qzdoom/src/p_setup.h
2018-12-27 12:33:18 +01:00

373 lines
9.9 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Setup a game, startup stuff.
//
//-----------------------------------------------------------------------------
#ifndef __P_SETUP__
#define __P_SETUP__
#include "resourcefiles/resourcefile.h"
#include "doomdata.h"
#include "r_defs.h"
#include "nodebuild.h"
struct MapData
{
private:
struct ResourceHolder
{
FResourceFile *data = nullptr;
~ResourceHolder()
{
delete data;
}
ResourceHolder &operator=(FResourceFile *other) { data = other; return *this; }
FResourceFile *operator->() { return data; }
operator FResourceFile *() const { return data; }
};
// The order of members here is important
// Resource should be destructed after MapLumps as readers may share FResourceLump objects
// For example, this is the case when map .wad is loaded from .pk3 file
ResourceHolder resource;
struct MapLump
{
char Name[8] = { 0 };
FileReader Reader;
} MapLumps[ML_MAX];
FileReader nofile;
public:
bool HasBehavior = false;
bool Encrypted = false;
bool isText = false;
bool InWad = false;
int lumpnum = -1;
/*
void Seek(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps))
{
file = &MapLumps[lumpindex].Reader;
file->Seek(0, FileReader::SeekSet);
}
}
*/
FileReader &Reader(unsigned int lumpindex)
{
if (lumpindex < countof(MapLumps))
{
auto &file = MapLumps[lumpindex].Reader;
file.Seek(0, FileReader::SeekSet);
return file;
}
return nofile;
}
void Read(unsigned int lumpindex, void * buffer, int size = -1)
{
if (lumpindex<countof(MapLumps))
{
if (size == -1) size = Size(lumpindex);
if (size > 0)
{
auto &file = MapLumps[lumpindex].Reader;
file.Seek(0, FileReader::SeekSet);
file.Read(buffer, size);
}
}
}
TArray<uint8_t> Read(unsigned lumpindex)
{
TArray<uint8_t> buffer(Size(lumpindex), true);
Read(lumpindex, buffer.Data(), (int)buffer.Size());
return buffer;
}
uint32_t Size(unsigned int lumpindex)
{
if (lumpindex<countof(MapLumps) && MapLumps[lumpindex].Reader.isOpen())
{
return (uint32_t)MapLumps[lumpindex].Reader.GetLength();
}
return 0;
}
bool CheckName(unsigned int lumpindex, const char *name)
{
if (lumpindex < countof(MapLumps))
{
return !strnicmp(MapLumps[lumpindex].Name, name, 8);
}
return false;
}
void GetChecksum(uint8_t cksum[16]);
friend class MapLoader;
friend MapData *P_OpenMapData(const char * mapname, bool justcheck);
};
MapData * P_OpenMapData(const char * mapname, bool justcheck);
bool P_CheckMapData(const char * mapname);
// NOT called by W_Ticker. Fixme. [RH] Is that bad?
//
// [RH] The only parameter used is mapname, so I removed playermask and skill.
// On September 1, 1998, I added the position to indicate which set
// of single-player start spots should be spawned in the level.
void P_SetupLevel (const char *mapname, int position, bool newGame);
void P_FreeLevelData();
void P_FreeExtraLevelData();
// Called by startup code.
void P_Init (void);
struct line_t;
struct maplinedef_t;
void P_LoadTranslator(const char *lumpname);
void P_TranslateLineDef (line_t *ld, maplinedef_t *mld, int lineindexforid = -1);
int P_TranslateSectorSpecial (int);
int GetUDMFInt(int type, int index, FName key);
double GetUDMFFloat(int type, int index, FName key);
FString GetUDMFString(int type, int index, FName key);
void FixMinisegReferences();
void FixHoles();
void ReportUnpairedMinisegs();
struct EDMapthing
{
int recordnum;
int tid;
int type;
double height;
int args[5];
uint16_t skillfilter;
uint32_t flags;
};
struct EDLinedef
{
int recordnum;
int special;
int tag;
int id;
int args[5];
double alpha;
uint32_t flags;
uint32_t activation;
};
struct EDSector
{
int recordnum;
uint32_t flags;
uint32_t flagsRemove;
uint32_t flagsAdd;
int damageamount;
int damageinterval;
FName damagetype;
uint8_t leaky;
uint8_t leakyadd;
uint8_t leakyremove;
int floorterrain;
int ceilingterrain;
uint32_t color;
uint32_t damageflags;
uint32_t damageflagsAdd;
uint32_t damageflagsRemove;
bool flagsSet;
bool damageflagsSet;
bool colorSet;
// colormaptop//bottom cannot be used because ZDoom has no corresponding properties.
double xoffs[2], yoffs[2];
DAngle angle[2];
uint32_t portalflags[2];
double Overlayalpha[2];
};
struct sidei_t // [RH] Only keep BOOM sidedef init stuff around for init
{
union
{
// Used when unpacking sidedefs and assigning
// properties based on linedefs.
struct
{
short tag, special;
short alpha;
uint32_t map;
} a;
// Used when grouping sidedefs into loops.
struct
{
uint32_t first, next;
char lineside;
} b;
};
};
extern sidei_t *sidetemp;
extern TArray<FMapThing> MapThingsConverted;
extern bool ForceNodeBuild;
struct FMissingCount
{
int Count = 0;
};
typedef TMap<FString,FMissingCount> FMissingTextureTracker;
struct FLevelLocals;
class MapLoader
{
friend class UDMFParser;
void *level; // this is to hide the global variable and produce an error for referencing it.
