raze-gles/source/core/maploader.cpp

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/*
** maploader.cpp
**
** Map loader for non-Blood maps
**
**---------------------------------------------------------------------------
** Copyright 2020 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <stdint.h>
#include "build.h"
#include "files.h"
#include "automap.h"
#include "printf.h"
#include "inputstate.h"
#include "md4.h"
#include "gamecontrol.h"
#include "gamefuncs.h"
#include "sectorgeometry.h"
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#include "render.h"
#include "hw_sections.h"
static void ReadSectorV7(FileReader& fr, sectortype& sect)
{
sect.wallptr = fr.ReadInt16();
sect.wallnum = fr.ReadInt16();
sect.ceilingz = fr.ReadInt32();
sect.floorz = fr.ReadInt32();
sect.ceilingstat = fr.ReadUInt16();
sect.floorstat = fr.ReadUInt16();
sect.ceilingpicnum = fr.ReadUInt16();
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sect.ceilingheinum = fr.ReadInt16();
sect.ceilingshade = fr.ReadInt8();
sect.ceilingpal = fr.ReadUInt8();
sect.ceilingxpan_ = fr.ReadUInt8();
sect.ceilingypan_ = fr.ReadUInt8();
sect.floorpicnum = fr.ReadUInt16();
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sect.floorheinum = fr.ReadInt16();
sect.floorshade = fr.ReadInt8();
sect.floorpal = fr.ReadUInt8();
sect.floorxpan_ = fr.ReadUInt8();
sect.floorypan_ = fr.ReadUInt8();
sect.visibility = fr.ReadUInt8();
sect.fogpal = fr.ReadUInt8(); // note: currently unused, except for Blood.
sect.lotag = fr.ReadInt16();
sect.hitag = fr.ReadInt16();
sect.extra = fr.ReadInt16();
}
static void ReadSectorV6(FileReader& fr, sectortype& sect)
{
sect.wallptr = fr.ReadUInt16();
sect.wallnum = fr.ReadUInt16();
sect.ceilingpicnum = fr.ReadUInt16();
sect.floorpicnum = fr.ReadUInt16();
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
sect.ceilingz = fr.ReadInt32();
sect.floorz = fr.ReadInt32();
sect.ceilingshade = fr.ReadInt8();
sect.floorshade = fr.ReadInt8();
sect.ceilingxpan_ = fr.ReadUInt8();
sect.floorxpan_ = fr.ReadUInt8();
sect.ceilingypan_ = fr.ReadUInt8();
sect.floorypan_ = fr.ReadUInt8();
sect.ceilingstat = fr.ReadUInt8();
sect.floorstat = fr.ReadUInt8();
sect.ceilingpal = fr.ReadUInt8();
sect.floorpal = fr.ReadUInt8();
sect.visibility = fr.ReadUInt8();
sect.lotag = fr.ReadInt16();
sect.hitag = fr.ReadInt16();
sect.extra = fr.ReadInt16();
}
static void ReadSectorV5(FileReader& fr, sectortype& sect)
{
sect.wallptr = fr.ReadInt16();
sect.wallnum = fr.ReadInt16();
sect.ceilingpicnum = fr.ReadUInt16();
sect.floorpicnum = fr.ReadUInt16();
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
sect.ceilingz = fr.ReadInt32();
sect.floorz = fr.ReadInt32();
sect.ceilingshade = fr.ReadInt8();
sect.floorshade = fr.ReadInt8();
sect.ceilingxpan_ = fr.ReadUInt8();
sect.floorxpan_ = fr.ReadUInt8();
sect.ceilingypan_ = fr.ReadUInt8();
sect.floorypan_ = fr.ReadUInt8();
sect.ceilingstat = fr.ReadUInt8();
sect.floorstat = fr.ReadUInt8();
sect.ceilingpal = fr.ReadUInt8();
sect.floorpal = fr.ReadUInt8();
sect.visibility = fr.ReadUInt8();
sect.lotag = fr.ReadInt16();
sect.hitag = fr.ReadInt16();
sect.extra = fr.ReadInt16();
if ((sect.ceilingstat & 2) == 0) sect.ceilingheinum = 0;
