/* Reads wad files, builds nodes, and saves new wad files. Copyright (C) 2002-2006 Randy Heit This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ #include "processor.h" //#include "rejectbuilder.h" extern void ShowView (FLevel *level); enum { // Thing numbers used in Hexen maps PO_HEX_ANCHOR_TYPE = 3000, PO_HEX_SPAWN_TYPE, PO_HEX_SPAWNCRUSH_TYPE, // Thing numbers used in Doom and Heretic maps PO_ANCHOR_TYPE = 9300, PO_SPAWN_TYPE, PO_SPAWNCRUSH_TYPE, PO_SPAWNHURT_TYPE }; FLevel::FLevel () { memset (this, 0, sizeof(*this)); } FLevel::~FLevel () { if (Vertices) delete[] Vertices; if (Subsectors) delete[] Subsectors; if (Segs) delete[] Segs; if (Nodes) delete[] Nodes; if (Blockmap) delete[] Blockmap; if (Reject) delete[] Reject; if (GLSubsectors) delete[] GLSubsectors; if (GLSegs) delete[] GLSegs; if (GLNodes) delete[] GLNodes; if (GLPVS) delete[] GLPVS; if (OrgSectorMap) delete[] OrgSectorMap; } FProcessor::FProcessor (FWadReader &inwad, int lump) : Wad (inwad), Lump (lump) { printf ("----%s----\n", Wad.LumpName (Lump)); isUDMF = Wad.isUDMF(lump); if (isUDMF) { Extended = false; LoadUDMF(); } else { Extended = Wad.MapHasBehavior (lump); LoadThings (); LoadVertices (); LoadLines (); LoadSides (); LoadSectors (); } if (Level.NumLines() == 0 || Level.NumVertices == 0 || Level.NumSides() == 0 || Level.NumSectors() == 0) { printf (" Map is incomplete\n"); } else { // Removing extra vertices is done by the node builder. Level.RemoveExtraLines (); if (!NoPrune) { Level.RemoveExtraSides (); Level.RemoveExtraSectors (); } if (BuildNodes) { GetPolySpots (); } Level.FindMapBounds (); } } void FProcessor::LoadThings () { int NumThings; if (Extended) { MapThing2 *Things; ReadMapLump (Wad, "THINGS", Lump, Things, NumThings); Level.Things.Resize(NumThings); for (int i = 0; i < NumThings; ++i) { Level.Things[i].thingid = Things[i].thingid; Level.Things[i].x = LittleShort(Things[i].x) << FRACBITS; Level.Things[i].y = LittleShort(Things[i].y) << FRACBITS; Level.Things[i].z = LittleShort(Things[i].z); Level.Things[i].angle = LittleShort(Things[i].angle); Level.Things[i].type = LittleShort(Things[i].type); Level.Things[i].flags = LittleShort(Things[i].flags); Level.Things[i].special = Things[i].special; Level.Things[i].args[0] = Things[i].args[0]; Level.Things[i].args[1] = Things[i].args[1]; Level.Things[i].args[2] = Things[i].args[2]; Level.Things[i].args[3] = Things[i].args[3]; Level.Things[i].args[4] = Things[i].args[4]; } delete[] Things; } else { MapThing *mt; ReadMapLump (Wad, "THINGS", Lump, mt, NumThings); Level.Things.Resize(NumThings); for (int i = 0; i < NumThings; ++i) { Level.Things[i].x = LittleShort(mt[i].x) << FRACBITS; Level.Things[i].y = LittleShort(mt[i].y) << FRACBITS; Level.Things[i].angle = LittleShort(mt[i].angle); Level.Things[i].type = LittleShort(mt[i].type); Level.Things[i].flags = LittleShort(mt[i].flags); Level.Things[i].z = 0; Level.Things[i].special = 0; Level.Things[i].args[0] = 0; Level.Things[i].args[1] = 0; Level.Things[i].args[2] = 0; Level.Things[i].args[3] = 0; Level.Things[i].args[4] = 