raze/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 "coreactor.h"
#include "gamecontrol.h"
#include "gamefuncs.h"
#include "sectorgeometry.h"
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#include "render.h"
#include "hw_sections.h"
#include "interpolate.h"
#include "tiletexture.h"
#include "games/blood/src/mapstructs.h"
#include "buildtiles.h"
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#include "m_swap.h"
extern BitArray clipsectormap;
TArray<sectortype> sector;
TArray<walltype> wall;
// for differential savegames.
TArray<sectortype> sectorbackup;
TArray<walltype> wallbackup;
void walltype::calcLength()
{
lengthflags &= ~1;
point2Wall()->lengthflags &= ~2;
length = delta().Length();
}
// needed for skipping over to get the map size first.
enum
{
sectorsize5 = 37,
sectorsize6 = 37,
sectorsize7 = 40,
wallsize5 = 35,
wallsize6 = 32,
wallsize7 = 32,
};
// This arena stores the larger allocated game-specific extension data. Since this can be freed in bulk a memory arena is better suited than malloc.
static FMemArena mapDataArena;
void walltype::allocX()
{
using XWALL = BLD_NS::XWALL;
_xw = (XWALL*)mapDataArena.Alloc(sizeof(XWALL));
memset(_xw, 0, sizeof(XWALL));
}
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void sectortype::allocX()
{
using XSECTOR = BLD_NS::XSECTOR;
_xs = (XSECTOR*)mapDataArena.Alloc(sizeof(XSECTOR));
memset(_xs, 0, sizeof(XSECTOR));
}
static void ReadSectorV7(FileReader& fr, sectortype& sect)
{
int wallptr = fr.ReadInt16();
int wallnum = fr.ReadInt16();
sect.walls.Set(&wall[wallptr], wallnum);
int c = fr.ReadInt32();
int f = fr.ReadInt32();
sect.setzfrommap(c, f);
sect.ceilingstat = ESectorFlags::FromInt(fr.ReadUInt16());
sect.floorstat = ESectorFlags::FromInt(fr.ReadUInt16());
sect.setceilingtexture(tileGetTextureID(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.setfloortexture(tileGetTextureID(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)
{
int wallptr = fr.ReadInt16();
int wallnum = fr.ReadInt16();
sect.walls.Set(&wall[wallptr], wallnum);
sect.setceilingtexture(tileGetTextureID(fr.ReadUInt16()));
sect.setfloortexture(tileGetTextureID(fr.ReadUInt16()));
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
int c = fr.ReadInt32();
int f = fr.ReadInt32();
sect.setzfrommap(c, f);
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 = ESectorFlags::FromInt(fr.ReadUInt8());
sect.floorstat = ESectorFlags::FromInt(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)
{
int wallptr = fr.ReadInt16();
int wallnum = fr.ReadInt16();
sect.walls.Set(&wall[wallptr], wallnum);
sect.setceilingtexture(tileGetTextureID(fr.ReadUInt16()));
sect.setfloortexture(tileGetTextureID(fr.ReadUInt16()));
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
int c = fr.ReadInt32();
int f = fr.ReadInt32();
sect.setzfrommap(c, f);
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 = ESectorFlags::FromInt(fr.ReadUInt8());
sect.floorstat = ESectorFlags::FromInt(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 & CSTAT_SECTOR_SLOPE) == 0) sect.ceilingheinum = 0;
if ((sect.floorstat & CSTAT_SECTOR_SLOPE) == 0) sect.floorheinum = 0;
}
static void ReadWallV7(FileReader& fr, walltype& wall)
{
int x = fr.ReadInt32();
int y = fr.ReadInt32();
wall.setPosFromMap(x, y);
wall.point2 = fr.ReadInt16();
wall.nextwall = fr.ReadInt16();
wall.nextsector = fr.ReadInt16();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
wall.setwalltexture(tileGetTextureID(fr.ReadInt16()));
int overpic = fr.ReadInt16();
if (overpic == 0) overpic = -1;
wall.setovertexture(tileGetTextureID(overpic));
wall.shade = fr.ReadInt8();
wall.pal = fr.ReadUInt8();
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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)
{
int x = fr.ReadInt32();
int y = fr.ReadInt32();
wall.setPosFromMap(x, y);
wall.point2 = fr.ReadInt16();
