mirror of
https://github.com/ZDoom/Raze.git
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c303884274
* Using the Doom-style dome here because it looks better. * this necessitated changes to the backend to allow both types of sky domes at the same time * do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
493 lines
No EOL
14 KiB
C++
493 lines
No EOL
14 KiB
C++
/*
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** maploader.cpp
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**
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** Map loader for non-Blood maps
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**
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**---------------------------------------------------------------------------
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** Copyright 2020 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 <stdint.h>
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#include "build.h"
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#include "files.h"
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#include "automap.h"
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#include "printf.h"
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#include "inputstate.h"
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#include "md4.h"
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#include "gamecontrol.h"
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#include "gamefuncs.h"
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#include "sectorgeometry.h"
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#include "render.h"
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static void ReadSectorV7(FileReader& fr, sectortype& sect)
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{
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sect.wallptr = fr.ReadInt16();
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sect.wallnum = fr.ReadInt16();
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sect.ceilingz = fr.ReadInt32();
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sect.floorz = fr.ReadInt32();
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sect.ceilingstat = fr.ReadUInt16();
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sect.floorstat = fr.ReadUInt16();
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sect.ceilingpicnum = fr.ReadUInt16();
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sect.ceilingheinum = fr.ReadInt16();
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sect.ceilingshade = fr.ReadInt8();
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sect.ceilingpal = fr.ReadUInt8();
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sect.ceilingxpan_ = fr.ReadUInt8();
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sect.ceilingypan_ = fr.ReadUInt8();
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sect.floorpicnum = fr.ReadUInt16();
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sect.floorheinum = fr.ReadInt16();
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sect.floorshade = fr.ReadInt8();
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sect.floorpal = fr.ReadUInt8();
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sect.floorxpan_ = fr.ReadUInt8();
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sect.floorypan_ = fr.ReadUInt8();
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sect.visibility = fr.ReadUInt8();
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sect.fogpal = fr.ReadUInt8(); // note: currently unused, except for Blood.
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sect.lotag = fr.ReadInt16();
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sect.hitag = fr.ReadInt16();
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sect.extra = fr.ReadInt16();
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}
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static void ReadSectorV6(FileReader& fr, sectortype& sect)
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{
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sect.wallptr = fr.ReadUInt16();
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sect.wallnum = fr.ReadUInt16();
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sect.ceilingpicnum = fr.ReadUInt16();
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sect.floorpicnum = fr.ReadUInt16();
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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sect.ceilingz = fr.ReadInt32();
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sect.floorz = fr.ReadInt32();
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sect.ceilingshade = fr.ReadInt8();
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sect.floorshade = fr.ReadInt8();
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sect.ceilingxpan_ = fr.ReadUInt8();
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sect.floorxpan_ = fr.ReadUInt8();
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sect.ceilingypan_ = fr.ReadUInt8();
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sect.floorypan_ = fr.ReadUInt8();
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sect.ceilingstat = fr.ReadUInt8();
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sect.floorstat = fr.ReadUInt8();
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sect.ceilingpal = fr.ReadUInt8();
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sect.floorpal = fr.ReadUInt8();
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sect.visibility = fr.ReadUInt8();
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sect.lotag = fr.ReadInt16();
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sect.hitag = fr.ReadInt16();
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sect.extra = fr.ReadInt16();
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}
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static void ReadSectorV5(FileReader& fr, sectortype& sect)
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{
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sect.wallptr = fr.ReadInt16();
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sect.wallnum = fr.ReadInt16();
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sect.ceilingpicnum = fr.ReadUInt16();
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sect.floorpicnum = fr.ReadUInt16();
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sect.ceilingheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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sect.floorheinum = clamp(fr.ReadInt16() << 5, -32768, 32767);
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sect.ceilingz = fr.ReadInt32();
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sect.floorz = fr.ReadInt32();
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sect.ceilingshade = fr.ReadInt8();
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sect.floorshade = fr.ReadInt8();
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sect.ceilingxpan_ = fr.ReadUInt8();
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sect.floorxpan_ = fr.ReadUInt8();
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sect.ceilingypan_ = fr.ReadUInt8();
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sect.floorypan_ = fr.ReadUInt8();
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sect.ceilingstat = fr.ReadUInt8();
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sect.floorstat = fr.ReadUInt8();
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sect.ceilingpal = fr.ReadUInt8();
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sect.floorpal = fr.ReadUInt8();
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sect.visibility = fr.ReadUInt8();
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sect.lotag = fr.ReadInt16();