0; } delete[] mt; } } void FProcessor::LoadLines () { int NumLines; if (Extended) { MapLineDef2 *Lines; ReadMapLump (Wad, "LINEDEFS", Lump, Lines, NumLines); Level.Lines.Resize(NumLines); for (int i = 0; i < NumLines; ++i) { Level.Lines[i].special = Lines[i].special; Level.Lines[i].args[0] = Lines[i].args[0]; Level.Lines[i].args[1] = Lines[i].args[1]; Level.Lines[i].args[2] = Lines[i].args[2]; Level.Lines[i].args[3] = Lines[i].args[3]; Level.Lines[i].args[4] = Lines[i].args[4]; Level.Lines[i].v1 = LittleShort(Lines[i].v1); Level.Lines[i].v2 = LittleShort(Lines[i].v2); Level.Lines[i].flags = LittleShort(Lines[i].flags); Level.Lines[i].sidenum[0] = LittleShort(Lines[i].sidenum[0]); Level.Lines[i].sidenum[1] = LittleShort(Lines[i].sidenum[1]); if (Level.Lines[i].sidenum[0] == NO_MAP_INDEX) Level.Lines[i].sidenum[0] = NO_INDEX; if (Level.Lines[i].sidenum[1] == NO_MAP_INDEX) Level.Lines[i].sidenum[1] = NO_INDEX; } delete[] Lines; } else { MapLineDef *ml; ReadMapLump (Wad, "LINEDEFS", Lump, ml, NumLines); Level.Lines.Resize(NumLines); for (int i = 0; i < NumLines; ++i) { Level.Lines[i].v1 = LittleShort(ml[i].v1); Level.Lines[i].v2 = LittleShort(ml[i].v2); Level.Lines[i].flags = LittleShort(ml[i].flags); Level.Lines[i].sidenum[0] = LittleShort(ml[i].sidenum[0]); Level.Lines[i].sidenum[1] = LittleShort(ml[i].sidenum[1]); if (Level.Lines[i].sidenum[0] == NO_MAP_INDEX) Level.Lines[i].sidenum[0] = NO_INDEX; if (Level.Lines[i].sidenum[1] == NO_MAP_INDEX) Level.Lines[i].sidenum[1] = NO_INDEX; // Store the special and tag in the args array so we don't lose them Level.Lines[i].special = 0; Level.Lines[i].args[0] = LittleShort(ml[i].special); Level.Lines[i].args[1] = LittleShort(ml[i].tag); } delete[] ml; } } void FProcessor::LoadVertices () { MapVertex *verts; ReadMapLump (Wad, "VERTEXES", Lump, verts, Level.NumVertices); Level.Vertices = new WideVertex[Level.NumVertices]; for (int i = 0; i < Level.NumVertices; ++i) { Level.Vertices[i].x = LittleShort(verts[i].x) << FRACBITS; Level.Vertices[i].y = LittleShort(verts[i].y) << FRACBITS; Level.Vertices[i].index = 0; // we don't need this value for non-UDMF maps } } void FProcessor::LoadSides () { MapSideDef *Sides; int NumSides; ReadMapLump (Wad, "SIDEDEFS", Lump, Sides, NumSides); Level.Sides.Resize(NumSides); for (int i = 0; i < NumSides; ++i) { Level.Sides[i].textureoffset = Sides[i].textureoffset; Level.Sides[i].rowoffset = Sides[i].rowoffset; memcpy(Level.Sides[i].toptexture, Sides[i].toptexture, 8); memcpy(Level.Sides[i].bottomtexture, Sides[i].bottomtexture, 8); memcpy(Level.Sides[i].midtexture, Sides[i].midtexture, 8); Level.Sides[i].sector = LittleShort(Sides[i].sector); if (Level.Sides[i].sector == NO_MAP_INDEX) Level.Sides[i].sector = NO_INDEX; } delete [] Sides; } void FProcessor::LoadSectors () { MapSector *Sectors; int NumSectors; ReadMapLump (Wad, "SECTORS", Lump, Sectors, NumSectors); Level.Sectors.Resize(NumSectors); for (int i = 0; i < NumSectors; ++i) { Level.Sectors[i].data = Sectors[i]; } } void FLevel::FindMapBounds () { fixed_t minx, maxx, miny, maxy; minx = maxx = Vertices[0].x; miny = maxy = Vertices[0].y; for (int i = 1; i < NumVertices; ++i) { if (Vertices[i].x < minx) minx = Vertices[i].x; else if (Vertices[i].x > maxx) maxx = Vertices[i].x; if (Vertices[i].y < miny) miny = Vertices[i].y; else if (Vertices[i].y > maxy) maxy = Vertices[i].y; } MinX = minx; MinY = miny; MaxX = maxx; MaxY = maxy; } void FLevel::RemoveExtraLines () { int i, newNumLines; // Extra lines are those with 0 length. Collision detection against // one of those could cause a divide by 0, so it's best to remove them. for (i = newNumLines = 0; i < NumLines(); ++i) { if (Vertices[Lines[i].v1].x != Vertices[Lines[i].v2].x || Vertices[Lines[i].v1].y != Vertices[Lines[i].v2].y) { if (i != newNumLines) { Lines[newNumLines] = Lines[i]; } ++newNumLines; } } if (newNumLines < NumLines()) { int diff = NumLines() - newNumLines; printf (" Removed %d line%s with 0 length.\n", diff, diff > 1 ? "s" : ""); } Lines.Resize(newNumLines); } void FLevel::RemoveExtraSides () { BYTE *used; int *remap; int i, newNumSides; // Extra sides are those that aren't referenced by any lines. // They just waste space, so get rid of them. int NumSides = this->NumSides(); used = new BYTE[NumSides]; memset (used, 0, NumSides*sizeof(*used)); remap = new int[NumSides]; // Mark all used sides for (i = 0; i < NumLines(); ++i) { if (Lines[i].sidenum[0] != NO_INDEX) { used[Lines[i].sidenum[0]] = 1; } else { printf (" Line %d needs a front sidedef before it will run with ZDoom.\n", i); } if (Lines[i].sidenum[1] != NO_INDEX) { used[Lines[i].sidenum[1]] = 1; } } // Shift out any unused sides for (i = newNumSides = 0; i < NumSides; ++i) { if (used[i]) { if (i != newNumSides) { Sides[newNumSides] = Sides[i]; } remap[i] = newNumSides++; } else { remap[i] = NO_INDEX; } } if (newNumSides < NumSides) { int diff = NumSides - newNumSides; printf (" Removed %d unused sidedef%s.\n", diff, diff > 1 ? "s" : ""); Sides.Resize(newNumSides); // Renumber side references in lines for (i = 0; i < NumLines(); ++i) { if (Lines[i].sidenum[0] != NO_INDEX) { Lines[i].sidenum[0] = remap[Lines[i].sidenum[0]]; } if (Lines[i].sidenum[1] != NO_INDEX) { Lines[i].sidenum[1] = remap[Lines[i].sidenum[1]]; } } } delete[] used; delete[] remap; } void FLevel::RemoveExtraSectors () { BYTE *used; DWORD *remap; int i, newNumSectors; // Extra sectors are those that aren't referenced by any sides. // They just waste space, so get rid of them. NumOrgSectors = NumSectors(); used = new BYTE[NumSectors()]; memset (used, 0, NumSectors()*sizeof(*used)); remap = new DWORD[NumSectors()]; // Mark all used sectors for (i = 0; i < NumSides(); ++i) { if ((DWORD)Sides[i].sector != NO_INDEX) { used[Sides[i].sector] = 1; } else { printf (" Sidedef %d needs a front sector before it will run with ZDoom.\n", i); } } // Shift out any unused sides for (i = newNumSectors = 0; i < NumSectors(); ++i) { if (used[i]) { if (i != newNumSectors) { Sectors[newNumSectors] = Sectors[i]; } remap[i] = newNumSectors++; } else { remap[i] = NO_INDEX; } } if (newNumSectors < NumSectors()) { int diff = NumSectors() - newNumSectors; printf (" Removed %d unused sector%s.