wall.nextsector = fr.ReadInt16();
wall.nextwall = fr.ReadInt16();
wall.setwalltexture(tileGetTextureID(fr.ReadInt16()));
int overpic = fr.ReadInt16();
if (overpic == 0) overpic = -1;
wall.setovertexture(tileGetTextureID(overpic));
wall.shade = fr.ReadInt8();
wall.pal = fr.ReadUInt8();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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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)
{
int x = fr.ReadInt32();
int y = fr.ReadInt32();
wall.setPosFromMap(x, y);
wall.point2 = fr.ReadInt16();
wall.setwalltexture(tileGetTextureID(fr.ReadInt16()));
int overpic = fr.ReadInt16();
if (overpic == 0) overpic = -1;
wall.setovertexture(tileGetTextureID(overpic));
wall.shade = fr.ReadInt8();
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wall.cstat = EWallFlags::FromInt(fr.ReadUInt16());
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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()
{
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for (auto& sect : sector)
{
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for(auto& wal : sect.walls)
{
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wal.pal = sect.floorpal;
}
}
}
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void validateSprite(spritetype& spri, int sectnum, int index)
{
sectortype* sectp = &sector[sectnum];
auto pos = spri.pos;
bool bugged = false;
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if ((unsigned)spri.statnum >= MAXSTATUS)
{
Printf("Sprite #%d (%.0f,%.0f) has invalid statnum %d.\n", index, pos.X, pos.Y, spri.statnum);
bugged = true;
}
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else if ((unsigned)spri.picnum >= MAXTILES)
{
Printf("Sprite #%d (%.0f,%.0f) has invalid picnum %d.\n", index, pos.X, pos.Y, spri.picnum);
bugged = true;
}
else if (!validSectorIndex(sectnum))
{
sectp = nullptr;
updatesector(pos.XY(), &sectp);
bugged = sectp == nullptr;
if (!DPrintf(DMSG_WARNING, "Sprite #%d (%.0f,%.0f) with invalid sector %d was corrected to sector %d\n", index, pos.X, pos.Y, sectnum, ::sectindex(sectp)))
{
if (bugged) Printf("Sprite #%d (%.0f,%.0f) with invalid sector %d\n", index, pos.X, pos.Y, sectnum);
}
}
if (bugged)
{
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spri = {};
spri.statnum = MAXSTATUS;
sectp = nullptr;
}
spri.sectp = sectp;
}
static void ReadSpriteV7(FileReader& fr, spritetype& spr, int& secno)
{
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int x = fr.ReadInt32();
int y = fr.ReadInt32();
int z = fr.ReadInt32();
spr.SetMapPos(x, y, z);
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spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16());
spr.picnum = fr.ReadInt16();
spr.shade = fr.ReadInt8();
spr.pal = fr.ReadUInt8();
spr.clipdist = fr.ReadUInt8();
spr.blend = fr.ReadUInt8();
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x = fr.ReadUInt8();
y = fr.ReadUInt8();
spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE);
spr.xoffset = fr.ReadInt8();
spr.yoffset = fr.ReadInt8();
secno = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.intangle = fr.ReadInt16();
spr.Angles.Yaw = mapangle(spr.intangle);
spr.intowner = fr.ReadInt16();
spr.xint = fr.ReadInt16();
spr.yint = fr.ReadInt16();
spr.inittype = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
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spr.detail = 0;
}
static void ReadSpriteV6(FileReader& fr, spritetype& spr, int& secno)
{
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int x = fr.ReadInt32();
int y = fr.ReadInt32();
int z = fr.ReadInt32();
spr.SetMapPos(x, y, z);
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spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16());
spr.shade = fr.ReadInt8();
spr.pal = fr.ReadUInt8();
spr.clipdist = fr.ReadUInt8();