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sect.hitag = fr.ReadInt16();
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sect.extra = fr.ReadInt16();
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if ((sect.ceilingstat & 2) == 0) sect.ceilingheinum = 0;
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if ((sect.floorstat & 2) == 0) sect.floorheinum = 0;
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}
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static void ReadWallV7(FileReader& fr, walltype& wall)
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{
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wall.pos.x = fr.ReadInt32();
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wall.pos.y = fr.ReadInt32();
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wall.point2 = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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wall.nextsector = fr.ReadInt16();
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wall.cstat = fr.ReadUInt16();
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wall.picnum = fr.ReadInt16();
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wall.overpicnum = fr.ReadInt16();
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wall.shade = fr.ReadInt8();
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wall.pal = fr.ReadUInt8();
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wall.xrepeat = fr.ReadUInt8();
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wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
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wall.ypan_ = fr.ReadUInt8();
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wall.lotag = fr.ReadInt16();
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wall.hitag = fr.ReadInt16();
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wall.extra = fr.ReadInt16();
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}
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static void ReadWallV6(FileReader& fr, walltype& wall)
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{
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wall.pos.x = fr.ReadInt32();
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wall.pos.y = fr.ReadInt32();
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wall.point2 = fr.ReadInt16();
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wall.nextsector = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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wall.picnum = fr.ReadInt16();
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wall.overpicnum = fr.ReadInt16();
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wall.shade = fr.ReadInt8();
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wall.pal = fr.ReadUInt8();
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wall.cstat = fr.ReadUInt16();
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wall.xrepeat = fr.ReadUInt8();
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wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
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wall.ypan_ = fr.ReadUInt8();
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wall.lotag = fr.ReadInt16();
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wall.hitag = fr.ReadInt16();
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wall.extra = fr.ReadInt16();
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}
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static void ReadWallV5(FileReader& fr, walltype& wall)
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{
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wall.pos.x = fr.ReadInt32();
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wall.pos.y = fr.ReadInt32();
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wall.point2 = fr.ReadInt16();
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wall.picnum = fr.ReadInt16();
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wall.overpicnum = fr.ReadInt16();
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wall.shade = fr.ReadInt8();
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wall.cstat = fr.ReadUInt16();
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wall.xrepeat = fr.ReadUInt8();
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wall.yrepeat = fr.ReadUInt8();
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wall.xpan_ = fr.ReadUInt8();
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wall.ypan_ = fr.ReadUInt8();
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wall.nextsector = fr.ReadInt16();
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wall.nextwall = fr.ReadInt16();
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fr.Seek(4, FileReader::SeekSet); // skip over 2 unused 16 bit values
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wall.lotag = fr.ReadInt16();
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wall.hitag = fr.ReadInt16();
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wall.extra = fr.ReadInt16();
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}
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static void SetWallPalV5()
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{
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for (int i = 0; i < numsectors; i++)
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{
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int startwall = sector[i].wallptr;
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int endwall = startwall + sector[i].wallnum;
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for (int w = startwall; w < endwall; w++)
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{
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wall[w].pal = sector[i].floorpal;
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}
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}
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}
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static void ValidateSprite(spritetype& spr)
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{
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int index = &spr - sprite;
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bool bugged = false;
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if ((unsigned)spr.statnum >= MAXSTATUS)
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{
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Printf("Sprite #%d (%d,%d) has invalid statnum %d.\n", index, spr.x, spr.y, spr.statnum);
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bugged = true;
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}
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else if ((unsigned)spr.picnum >= MAXTILES)
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{
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Printf("Sprite #%d (%d,%d) has invalid picnum %d.\n", index, spr.x, spr.y, spr.picnum);
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bugged = true;
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}
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else if ((unsigned)spr.sectnum >= (unsigned)numsectors)
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{
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const int32_t osectnum = spr.sectnum;
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spr.sectnum = -1;
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updatesector(spr.x, spr.y, &spr.sectnum);
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bugged = spr.sectnum < 0;
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if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.x, spr.y, spr.sectnum);
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}