\n", diff, diff > 1 ? "s" : ""); // Renumber sector references in sides for (i = 0; i < NumSides(); ++i) { if ((DWORD)Sides[i].sector != NO_INDEX) { Sides[i].sector = remap[Sides[i].sector]; } } // Make a reverse map for fixing reject lumps OrgSectorMap = new DWORD[newNumSectors]; for (i = 0; i < NumSectors(); ++i) { if (remap[i] != NO_INDEX) { OrgSectorMap[remap[i]] = i; } } Sectors.Resize(newNumSectors); } delete[] used; delete[] remap; } void FProcessor::GetPolySpots () { if (Extended && CheckPolyobjs) { int spot1, spot2, anchor, i; // Determine if this is a Hexen map by looking for things of type 3000 // Only Hexen maps use them, and they are the polyobject anchors for (i = 0; i < Level.NumThings(); ++i) { if (Level.Things[i].type == PO_HEX_ANCHOR_TYPE) { break; } } if (i < Level.NumThings()) { spot1 = PO_HEX_SPAWN_TYPE; spot2 = PO_HEX_SPAWNCRUSH_TYPE; anchor = PO_HEX_ANCHOR_TYPE; } else { spot1 = PO_SPAWN_TYPE; spot2 = PO_SPAWNCRUSH_TYPE; anchor = PO_ANCHOR_TYPE; } for (i = 0; i < Level.NumThings(); ++i) { if (Level.Things[i].type == spot1 || Level.Things[i].type == spot2 || Level.Things[i].type == PO_SPAWNHURT_TYPE || Level.Things[i].type == anchor) { FNodeBuilder::FPolyStart newvert; newvert.x = Level.Things[i].x; newvert.y = Level.Things[i].y; newvert.polynum = Level.Things[i].angle; if (Level.Things[i].type == anchor) { PolyAnchors.Push (newvert); } else { PolyStarts.Push (newvert); } } } } } void FProcessor::Write (FWadWriter &out) { if (Level.NumLines() == 0 || Level.NumSides() == 0 || Level.NumSectors() == 0 || Level.NumVertices == 0) { if (!isUDMF) { // Map is empty, so just copy it as-is out.CopyLump (Wad, Lump); out.CopyLump (Wad, Wad.FindMapLump ("THINGS", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("LINEDEFS", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("SIDEDEFS", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("VERTEXES", Lump)); out.CreateLabel ("SEGS"); out.CreateLabel ("SSECTORS"); out.CreateLabel ("NODES"); out.CopyLump (Wad, Wad.FindMapLump ("SECTORS", Lump)); out.CreateLabel ("REJECT"); out.CreateLabel ("BLOCKMAP"); if (Extended) { out.CopyLump (Wad, Wad.FindMapLump ("BEHAVIOR", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("SCRIPTS", Lump)); } } else { for(int i=Lump; stricmp(Wad.LumpName(i), "ENDMAP") && i < Wad.NumLumps(); i++) { out.CopyLump(Wad, i); } out.CreateLabel("ENDMAP"); } return; } bool compress, compressGL, gl5 = false; #ifdef BLOCK_TEST int size; BYTE *blockmap; ReadLump (Wad, Wad.FindMapLump ("BLOCKMAP", Lump), blockmap, size); if (blockmap) { FILE *f = fopen ("blockmap.lmp", "wb"); if (f) { fwrite (blockmap, 1, size, f); fclose (f); } delete[] blockmap; } #endif if (BuildNodes) { FNodeBuilder *builder = NULL; // ZDoom's UDMF spec requires compressed GL nodes. // No other UDMF spec has defined anything regarding nodes yet. if (isUDMF) { BuildGLNodes = true; ConformNodes = false; GLOnly = true; CompressGLNodes = true; } try { if (HaveSSE2) { SSELevel = 2; } else if (HaveSSE1) { SSELevel = 1; } else { SSELevel = 0; } builder = new FNodeBuilder (Level, PolyStarts, PolyAnchors, Wad.LumpName (Lump), BuildGLNodes); if (builder == NULL) { throw std::runtime_error(" Not enough memory to build nodes!"); } delete[] Level.Vertices; builder->GetVertices (Level.Vertices, Level.NumVertices); if (ConformNodes) { // When the nodes are "conformed", the normal and GL nodes use the same // basic information. This creates normal nodes that are less "good" than // possible, but it makes it easier to compare the two sets of nodes to // determine the correctness of the GL nodes. builder->GetNodes (Level.Nodes, Level.NumNodes, Level.Segs, Level.NumSegs, Level.Subsectors, Level.NumSubsectors); builder->GetVertices (Level.GLVertices, Level.NumGLVertices); builder->GetGLNodes (Level.GLNodes, Level.NumGLNodes, Level.GLSegs, Level.NumGLSegs, Level.GLSubsectors, Level.NumGLSubsectors); } else { if (BuildGLNodes) { builder->GetVertices (Level.GLVertices, Level.NumGLVertices); builder->GetGLNodes (Level.GLNodes, Level.NumGLNodes, Level.GLSegs, Level.NumGLSegs, Level.GLSubsectors, Level.NumGLSubsectors); if (!GLOnly) { // Now repeat the process to obtain regular nodes delete builder; builder = new FNodeBuilder (Level, PolyStarts, PolyAnchors, Wad.LumpName (Lump), false); if (builder == NULL) { throw std::runtime_error(" Not enough memory to build regular nodes!"); } delete[] Level.Vertices; builder->GetVertices (Level.Vertices, Level.NumVertices); } } if (!GLOnly) { builder->GetNodes (Level.Nodes, Level.NumNodes, Level.Segs, Level.NumSegs, Level.Subsectors, Level.NumSubsectors); } } delete builder; builder = NULL; } catch (...) { if (builder != NULL) { delete builder; } throw; } } if (!isUDMF) { FBlockmapBuilder bbuilder (Level); WORD *blocks = bbuilder.GetBlockmap (Level.BlockmapSize); Level.Blockmap = new WORD[Level.BlockmapSize]; memcpy (Level.Blockmap, blocks, Level.BlockmapSize*sizeof(WORD)); Level.RejectSize = (Level.NumSectors()*Level.NumSectors() + 7) / 8; Level.Reject = NULL; switch (RejectMode) { case ERM_Rebuild: //FRejectBuilder reject (Level); //Level.Reject = reject.GetReject (); printf (" Rebuilding the reject is unsupported.\n"); // Intentional fall-through case ERM_DontTouch: { int lump = Wad.FindMapLump ("REJECT", Lump); if (lump >= 0) { ReadLump (Wad, lump, Level.Reject, Level.RejectSize); if (Level.RejectSize != (Level.NumOrgSectors*Level.NumOrgSectors + 7) / 8) { // If the reject is the wrong size, don't use it. delete[] Level.Reject; Level.Reject = NULL; if (Level.RejectSize != 0) { // Do not warn about 0-length rejects printf (" REJECT is the wrong size, so it will be removed.\n"); } Level.RejectSize = 0; } else if (Level.NumOrgSectors != Level.NumSectors()) { // Some sectors have been removed, so fix the reject. BYTE *newreject = FixReject (Level.Reject); delete[] Level.Reject; Level.Reject = newreject; Level.RejectSize = (Level.NumSectors() * Level.NumSectors() + 7) / 8; } } } break; case ERM_Create0: break; case ERM_CreateZeroes: Level.Reject = new BYTE[Level.RejectSize]; memset (Level.Reject, 0, Level.RejectSize); break; } } if (ShowMap) { #ifndef