raze/source/core/maploader.cpp
2021-12-30 09:56:54 +01:00

648 lines
18 KiB
C++

/*
** 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"
#include "render.h"
#include "hw_sections.h"
#include "interpolate.h"
#include "games/blood/src/mapstructs.h"
extern BitArray clipsectormap;
int numsectors, numwalls; // not really needed anymore, need to be refactored out (58x numsectors, 48x numwalls)
TArray<sectortype> sector;
TArray<walltype> wall;
// for differential savegames.
TArray<sectortype> sectorbackup;
TArray<walltype> wallbackup;
void walltype::calcLength()
{
lengthflags &= ~1;
point2Wall()->lengthflags &= ~2;
auto d = delta();
length = (int)sqrt(d.x * d.x + d.y * d.y);
}
// 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));
}
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)
{
sect.wallptr = fr.ReadInt16();
sect.wallnum = fr.ReadInt16();
sect.ceilingz = fr.ReadInt32();
sect.floorz = fr.ReadInt32();
sect.ceilingstat = ESectorFlags::FromInt(fr.ReadUInt16());
sect.floorstat = ESectorFlags::FromInt(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 = 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)
{
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 = 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)
{
wall.pos.x = fr.ReadInt32();
wall.pos.y = fr.ReadInt32();
wall.point2 = fr.ReadInt16();
wall.nextwall = fr.ReadInt16();
wall.nextsector = fr.ReadInt16();
wall.cstat = EWallFlags::FromInt(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 = EWallFlags::FromInt(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 = EWallFlags::FromInt(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;
}
}
}
void validateSprite(spritetype& spr, int sectnum, int index)
{
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 (!validSectorIndex(sectnum))
{
sectnum = -1;
updatesector(spr.x, spr.y, &sectnum);
bugged = sectnum < 0;
if (!DPrintf(DMSG_WARNING, "Sprite #%d (%d,%d) with invalid sector %d was corrected to sector %d\n", index, spr.x, spr.y, sectnum, sectnum))
{
if (bugged) Printf("Sprite #%d (%d,%d) with invalid sector %d\n", index, spr.x, spr.y, sectnum);
}
}
if (bugged)
{
spr.clear();
spr.statnum = MAXSTATUS;
sectnum = -1;
}
spr.setsector(sectnum);
}
static void ReadSpriteV7(FileReader& fr, spritetype& spr, int& secno)
{
spr.pos.x = fr.ReadInt32();
spr.pos.y = fr.ReadInt32();
spr.pos.z = fr.ReadInt32();
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();
spr.xrepeat = fr.ReadUInt8();
spr.yrepeat = fr.ReadUInt8();
spr.xoffset = fr.ReadInt8();
spr.yoffset = fr.ReadInt8();
secno = 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;
}
static void ReadSpriteV6(FileReader& fr, spritetype& spr, int& secno)
{
spr.pos.x = fr.ReadInt32();
spr.pos.y = fr.ReadInt32();
spr.pos.z = fr.ReadInt32();
spr.cstat = ESpriteFlags::FromInt(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();
secno = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
spr.blend = 0;
spr.detail = 0;
}
static void ReadSpriteV5(FileReader& fr, spritetype& spr, int& secno)
{
spr.pos.x = fr.ReadInt32();
spr.pos.y = fr.ReadInt32();
spr.pos.z = fr.ReadInt32();
spr.cstat = ESpriteFlags::FromInt(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();
secno = fr.ReadInt16();
spr.statnum = fr.ReadInt16();
spr.lotag = fr.ReadInt16();
spr.hitag = fr.ReadInt16();
spr.extra = fr.ReadInt16();
auto sec = spr.sector();
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;
spr.detail = 0;
}
// allocates global map storage. Blood will also call this.
void allocateMapArrays(int numsprites)
{
ClearInterpolations();
show2dsector.Resize(numsectors);
show2dwall.Resize(numwalls);
gotsector.Resize(numsectors);
clipsectormap.Resize(numsectors);
mapDataArena.FreeAll();
sector.Resize(numsectors);
memset(sector.Data(), 0, sizeof(sectortype) * numsectors);
wall.Resize(numwalls);
memset(wall.Data(), 0, sizeof(walltype) * wall.Size());
ClearAutomap();
}
void fixSectors()
{
for(auto& sect: sector)
{
// Fix maps which do not set their wallptr to the first wall of the sector. Lo Wang In Time's map 11 is such a case.