if ((sect.floorstat & 2) == 0) sect.floorheinum = 0;
}
static void ReadWallV7(FileReader& fr, walltype& wall)
{
wall.pos.x = fr.ReadInt32();
wall.pos.y = fr.ReadInt32();
wall.point2 = fr.ReadInt16();
wall.nextwall = fr.ReadInt16();
wall.nextsector = fr.ReadInt16();
wall.cstat = fr.ReadUInt16();
wall.picnum = fr.ReadInt16();
wall.overpicnum = fr.ReadInt16();
wall.shade = fr.ReadInt8();
wall.pal = fr.ReadUInt8();
wall.xrepeat = fr.ReadUInt8();
wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
wall.ypan_ = fr.ReadUInt8();
wall.lotag = fr.ReadInt16();
wall.hitag = fr.ReadInt16();
wall.extra = fr.ReadInt16();
}
static void ReadWallV6(FileReader& fr, walltype& wall)
{
wall.pos.x = fr.ReadInt32();
wall.pos.y = fr.ReadInt32();
wall.point2 = fr.ReadInt16();
wall.nextsector = fr.ReadInt16();
wall.nextwall = fr.ReadInt16();
wall.picnum = fr.ReadInt16();
wall.overpicnum = fr.ReadInt16();
wall.shade = fr.ReadInt8();
wall.pal = fr.ReadUInt8();
wall.cstat = fr.ReadUInt16();
wall.xrepeat = fr.ReadUInt8();
wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
wall.ypan_ = fr.ReadUInt8();
wall.lotag = fr.ReadInt16();
wall.hitag = fr.ReadInt16();
wall.extra = fr.ReadInt16();
}
static void ReadWallV5(FileReader& fr, walltype& wall)
{
wall.pos.x = fr.ReadInt32();
wall.pos.y = fr.ReadInt32();
wall.point2 = fr.ReadInt16();
wall.picnum = fr.ReadInt16();
wall.overpicnum = fr.ReadInt16();
wall.shade = fr.ReadInt8();
wall.cstat = fr.ReadUInt16();
wall.xrepeat = fr.ReadUInt8();
wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
wall.ypan_ = fr.ReadUInt8();
wall.nextsector = fr.ReadInt16();
wall.nextwall = fr.ReadInt16();
fr.Seek(4, FileReader::SeekSet); // skip over 2 unused 16 bit values
wall.lotag = fr.ReadInt16();
wall.hitag = fr.ReadInt16();
wall.extra = fr.ReadInt16();
}
static void SetWallPalV5()
{
for (int i = 0; i < numsectors; i++)
{
int startwall = sector[i].wallptr;
int endwall = startwall + sector[i].wallnum;
for (int w = startwall; w < endwall; w++)
{
wall[w].pal = sector[i].floorpal;
}
}
}
static void ValidateSprite(spritetype& spr)
{
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int index = int(&spr - sprite);
bool bugged = false;
if ((unsigned)spr.statnum >= MAXSTATUS)
{
Printf("Sprite #%d (%d,%d) has invalid statnum %d.\n", index, spr.x, spr.y, spr.statnum);
bugged = true;
}
else if ((unsigned)spr.picnum >= MAXTILES)
{
Printf("Sprite #%d (%d,%d) has invalid picnum %d.\n", index, spr.x, spr.y, spr.picnum);
bugged = true;
}
else if ((unsigned)spr.sectnum >= (unsigned)numsectors)
{
const int32_t osectnum = spr.sectnum;
spr.sectnum = -1;
updatesector(spr.x, spr.y, &spr.sectnum);
bugged = spr.sectnum < 0;
if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.x, spr.y, spr.sectnum);
}
if (bugged)
{
spr.clear();
spr.statnum = MAXSTATUS;
spr.sectnum = MAXSECTORS;
}
}
static void ReadSpriteV7(FileReader& fr, spritetype& spr)
{
spr.pos.x = fr.ReadInt32();
spr.pos.y = fr.ReadInt32();
spr.pos.z = fr.ReadInt32();
spr.cstat = fr.ReadUInt16();
spr.picnum = fr.ReadInt16();
spr.shade = fr.ReadInt8();
spr.pal = fr.ReadUInt8();
spr.clipdist = fr.ReadUInt8();
spr.blend = fr.ReadUInt8();
spr.xrepeat = fr.ReadUInt8();
spr.yrepeat = fr.ReadUInt8();
spr.xoffset = fr.ReadInt8();