NO_MAP_VIEWER if(BuildNodes||BuildGLNodes) { ShowView (&Level); } else { puts(" ERROR: You can't view the nodes (-v) if you don't build them! (-N)."); } #else puts (" This version of ZDBSP was not compiled with the map viewer enabled."); #endif } if (!isUDMF) { if (Level.GLNodes != NULL ) { gl5 = V5GLNodes || (Level.NumGLVertices > 32767) || (Level.NumGLSegs > 65534) || (Level.NumGLNodes > 32767) || (Level.NumGLSubsectors > 32767); compressGL = CompressGLNodes || (Level.NumVertices > 32767); } else { compressGL = false; } // If the GL nodes are compressed, then the regular nodes must also be compressed. compress = CompressNodes || compressGL || (Level.NumVertices > 65535) || (Level.NumSegs > 65535) || (Level.NumSubsectors > 32767) || (Level.NumNodes > 32767); out.CopyLump (Wad, Lump); out.CopyLump (Wad, Wad.FindMapLump ("THINGS", Lump)); WriteLines (out); WriteSides (out); WriteVertices (out, compress || GLOnly ? Level.NumOrgVerts : Level.NumVertices); if (BuildNodes) { if (!compress) { if (!GLOnly) { WriteSegs (out); WriteSSectors (out); WriteNodes (out); } else { out.CreateLabel ("SEGS"); out.CreateLabel ("SSECTORS"); out.CreateLabel ("NODES"); } } else { out.CreateLabel ("SEGS"); if (compressGL) { if (ForceCompression) WriteGLBSPZ (out, "SSECTORS"); else WriteGLBSPX (out, "SSECTORS"); } else { out.CreateLabel ("SSECTORS"); } if (!GLOnly) { if (ForceCompression) WriteBSPZ (out, "NODES"); else WriteBSPX (out, "NODES"); } else { out.CreateLabel ("NODES"); } } } else { out.CopyLump (Wad, Wad.FindMapLump ("SEGS", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("SSECTORS", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("NODES", Lump)); } WriteSectors (out); WriteReject (out); WriteBlockmap (out); if (Extended) { out.CopyLump (Wad, Wad.FindMapLump ("BEHAVIOR", Lump)); out.CopyLump (Wad, Wad.FindMapLump ("SCRIPTS", Lump)); } if (Level.GLNodes != NULL && !compressGL) { char glname[9]; glname[0] = 'G'; glname[1] = 'L'; glname[2] = '_'; glname[8] = 0; strncpy (glname+3, Wad.LumpName (Lump), 5); out.CreateLabel (glname); WriteGLVertices (out, gl5); WriteGLSegs (out, gl5); WriteGLSSect (out, gl5); WriteGLNodes (out, gl5); } } else { WriteUDMF(out); } } // BYTE *FProcessor::FixReject (const BYTE *oldreject) { int x, y, ox, oy, pnum, opnum; int rejectSize = (Level.NumSectors()*Level.NumSectors() + 7) / 8; BYTE *newreject = new BYTE[rejectSize]; memset (newreject, 0, rejectSize); for (y = 0; y < Level.NumSectors(); ++y) { oy = Level.OrgSectorMap[y]; for (x = 0; x < Level.NumSectors(); ++x) { ox = Level.OrgSectorMap[x]; pnum = y*Level.NumSectors() + x; opnum = oy*Level.NumSectors() + ox; if (oldreject[opnum >> 3] & (1 << (opnum & 7))) { newreject[pnum >> 3] |= 1 << (pnum & 7); } } } return newreject; } MapNodeEx *FProcessor::NodesToEx (const MapNode *nodes, int count) { if (count == 0) { return NULL; } MapNodeEx *Nodes = new MapNodeEx[Level.NumNodes]; int x; for (x = 0; x < count; ++x) { WORD child; int i; for (i = 0; i < 4+2*4; ++i) { *((WORD *)&Nodes[x] + i) = LittleShort(*((WORD *)&nodes[x] + i)); } for (i = 0; i < 