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if (bugged)
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{
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spr.clear();
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spr.statnum = MAXSTATUS;
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spr.sectnum = MAXSECTORS;
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}
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}
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static void ReadSpriteV7(FileReader& fr, spritetype& spr)
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{
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spr.pos.x = fr.ReadInt32();
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spr.pos.y = fr.ReadInt32();
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spr.pos.z = fr.ReadInt32();
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spr.cstat = fr.ReadUInt16();
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spr.picnum = fr.ReadInt16();
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spr.shade = fr.ReadInt8();
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spr.pal = fr.ReadUInt8();
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spr.clipdist = fr.ReadUInt8();
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spr.blend = fr.ReadUInt8();
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spr.xrepeat = fr.ReadUInt8();
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spr.yrepeat = fr.ReadUInt8();
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spr.xoffset = fr.ReadInt8();
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spr.yoffset = fr.ReadInt8();
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spr.sectnum = fr.ReadInt16();
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spr.statnum = fr.ReadInt16();
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spr.ang = fr.ReadInt16();
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spr.owner = fr.ReadInt16();
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spr.xvel = fr.ReadInt16();
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spr.yvel = fr.ReadInt16();
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spr.zvel = fr.ReadInt16();
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spr.lotag = fr.ReadInt16();
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spr.hitag = fr.ReadInt16();
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spr.extra = fr.ReadInt16();
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spr.detail = 0;
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ValidateSprite(spr);
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}
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static void ReadSpriteV6(FileReader& fr, spritetype& spr)
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{
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spr.pos.x = fr.ReadInt32();
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spr.pos.y = fr.ReadInt32();
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spr.pos.z = fr.ReadInt32();
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spr.cstat = fr.ReadUInt16();
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spr.shade = fr.ReadInt8();
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spr.pal = fr.ReadUInt8();
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spr.clipdist = fr.ReadUInt8();
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spr.xrepeat = fr.ReadUInt8();
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spr.yrepeat = fr.ReadUInt8();
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spr.xoffset = fr.ReadInt8();
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spr.yoffset = fr.ReadInt8();
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spr.picnum = fr.ReadInt16();
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spr.ang = fr.ReadInt16();
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spr.xvel = fr.ReadInt16();
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spr.yvel = fr.ReadInt16();
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spr.zvel = fr.ReadInt16();
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spr.owner = fr.ReadInt16();
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spr.sectnum = fr.ReadInt16();
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spr.statnum = fr.ReadInt16();
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spr.lotag = fr.ReadInt16();
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spr.hitag = fr.ReadInt16();
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spr.extra = fr.ReadInt16();
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spr.blend = 0;
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spr.detail = 0;
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ValidateSprite(spr);
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}
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static void ReadSpriteV5(FileReader& fr, spritetype& spr)
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{
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spr.pos.x = fr.ReadInt32();
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spr.pos.y = fr.ReadInt32();
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spr.pos.z = fr.ReadInt32();
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spr.cstat = fr.ReadUInt16();
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spr.shade = fr.ReadInt8();
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spr.xrepeat = fr.ReadUInt8();
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spr.yrepeat = fr.ReadUInt8();
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spr.picnum = fr.ReadInt16();
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spr.ang = fr.ReadInt16();
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spr.xvel = fr.ReadInt16();
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spr.yvel = fr.ReadInt16();
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spr.zvel = fr.ReadInt16();
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spr.owner = fr.ReadInt16();
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spr.sectnum = fr.ReadInt16();
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spr.statnum = fr.ReadInt16();
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spr.lotag = fr.ReadInt16();
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spr.hitag = fr.ReadInt16();
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spr.extra = fr.ReadInt16();
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int sec = spr.sectnum;
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if ((sector[sec].ceilingstat & 1) > 0)
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spr.pal = sector[sec].ceilingpal;
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else
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spr.pal = sector[sec].floorpal;
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spr.blend = 0;
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spr.clipdist = 32;
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spr.xoffset = 0;
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spr.yoffset = 0;
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spr.detail = 0;
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ValidateSprite(spr);
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}
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static void insertAllSprites(const char* filename, const vec3_t* pos, int16_t* cursectnum, int16_t numsprites)
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{
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// This function is stupid because it exploits side effects of insertsprite and should be redone by only inserting the valid sprites.