spr.yoffset = fr.ReadInt8();
spr.sectnum = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.ang = fr.ReadInt16();
spr.owner = fr.ReadInt16();
spr.xvel = fr.ReadInt16();
spr.yvel = fr.ReadInt16();
spr.zvel = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
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spr.detail = 0;
ValidateSprite(spr);
}
static void ReadSpriteV6(FileReader& fr, spritetype& spr)
{
spr.pos.x = fr.ReadInt32();
spr.pos.y = fr.ReadInt32();
spr.pos.z = fr.ReadInt32();
spr.cstat = fr.ReadUInt16();
spr.shade = fr.ReadInt8();
spr.pal = fr.ReadUInt8();
spr.clipdist = fr.ReadUInt8();
spr.xrepeat = fr.ReadUInt8();
spr.yrepeat = fr.ReadUInt8();
spr.xoffset = fr.ReadInt8();
spr.yoffset = fr.ReadInt8();
spr.picnum = fr.ReadInt16();
spr.ang = fr.ReadInt16();
spr.xvel = fr.ReadInt16();
spr.yvel = fr.ReadInt16();
spr.zvel = fr.ReadInt16();
spr.owner = fr.ReadInt16();
spr.sectnum = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
spr.blend = 0;
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spr.detail = 0;
ValidateSprite(spr);
}
static void ReadSpriteV5(FileReader& fr, spritetype& spr)
{
spr.pos.x = fr.ReadInt32();
spr.pos.y = fr.ReadInt32();
spr.pos.z = fr.ReadInt32();
spr.cstat = fr.ReadUInt16();
spr.shade = fr.ReadInt8();
spr.xrepeat = fr.ReadUInt8();
spr.yrepeat = fr.ReadUInt8();
spr.picnum = fr.ReadInt16();
spr.ang = fr.ReadInt16();
spr.xvel = fr.ReadInt16();
spr.yvel = fr.ReadInt16();
spr.zvel = fr.ReadInt16();
spr.owner = fr.ReadInt16();
spr.sectnum = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
int sec = spr.sectnum;
if ((sector[sec].ceilingstat & 1) > 0)
spr.pal = sector[sec].ceilingpal;
else
spr.pal = sector[sec].floorpal;
spr.blend = 0;
spr.clipdist = 32;
spr.xoffset = 0;
spr.yoffset = 0;
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spr.detail = 0;
ValidateSprite(spr);
}
static void insertAllSprites(const char* filename, const vec3_t* pos, int16_t* cursectnum, int16_t numsprites)
{
// This function is stupid because it exploits side effects of insertsprite and should be redone by only inserting the valid sprites.
int i, realnumsprites = numsprites;
for (i = 0; i < numsprites; i++)
{
bool removeit = false;
auto& spr = sprite[i];
if (spr.statnum == MAXSTATUS)
{
spr.statnum = spr.sectnum = 0;
removeit = true;
}
insertsprite(spr.sectnum, spr.statnum);
if (removeit)
{
sprite[i].statnum = MAXSTATUS;
realnumsprites--;
}
}
if (numsprites != realnumsprites)
{
for (i = 0; i < numsprites; i++)
if (sprite[i].statnum == MAXSTATUS)
{
// Now remove it for real!
sprite[i].statnum = 0;
deletesprite(i);
}
}
assert(realnumsprites == Numsprites);
}
void addBlockingPairs();
void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang, int16_t* cursectnum)
{
inputState.ClearAllInput();
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memset(sector, 0, sizeof(*sector) * MAXSECTORS);
memset(wall, 0, sizeof(*wall) * MAXWALLS);
memset(sprite, 0, sizeof(*sector) * MAXSPRITES);
FileReader fr = fileSystem.OpenFileReader(filename);
if (!fr.isOpen()) I_Error("Unable to open map %s", filename);
int mapversion = fr.ReadInt32();
if (mapversion < 5 || mapversion > 9) // 9 is most likely useless but let's try anyway.