2; ++i) { child = LittleShort(nodes[x].children[i]); if (child & NF_SUBSECTOR) { Nodes[x].children[i] = child + (NFX_SUBSECTOR - NF_SUBSECTOR); } else { Nodes[x].children[i] = child; } } } return Nodes; } MapSubsectorEx *FProcessor::SubsectorsToEx (const MapSubsector *ssec, int count) { if (count == 0) { return NULL; } MapSubsectorEx *out = new MapSubsectorEx[Level.NumSubsectors]; int x; for (x = 0; x < count; ++x) { out[x].numlines = LittleShort(ssec[x].numlines); out[x].firstline = LittleShort(ssec[x].firstline); } return out; } MapSegGLEx *FProcessor::SegGLsToEx (const MapSegGL *segs, int count) { if (count == 0) { return NULL; } MapSegGLEx *out = new MapSegGLEx[count]; int x; for (x = 0; x < count; ++x) { out[x].v1 = LittleShort(segs[x].v1); out[x].v2 = LittleShort(segs[x].v2); out[x].linedef = LittleShort(segs[x].linedef); out[x].side = LittleShort(segs[x].side); out[x].partner = LittleShort(segs[x].partner); } return out; } void FProcessor::WriteVertices (FWadWriter &out, int count) { int i; WideVertex *vertdata = Level.Vertices; short *verts = new short[count * 2]; for (i = 0; i < count; ++i) { verts[i*2] = LittleShort(vertdata[i].x >> FRACBITS); verts[i*2+1] = LittleShort(vertdata[i].y >> FRACBITS); } out.WriteLump ("VERTEXES", verts, sizeof(*verts)*count*2); delete[] verts; if (count >= 32768) { printf (" VERTEXES is past the normal limit. (%d vertices)\n", count); } } void FProcessor::WriteLines (FWadWriter &out) { int i; if (Extended) { MapLineDef2 *Lines = new MapLineDef2[Level.NumLines()]; for (i = 0; i < Level.NumLines(); ++i) { Lines[i].special = Level.Lines[i].special; Lines[i].args[0] = Level.Lines[i].args[0]; Lines[i].args[1] = Level.Lines[i].args[1]; Lines[i].args[2] = Level.Lines[i].args[2]; Lines[i].args[3] = Level.Lines[i].args[3]; Lines[i].args[4] = Level.Lines[i].args[4]; Lines[i].v1 = LittleShort(WORD(Level.Lines[i].v1)); Lines[i].v2 = LittleShort(WORD(Level.Lines[i].v2)); Lines[i].flags = LittleShort(WORD(Level.Lines[i].flags)); Lines[i].sidenum[0] = LittleShort(WORD(Level.Lines[i].sidenum[0])); Lines[i].sidenum[1] = LittleShort(WORD(Level.Lines[i].sidenum[1])); } out.WriteLump ("LINEDEFS", Lines, Level.NumLines()*sizeof(*Lines)); delete[] Lines; } else { MapLineDef *ld = new MapLineDef[Level.NumLines()]; for (i = 0; i < Level.NumLines(); ++i) { ld[i].v1 = LittleShort(WORD(Level.Lines[i].v1)); ld[i].v2 = LittleShort(WORD(Level.Lines[i].v2)); ld[i].flags = LittleShort(WORD(Level.Lines[i].flags)); ld[i].sidenum[0] = LittleShort(WORD(Level.Lines[i].sidenum[0])); ld[i].sidenum[1] = LittleShort(WORD(Level.Lines[i].sidenum[1])); ld[i].special = LittleShort(WORD(Level.Lines[i].args[0])); ld[i].tag = LittleShort(WORD(Level.Lines[i].args[1])); } out.WriteLump ("LINEDEFS", ld, Level.NumLines()*sizeof(*ld)); delete[] ld; } } void FProcessor::WriteSides (FWadWriter &out) { int i; MapSideDef *Sides = new MapSideDef[Level.NumSides()]; for (i = 0; i < Level.NumSides(); ++i) { Sides[i].textureoffset = Level.Sides[i].textureoffset; Sides[i].rowoffset = Level.Sides[i].rowoffset; memcpy(Sides[i].toptexture, Level.Sides[i].toptexture, 