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x = fr.ReadUInt8();
y = fr.ReadUInt8();
spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE);
spr.xoffset = fr.ReadInt8();
spr.yoffset = fr.ReadInt8();
spr.picnum = fr.ReadInt16();
spr.intangle = fr.ReadInt16();
spr.Angles.Yaw = mapangle(spr.intangle);
spr.xint = fr.ReadInt16();
spr.yint = fr.ReadInt16();
spr.inittype = fr.ReadInt16();
spr.intowner = fr.ReadInt16();
secno = 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;
if ((spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
spr.cstat &= ~CSTAT_SPRITE_ALIGNMENT_MASK;
}
static void ReadSpriteV5(FileReader& fr, spritetype& spr, int& secno)
{
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int x = fr.ReadInt32();
int y = fr.ReadInt32();
int z = fr.ReadInt32();
spr.SetMapPos(x, y, z);
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spr.cstat = ESpriteFlags::FromInt(fr.ReadUInt16());
spr.shade = fr.ReadInt8();
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x = fr.ReadUInt8();
y = fr.ReadUInt8();
spr.scale = DVector2(x * REPEAT_SCALE, y * REPEAT_SCALE);
spr.picnum = fr.ReadInt16();
spr.intangle = fr.ReadInt16();
spr.Angles.Yaw = mapangle(spr.intangle);
spr.xint = fr.ReadInt16();
spr.yint = fr.ReadInt16();
spr.inittype = fr.ReadInt16();
spr.intowner = fr.ReadInt16();
secno = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
if ((spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_SLOPE)
spr.cstat &= ~CSTAT_SPRITE_ALIGNMENT_MASK;
auto sec = spr.sectp;
if ((sec->ceilingstat & CSTAT_SECTOR_SKY) > 0)
spr.pal = sec->ceilingpal;
else
spr.pal = sec->floorpal;
spr.blend = 0;
spr.clipdist = 32;
spr.xoffset = 0;
spr.yoffset = 0;
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spr.detail = 0;
}
// allocates global map storage. Blood will also call this.
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void allocateMapArrays(int numwall, int numsector, int numsprites)
{
ClearInterpolations();
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show2dsector.Resize(numsector);
show2dwall.Resize(numwall);
gotsector.Resize(numsector);
clipsectormap.Resize(numsector);
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mapDataArena.FreeAll();
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sector.Resize(numsector);
memset(sector.Data(), 0, sizeof(sectortype) * numsector);
wall.Resize(numwall);
memset(wall.Data(), 0, sizeof(walltype) * wall.Size());
ClearAutomap();
}
void fixSectors()
{
for(auto& sect: sector)
{
// Fix maps which do not set their wall index to the first wall of the sector. Lo Wang In Time's map 11 is such a case.
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auto wp = sect.walls.Data();
// Note: we do not have the 'sector' index initialized here, it would not be helpful anyway for this fix.
while (wp != wall.Data() && wp[-1].twoSided() && wp[-1].nextWall()->nextWall() == &wp[-1] && wp[-1].nextWall()->nextSector() == &sect)
{
sect.walls.Set(sect.walls.Data() - 1, sect.walls.Size() + 1);
wp--;
}
}
}
void validateStartSector(const char* filename, const DVector3& pos, sectortype** cursect, unsigned numsectors, bool noabort)
{
if (*cursect == nullptr)
{
sectortype* sect = nullptr;
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updatesectorz(pos, &sect);
if (!sect) updatesector(pos, &sect);
if (sect || noabort)
{
Printf(PRINT_HIGH, "Error in map %s: Start sector %d out of range. Max. sector is %d\n", filename, sectindex(*cursect), numsectors);
*cursect = sect? sect : &sector[0];
}
else
{
I_Error("Unable to start map %s: Start sector %d out of range. Max. sector is %d. No valid location at start spot\n", filename, sectindex(*cursect), numsectors);
}
}
}
void loadMap(const char* filename, int flags, DVector3* pos, int16_t* ang, sectortype** cursect, SpawnSpriteDef& sprites)
{
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.