auto wp = sect.firstWall();
// 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.wallptr--;
sect.wallnum++;
wp--;
}
}
}
void loadMap(const char* filename, int flags, vec3_t* pos, int16_t* ang, int* cursectnum, SpawnSpriteDef& sprites)
{
inputState.ClearAllInput();
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, expected 5-9, got %d", filename, mapversion);
}
pos->x = fr.ReadInt32();
pos->y = fr.ReadInt32();
pos->z = fr.ReadInt32();
*ang = fr.ReadInt16() & 2047;
*cursectnum = fr.ReadUInt16();
// Get the basics out before loading the data so that we can set up the global storage.
numsectors = fr.ReadUInt16();
auto sectorpos = fr.Tell();
fr.Seek((mapversion == 5 ? sectorsize5 : mapversion == 6 ? sectorsize6 : sectorsize7) * numsectors, FileReader::SeekCur);
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.
allocateMapArrays(numsprites);
sprites.sprites.Resize(numsprites);
memset(sprites.sprites.Data(), 0, numsprites * sizeof(spritetype));
// Now load the actual data.
fr.Seek(sectorpos, FileReader::SeekSet);
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;
}
// 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);
}
artSetupMapArt(filename);
//Must be last.
fixSectors();
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);
loadMapHack(filename, md4, sprites);
setWallSectors();
hw_CreateSections();
sectionGeometry.SetSize(sections.Size());
wallbackup = wall;
sectorbackup = sector;
}
void qloadboard(const char* filename, char flags, vec3_t* dapos, int16_t* daang);
// loads a map into the backup buffer.
void loadMapBackup(const char* filename)
{
vec3_t pos;
int16_t scratch;
int scratch2;
SpawnSpriteDef scratch3;
if (isBlood())
{
qloadboard(filename, 0, &pos, &scratch);
}
else
{
loadMap(filename, 0, &pos, &scratch, &scratch2, scratch3);
}
}
// Sets the sector reference for each wall. We need this for the triangulation cache.
void setWallSectors()
{
int i = 0;
for (auto& wal : wall)
{
wal.sector = -1;
wal.lengthflags = 3;
}
for (int i = 0; i < numsectors - 1; i++)
{
auto sect = &sector[i];
auto nextsect = &sector[i + 1];
if (sect->wallptr < nextsect->wallptr && sect->wallptr + sect->wallnum > nextsect->wallptr)
{
// We have overlapping wall ranges for two sectors. Do some analysis to see where these walls belong
int checkstart = nextsect->wallptr;
int checkend = sect->wallptr + sect->wallnum;
// for now assign the walls to the first sector. Final decisions are made below.
nextsect->wallnum -= checkend - checkstart;
nextsect->wallptr = checkend;
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, sect->wallptr, checkstart, checkstart))
checkstart++;
sect->wallnum = checkstart - sect->wallptr;
while (checkstart < checkend && belongs(checkend - 1, checkend, nextsect->wallptr + nextsect->wallnum, checkstart))
checkend--;
nextsect->wallnum += nextsect->wallptr - checkend;
nextsect->wallptr = checkend;
if (nextsect->wallptr > sect->wallptr + sect->wallnum)
{
// If there's a gap, assign to the first sector. In this case we may only guess.
Printf("Wall range %d - %d referenced by sectors %d and %d\n", sect->wallptr + sect->wallnum, nextsect->wallptr - 1, i, i + 1);
sect->wallnum = nextsect->wallptr - sect->wallptr;
}
}
}
for(auto& sect: sector)
{
sect.dirty = EDirty::AllDirty;
sect.exflags = 0;
for (auto& wal : wallsofsector(&sect))
{
if (wal.sector == -1)
wal.sector = i;
}
i++;
}
for (unsigned i = 1; i < wall.Size() - 1; i++)
{
// two maps in RRRA have this error. Delete one of those 2 walls.
if (wall[i].point2 == wall[i + 1].point2)
{
wall[i].nextwall = -1;
wall[i].nextsector = -1;
wall[i].point2 = i;
}
}
// 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))
{
if (wal.nextsector != wal.nextWall()->sector)
{
DPrintf(DMSG_ERROR, "Bad 'nextsector' reference %d on wall %d\n", wal.nextsector, i);
wal.nextsector = wal.nextWall()->sector;
}
}
else wal.nextwall = -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 (isDukeLike()) GC::Mark(sect.hitagactor);
else if (isBlood())
{
GC::Mark(sect.upperLink);
GC::Mark(sect.lowerLink);
}
}
}