raze-gles/source/core/maploader.cpp
Christoph Oelckers bd23ea144c - validate 'nextsector' fields on walls.
Build utterly relied on the map having these right and put the entire responsibility on the mapper.
There's maps, however which have bad values here causing either render glitches or crashes so these bad indices need to be fixed.
Two good examples where this causes problems are RR's E3L1 and the second map of SW's Last Warrior mod where this even glitches in Polymost.
2021-07-27 22:12:29 +02:00

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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"
#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();
sect.ceilingheinum = fr.ReadInt16();
sect.ceilingshade = fr.ReadInt8();
sect.ceilingpal = fr.ReadUInt8();
sect.ceilingxpan_ = fr.ReadUInt8();
sect.ceilingypan_ = fr.ReadUInt8();
sect.floorpicnum = fr.ReadUInt16();
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();
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();
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();
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();
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();
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)
{
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();
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;
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;
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();
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();
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;
}
}
}
}