FLevelLocals *Level;
int firstglvertex; // helpers for loading GL nodes from GWA files.
bool format5;
TArray<vertexdata_t> vertexdatas;
TMap<unsigned, unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
TArray<FUDMFKey> MapThingsUserData;
int sidecount;
TArray<int> linemap;
TMap<int, EDLinedef> EDLines;
TMap<int, EDSector> EDSectors;
TMap<int, EDMapthing> EDThings;
void SlopeLineToPoint(int lineid, const DVector3 &pos, bool slopeCeil);
void CopyPlane(int tag, sector_t *dest, bool copyCeil);
void CopyPlane(int tag, const DVector2 &pos, bool copyCeil);
void SetSlope(secplane_t *plane, bool setCeil, int xyangi, int zangi, const DVector3 &pos);
void VavoomSlope(sector_t * sec, int id, const DVector3 &pos, int which);
void SetSlopesFromVertexHeights(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void AlignPlane(sector_t *sec, line_t *line, int which);
void InitED();
void ProcessEDMapthing(FMapThing *mt, int recordnum);
void ProcessEDLinedef(line_t *line, int recordnum);
void ProcessEDSector(sector_t *sec, int recordnum);
int checkGLVertex(int num);
int checkGLVertex3(int num);
int CheckForMissingSegs();
bool LoadGLVertexes(FileReader &lump);
bool LoadGLSegs(FileReader &lump);
bool LoadGLSubsectors(FileReader &lump);
bool LoadNodes(FileReader &lump);
bool DoLoadGLNodes(FileReader * lumps);
void CreateCachedNodes(MapData *map);
void SetTexture(side_t *side, int position, const char *name, FMissingTextureTracker &track);
void SetTexture(sector_t *sector, int index, int position, const char *name, FMissingTextureTracker &track, bool truncate);
void SetTexture(side_t *side, int position, uint32_t *blend, const char *name);
void SetTextureNoErr(side_t *side, int position, uint32_t *color, const char *name, bool *validcolor, bool isFog);
void FloodZone(sector_t *sec, int zonenum);
void LoadGLZSegs(FileReader &data, int type);
void LoadZSegs(FileReader &data);
void LoadZNodes(FileReader &data, int glnodes);
int DetermineTranslucency(int lumpnum);
void SetLineID(int i, line_t *ld);
void SaveLineSpecial(line_t *ld);
void FinishLoadingLineDef(line_t *ld, int alpha);
void SetSideNum(side_t **sidenum_p, uint16_t sidenum);
void AllocateSideDefs(MapData *map, int count);
void ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmapsidedef_t *msd, int special, int tag, short *alpha, FMissingTextureTracker &missingtex);
void SetMapThingUserData(AActor *actor, unsigned udi);
void CreateBlockMap();
void AddToList(uint8_t *hitlist, FTextureID texid, int bitmask);
public:
void LoadMapinfoACSLump();
void ProcessEDSectors();
void FloodZones();
void LoadVertexes(MapData * map);
void LoadExtendedNodes(FileReader &dalump, uint32_t id);
template<class segtype> void LoadSegs(MapData * map);
template<class subsectortype, class segtype> void LoadSubsectors(MapData * map);
template<class nodetype, class subsectortype> void LoadNodes(MapData * map);
bool LoadGLNodes(MapData * map);
bool CheckCachedNodes(MapData *map);
bool CheckNodes(MapData * map, bool rebuilt, int buildtime);
bool CheckForGLNodes();
void LoadSectors(MapData *map, FMissingTextureTracker &missingtex);
void LoadThings(MapData * map);
void LoadThings2(MapData * map);
void SpawnThings(int position);
void FinishLoadingLineDefs();
void LoadLineDefs(MapData * map);
void LoadLineDefs2(MapData * map);
void LoopSidedefs(bool firstloop);
void LoadSideDefs2(MapData *map, FMissingTextureTracker &missingtex);
void LoadBlockMap(MapData * map);
void LoadReject(MapData * map, bool junk);
void LoadBehavior(MapData * map);
void GetPolySpots(MapData * map, TArray<FNodeBuilder::FPolyStart> &spots, TArray<FNodeBuilder::FPolyStart> &anchors);
void GroupLines(bool buildmap);
void PrecacheLevel();
void ParseTextMap(MapData *map, FMissingTextureTracker &missingtex);
void SummarizeMissingTextures(const FMissingTextureTracker &missing);
void SetRenderSector();
void SpawnSlopeMakers(FMapThing *firstmt, FMapThing *lastmt, const int *oldvertextable);
void SetSlopes();
void CopySlopes();
MapLoader(FLevelLocals *lev)
{
Level = lev;
}
};
#endif