{
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I_Error("%s: Invalid map format, expected 5-9, got %d", filename, mapversion);
}
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pos->X = fr.ReadInt32() * maptoworld;
pos->Y = fr.ReadInt32() * maptoworld;
pos->Z = fr.ReadInt32() * zmaptoworld;
*ang = fr.ReadInt16() & 2047;
int cursectnum = fr.ReadUInt16();
// Get the basics out before loading the data so that we can set up the global storage.
unsigned numsectors = fr.ReadUInt16();
auto sectorpos = fr.Tell();
fr.Seek((mapversion == 5 ? sectorsize5 : mapversion == 6 ? sectorsize6 : sectorsize7) * numsectors, FileReader::SeekCur);
unsigned numwalls = fr.ReadUInt16();
auto wallpos = fr.Tell();
fr.Seek((mapversion == 5 ? wallsize5 : mapversion == 6 ? wallsize6 : wallsize7)* numwalls, FileReader::SeekCur);
int numsprites = fr.ReadUInt16();
auto spritepos = fr.Tell();
// Now that we know the map's size, set up the globals.
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allocateMapArrays(numwalls, numsectors, numsprites);
sprites.sprites.Resize(numsprites);
memset(sprites.sprites.Data(), 0, numsprites * sizeof(spritetype));
// Now load the actual data.
fr.Seek(sectorpos, FileReader::SeekSet);
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for (unsigned i = 0; i < sector.Size(); i++)
{
switch (mapversion)
{
case 5: ReadSectorV5(fr, sector[i]); break;
case 6: ReadSectorV6(fr, sector[i]); break;
default: ReadSectorV7(fr, sector[i]); break;
}
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// If we do not do this here, we need to do a lot more contortions to exclude this default from getting written out to savegames.
if (isExhumed())
{
sector[i].Sound = -1;
}
}
fr.Seek(wallpos, FileReader::SeekSet);
for (unsigned i = 0; i < wall.Size(); i++)
{
switch (mapversion)
{
case 5: ReadWallV5(fr, wall[i]); break;
case 6: ReadWallV6(fr, wall[i]); break;
default: ReadWallV7(fr, wall[i]); break;
}
}
fr.Seek(spritepos, FileReader::SeekSet);
for (int i = 0; i < numsprites; i++)
{
int secno = -1;
switch (mapversion)
{
case 5: ReadSpriteV5(fr, sprites.sprites[i], secno); break;
case 6: ReadSpriteV6(fr, sprites.sprites[i], secno); break;
default: ReadSpriteV7(fr, sprites.sprites[i], secno); break;
}
validateSprite(sprites.sprites[i], secno, i);
}
//Must be last.
fixSectors();
*cursect = validSectorIndex(cursectnum) ? &sector[cursectnum] : nullptr;
updatesector(*pos, cursect);
fr.Seek(0, FileReader::SeekSet);
auto buffer = fr.Read();
uint8_t md4[16];
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md4once(buffer.data(), (unsigned)buffer.size(), md4);
PostProcessLevel(md4, filename, sprites);
loadMapHack(filename, md4, sprites);
setWallSectors();
hw_CreateSections();
sectionGeometry.SetSize(sections.Size());
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wallbackup = wall;
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sectorbackup = sector;
validateStartSector(filename, *pos, cursect, numsectors);
}
//==========================================================================
//
// Decrypt
//
// Note that this is different from the general RFF encryption.
//
//==========================================================================
static void Decrypt(void* to_, const void* from_, int len, int key)
{
uint8_t* to = (uint8_t*)to_;
const uint8_t* from = (const uint8_t*)from_;
for (int i = 0; i < len; ++i, ++key)
{
to[i] = from[i] ^ key;
}
}
//==========================================================================
//
// P_LoadBloodMap
//
// This was adapted from ZDoom's old Build map loader.
