ss->render_sector->subsectorcount++;
|
|
}
|
|
|
|
for (i=0; i<numsectors; i++)
|
|
{
|
|
sectors[i].subsectors = subsectorbuffer;
|
|
subsectorbuffer += sectors[i].subsectorcount;
|
|
sectors[i].subsectorcount = 0;
|
|
}
|
|
|
|
for(i=0, ss = subsectors; i<numsubsectors; i++, ss++)
|
|
{
|
|
ss->render_sector->subsectors[ss->render_sector->subsectorcount++]=ss;
|
|
}
|
|
#endif
|
|
|
|
}
|