{
I_Error("%s: Invalid map format, expcted 5-9, got %d", filename, mapversion);
}
memset(spriteext, 0, sizeof(spriteext_t) * MAXSPRITES);
memset(spritesmooth, 0, sizeof(spritesmooth_t) * (MAXSPRITES + MAXUNIQHUDID));
initspritelists();
ClearAutomap();
Polymost::Polymost_prepare_loadboard();
pos->x = fr.ReadInt32();
pos->y = fr.ReadInt32();
pos->z = fr.ReadInt32();
*ang = fr.ReadInt16() & 2047;
*cursectnum = fr.ReadUInt16();
numsectors = fr.ReadUInt16();
if ((unsigned)numsectors > MAXSECTORS) I_Error("%s: Invalid map, too many sectors", filename);
for (int i = 0; i < numsectors; i++)
{
switch (mapversion)
{
case 5: ReadSectorV5(fr, sector[i]); break;
case 6: ReadSectorV6(fr, sector[i]); break;
default: ReadSectorV7(fr, sector[i]); break;
}
}
numwalls = fr.ReadUInt16();
if ((unsigned)numwalls > MAXWALLS) I_Error("%s: Invalid map, too many walls", filename);
for (int i = 0; i < numwalls; i++)
{
switch (mapversion)
{
case 5: ReadWallV5(fr, wall[i]); break;
case 6: ReadWallV6(fr, wall[i]); break;
default: ReadWallV7(fr, wall[i]); break;
}
}
int numsprites = fr.ReadUInt16();
if ((unsigned)numsprites > MAXSPRITES) I_Error("%s: Invalid map, too many sprites", filename);
for (int i = 0; i < numsprites; i++)
{
switch (mapversion)
{
case 5: ReadSpriteV5(fr, sprite[i]); break;
case 6: ReadSpriteV6(fr, sprite[i]); break;
default: ReadSpriteV7(fr, sprite[i]); break;
}
}
artSetupMapArt(filename);
insertAllSprites(filename, pos, cursectnum, numsprites);
for (int i = 0; i < numsprites; i++)
{
if ((sprite[i].cstat & 48) == 48) sprite[i].cstat &= ~48;
}
//Must be last.
updatesector(pos->x, pos->y, cursectnum);
guniqhudid = 0;
fr.Seek(0, FileReader::SeekSet);
auto buffer = fr.Read();
unsigned char md4[16];
md4once(buffer.Data(), buffer.Size(), md4);
G_LoadMapHack(filename, md4);
setWallSectors();
hw_BuildSections();
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sectorGeometry.SetSize(numsections);
memcpy(wallbackup, wall, sizeof(wallbackup));
memcpy(sectorbackup, sector, sizeof(sectorbackup));
}
void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int16_t* dacursectnum);
// loads a map into the backup buffer.
void loadMapBackup(const char* filename)
{
vec3_t pos;
int16_t scratch;
if (isBlood())
{
qloadboard(filename, 0, &pos, &scratch, &scratch);
}
else
{
engineLoadBoard(filename, 0, &pos, &scratch, &scratch);
initspritelists();
}
}
// Sets the sector reference for each wall. We need this for the triangulation cache.
void setWallSectors()
{
for (int i = 0; i < numsectors; i++)
{
sector[i].dirty = 255;
sector[i].exflags = 0;
for (int w = 0; w < sector[i].wallnum; w++)
{
wall[sector[i].wallptr + w].sector = i;
}
}
// validate 'nextsector' fields. Some maps have these wrong which can cause render glitches and occasionally even crashes.
for (int i = 0; i < numwalls; i++)
{
if (wall[i].nextwall != -1)
{
if (wall[i].nextsector != wall[wall[i].nextwall].sector)
{
DPrintf(DMSG_ERROR, "Bad 'nextsector' reference %d on wall %d\n", wall[i].nextsector, i);
wall[i].nextsector = wall[wall[i].nextwall].sector;
}
}
}
}