//
//==========================================================================
static void P_LoadBloodMapWalls(uint8_t* data, size_t len, TArray<walltype>& lwalls)
{
uint8_t infoBlock[37];
int mapver = data[5];
uint32_t matt;
int i;
int k;
if (mapver != 6 && mapver != 7)
{
return;
}
matt = *(uint32_t*)(data + 28);
if (matt != 0 &&
matt != MAKE_ID('M', 'a', 't', 't') &&
matt != MAKE_ID('t', 't', 'a', 'M'))
{
Decrypt(infoBlock, data + 6, 37, 0x7474614d);
}
else
{
memcpy(infoBlock, data + 6, 37);
}
int numRevisions = *(uint32_t*)(infoBlock + 27);
int numSectors = *(uint16_t*)(infoBlock + 31);
int numWalls = *(uint16_t*)(infoBlock + 33);
int numSprites = *(uint16_t*)(infoBlock + 35);
int skyLen = 2 << *(uint16_t*)(infoBlock + 16);
if (mapver == 7)
{
// Version 7 has some extra stuff after the info block. This
// includes a copyright, and I have no idea what the rest of
// it is.
data += 171;
}
else
{
data += 43;
}
// Skip the sky info.
data += skyLen;
lwalls.Reserve(numWalls);
// Read sectors
k = numRevisions * sizeof(sectortypedisk);
for (i = 0; i < numSectors; ++i)
{
sectortypedisk bsec;
if (mapver == 7)
{
Decrypt(&bsec, data, sizeof(sectortypedisk), k);
}
else
{
memcpy(&bsec, data, sizeof(sectortypedisk));
}
data += sizeof(sectortypedisk);
if (bsec.extra > 0) // skip Xsector
{
data += 60;
}
}
// Read walls
k |= 0x7474614d;
for (i = 0; i < numWalls; ++i)
{
walltypedisk load;
if (mapver == 7)
{
Decrypt(&load, data, sizeof(walltypedisk), k);
}
else
{
memcpy(&load, data, sizeof(walltypedisk));
}
// only copy what we need to draw the map preview.
auto pWall = &lwalls[i];
int x = LittleLong(load.x);
int y = LittleLong(load.y);
pWall->setPosFromMap(x, y);
pWall->point2 = LittleShort(load.point2);
pWall->nextwall = LittleShort(load.nextwall);
pWall->nextsector = LittleShort(load.nextsector);
data += sizeof(walltypedisk);
if (load.extra > 0) // skip Xwall
{
data += 24;
}
}
}
TArray<walltype> loadMapWalls(const char* filename)
{
TArray<walltype> lwalls;
FileReader fr = fileSystem.OpenFileReader(filename);
if (!fr.isOpen()) return lwalls;
if (isBlood())
{
auto data = fr.Read();
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P_LoadBloodMapWalls(data.data(), data.size(), lwalls);
return lwalls;
}
int mapversion = fr.ReadInt32();
if (mapversion < 5 || mapversion > 9) return lwalls;
fr.Seek(16, FileReader::SeekCur);
// Get the basics out before loading the data so that we can set up the global storage.
unsigned numsectors = fr.ReadUInt16();
fr.Seek((mapversion == 5 ? sectorsize5 : mapversion == 6 ? sectorsize6 : sectorsize7) * numsectors, FileReader::SeekCur);
unsigned numwalls = fr.ReadUInt16();
lwalls.Resize(numwalls);
for (unsigned i = 0; i < lwalls.Size(); i++)
{
switch (mapversion)
{
case 5: ReadWallV5(fr, lwalls[i]); break;
case 6: ReadWallV6(fr, lwalls[i]); break;
default: ReadWallV7(fr, lwalls[i]); break;
}
}
return lwalls;
}
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void qloadboard(const char* filename, uint8_t flags, DVector3* dapos, int16_t* daang);
// loads a map into the backup buffer.
void loadMapBackup(const char* filename)
{
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DVector3 fpos;
int16_t scratch;
sectortype* scratch2;
SpawnSpriteDef scratch3;
if (isBlood())
{
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qloadboard(filename, 0, &fpos, &scratch);
}
else
{
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loadMap(filename, 0, &fpos, &scratch, &scratch2, scratch3);
}
}
// Sets the sector reference for each wall. We need this for the triangulation cache.