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int i, realnumsprites = numsprites;
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for (i = 0; i < numsprites; i++)
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{
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bool removeit = false;
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auto& spr = sprite[i];
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if (spr.statnum == MAXSTATUS)
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{
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spr.statnum = spr.sectnum = 0;
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removeit = true;
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}
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insertsprite(spr.sectnum, spr.statnum);
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if (removeit)
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{
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sprite[i].statnum = MAXSTATUS;
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realnumsprites--;
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}
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}
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if (numsprites != realnumsprites)
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{
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for (i = 0; i < numsprites; i++)
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if (sprite[i].statnum == MAXSTATUS)
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{
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// Now remove it for real!
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sprite[i].statnum = 0;
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deletesprite(i);
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}
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}
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assert(realnumsprites == Numsprites);
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}
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void engineLoadBoard(const char* filename, int flags, vec3_t* pos, int16_t* ang, int16_t* cursectnum)
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{
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inputState.ClearAllInput();
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memset(sector, 0, sizeof(*sector) * MAXSECTORS);
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memset(wall, 0, sizeof(*wall) * MAXWALLS);
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memset(sprite, 0, sizeof(*sector) * MAXSPRITES);
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FileReader fr = fileSystem.OpenFileReader(filename);
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if (!fr.isOpen()) I_Error("Unable to open map %s", filename);
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int mapversion = fr.ReadInt32();
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if (mapversion < 5 || mapversion > 9) // 9 is most likely useless but let's try anyway.
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{
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I_Error("%s: Invalid map format, expcted 5-9, got %d", filename, mapversion);
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}
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memset(spriteext, 0, sizeof(spriteext_t) * MAXSPRITES);
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memset(spritesmooth, 0, sizeof(spritesmooth_t) * (MAXSPRITES + MAXUNIQHUDID));
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initspritelists();
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ClearAutomap();
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Polymost::Polymost_prepare_loadboard();
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pos->x = fr.ReadInt32();
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pos->y = fr.ReadInt32();
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pos->z = fr.ReadInt32();
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*ang = fr.ReadInt16() & 2047;
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*cursectnum = fr.ReadUInt16();
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numsectors = fr.ReadUInt16();
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if ((unsigned)numsectors > MAXSECTORS) I_Error("%s: Invalid map, too many sectors", filename);
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for (int i = 0; i < numsectors; i++)
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{
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switch (mapversion)
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{
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case 5: ReadSectorV5(fr, sector[i]); break;
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case 6: ReadSectorV6(fr, sector[i]); break;
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default: ReadSectorV7(fr, sector[i]); break;
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}
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}
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numwalls = fr.ReadUInt16();
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if ((unsigned)numwalls > MAXWALLS) I_Error("%s: Invalid map, too many walls", filename);
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for (int i = 0; i < numwalls; i++)
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{
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switch (mapversion)
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{
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case 5: ReadWallV5(fr, wall[i]); break;
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case 6: ReadWallV6(fr, wall[i]); break;
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default: ReadWallV7(fr, wall[i]); break;
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}
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}
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int numsprites = fr.ReadUInt16();
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if ((unsigned)numsprites > MAXSPRITES) I_Error("%s: Invalid map, too many sprites", filename);
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for (int i = 0; i < numsprites; i++)
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{
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switch (mapversion)
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{
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case 5: ReadSpriteV5(fr, sprite[i]); break;
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case 6: ReadSpriteV6(fr, sprite[i]); break;
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default: ReadSpriteV7(fr, sprite[i]); break;
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}
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}
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artSetupMapArt(filename);
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insertAllSprites(filename, pos, cursectnum, numsprites);
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for (int i = 0; i < numsprites; i++)
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{
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if ((sprite[i].cstat & 48) == 48) sprite[i].cstat &= ~48;
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}
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//Must be last.
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updatesector(pos->x, pos->y, cursectnum);
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guniqhudid = 0;
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fr.Seek(0, FileReader::SeekSet);
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auto buffer = fr.Read();
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unsigned char md4[16];
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md4once(buffer.Data(), buffer.Size(), md4);
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G_LoadMapHack(filename, md4);
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setWallSectors();
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memcpy(wallbackup, wall, sizeof(wallbackup));
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memcpy(sectorbackup, sector, sizeof(sectorbackup));
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}
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void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang, int16_t* dacursectnum);
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// loads a map into the backup buffer.
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void loadMapBackup(const char* filename)
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{
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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;
|
|
}
|
|
}
|
|
sectorGeometry.SetSize(numsectors);
|
|
} |