void setWallSectors()
{
for (auto& wal : wall)
{
wal.sector = -1;
wal.lengthflags = 3;
}
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for (unsigned i = 0; i < sector.Size() - 1; i++)
{
auto sect = &sector[i];
auto nextsect = &sector[i + 1];
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unsigned int sectstart = wallindex(sect->walls.Data());
unsigned int nextsectstart = wallindex(sect->walls.Data());
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if (sectstart < nextsectstart && sectstart + sect->walls.Size() > nextsectstart)
{
// We have overlapping wall ranges for two sectors. Do some analysis to see where these walls belong
int checkstart = nextsectstart;
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int checkend = sectstart + sect->walls.Size();
// for now assign the walls to the first sector. Final decisions are made below.
nextsectstart = checkend;
nextsect->walls.Set(&wall[nextsectstart], nextsect->walls.Size() - (checkend - checkstart));
auto belongs = [](int wal, int first, int last, int firstwal)
{
bool point2ok = wall[wal].point2 >= first && wall[wal].point2 < last;
bool refok = false;
for (int i = first; i < last; i++)
if (wall[i].point2 >= firstwal && wall[i].point2 <= wal)
{
refok = true; break;
}
return refok && point2ok;
};
while (checkstart < checkend && belongs(checkstart, sectstart, checkstart, checkstart))
checkstart++;
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sect->walls.Set(sect->walls.Data(), checkstart - sectstart);
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while (checkstart < checkend && belongs(checkend - 1, checkend, nextsectstart + nextsect->walls.Size(), checkstart))
checkend--;
int cnt = nextsect->walls.Size() - (nextsectstart - checkend);
nextsectstart = checkend;
nextsect->walls.Set(&wall[nextsectstart], cnt);
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if (nextsectstart > sectstart + sect->walls.Size())
{
// If there's a gap, assign to the first sector. In this case we may only guess.
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Printf("Wall range %d - %d referenced by sectors %d and %d\n", sectstart + sect->walls.Size(), nextsectstart - 1, i, i + 1);
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sect->walls.Set(sect->walls.Data(), nextsectstart - sectstart);
}
}
}
int i = 0;
for(auto& sect: sector)
{
sect.dirty = EDirty::AllDirty;
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for (auto& wal : sect.walls)
{
if (wal.sector == -1)
wal.sector = i;
}
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i++;
}
//
for (unsigned ii = 1; ii < wall.Size() - 1; ii++)
{
// two maps in RRRA have this error. Delete one of those 2 walls.
if (wall[ii].point2 == wall[ii + 1].point2)
{
auto w1 = wall[ii].lastWall(false);
auto w2 = wall[ii + 1].lastWall(false);
// Neutralize the bad one of the two walls.
if (w1 == nullptr)
{
wall[ii].nextwall = -1;
wall[ii].nextsector = -1;
wall[ii].point2 = ii;
}
else if (w2 == nullptr)
{
wall[ii+1].nextwall = -1;
wall[ii+1].nextsector = -1;
wall[ii+1].point2 = ii;
}
}
}
// validate 'nextsector' fields. Some maps have these wrong which can cause render glitches and occasionally even crashes.
for (auto& wal : wall)
{
if (validWallIndex(wal.nextwall))
{
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if (wal.nextsector != wal.nextWall()->sector)
{
DPrintf(DMSG_ERROR, "Bad 'nextsector' reference %d on wall %d\n", wal.nextsector, wall.IndexOf(&wal));
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wal.nextsector = wal.nextWall()->sector;
}
}
else
{
wal.nextwall = -1;
wal.nextsector = -1;
}
}
}
void MarkMap()
{
for (auto& stat : statList)
{
GC::Mark(stat.firstEntry);
GC::Mark(stat.lastEntry);
}
for (auto& sect: sector)
{
GC::Mark(sect.firstEntry);
GC::Mark(sect.lastEntry);
if (isDukeEngine()) GC::Mark(sect.hitagactor);
else if (isBlood())
{
GC::Mark(sect.upperLink);
GC::Mark(sect.lowerLink);
}
}
}