8); memcpy(Sides[i].bottomtexture, Level.Sides[i].bottomtexture, 8); memcpy(Sides[i].midtexture, Level.Sides[i].midtexture, 8); Sides[i].sector = LittleShort(Level.Sides[i].sector); } out.WriteLump ("SIDEDEFS", Sides, Level.NumSides()*sizeof(*Sides)); delete[] Sides; } void FProcessor::WriteSectors (FWadWriter &out) { int i; MapSector *Sectors = new MapSector[Level.NumSectors()]; for (i = 0; i < Level.NumSectors(); ++i) { Sectors[i] = Level.Sectors[i].data; } out.WriteLump ("SECTORS", Sectors, Level.NumSectors()*sizeof(*Sectors)); } void FProcessor::WriteSegs (FWadWriter &out) { int i; MapSeg *segdata; assert(Level.NumVertices < 65536); segdata = new MapSeg[Level.NumSegs]; for (i = 0; i < Level.NumSegs; ++i) { segdata[i].v1 = LittleShort(WORD(Level.Segs[i].v1)); segdata[i].v2 = LittleShort(WORD(Level.Segs[i].v2)); segdata[i].angle = LittleShort(Level.Segs[i].angle); segdata[i].linedef = LittleShort(Level.Segs[i].linedef); segdata[i].side = LittleShort(Level.Segs[i].side); segdata[i].offset = LittleShort(Level.Segs[i].offset); } out.WriteLump ("SEGS", segdata, sizeof(*segdata)*Level.NumSegs); if (Level.NumSegs >= 65536) { printf (" SEGS is too big for any port. (%d segs)\n", Level.NumSegs); } else if (Level.NumSegs >= 32768) { printf (" SEGS is too big for vanilla Doom and some ports. (%d segs)\n", Level.NumSegs); } } void FProcessor::WriteSSectors (FWadWriter &out) const { WriteSSectors2 (out, "SSECTORS", Level.Subsectors, Level.NumSubsectors); } void FProcessor::WriteSSectors2 (FWadWriter &out, const char *name, const MapSubsectorEx *subs, int count) const { int i; MapSubsector *ssec; ssec = new MapSubsector[count]; for (i = 0; i < count; ++i) { ssec[i].firstline = LittleShort((WORD)subs[i].firstline); ssec[i].numlines = LittleShort((WORD)subs[i].numlines); } out.WriteLump (name, ssec, sizeof(*ssec)*count); delete[] ssec; if (count >= 65536) { printf (" %s is too big. (%d subsectors)\n", name, count); } } void FProcessor::WriteSSectors5 (FWadWriter &out, const char *name, const MapSubsectorEx *subs, int count) const { int i; MapSubsectorEx *ssec; ssec = new MapSubsectorEx[count]; for (i = 0; i < count; ++i) { ssec[i].firstline = LittleLong(subs[i].firstline); ssec[i].numlines = LittleLong(subs[i].numlines); } out.WriteLump (name, ssec, sizeof(*ssec)*count); delete[] ssec; } void FProcessor::WriteNodes (FWadWriter &out) const { WriteNodes2 (out, "NODES", Level.Nodes, Level.NumNodes); } void FProcessor::WriteNodes2 (FWadWriter &out, const char *name, const MapNodeEx *zaNodes, int count) const { int i, j; short *onodes, *nodes; nodes = onodes = new short[count * sizeof(MapNode)/2]; for (i = 0; i < count; ++i) { nodes[0] = LittleShort(zaNodes[i].x >> 16); nodes[1] = LittleShort(zaNodes[i].y >> 16); nodes[2] = LittleShort(zaNodes[i].dx >> 16); nodes[3] = LittleShort(zaNodes[i].dy >> 16); nodes += 4; const short *inodes = (short *)&zaNodes[i].bbox[0][0]; for (j = 0; j < 2*4; ++j) { nodes[j] = LittleShort(inodes[j]); } nodes += j; for (j = 0; j < 2; ++j) { DWORD child = zaNodes[i].children[j]; if (child & NFX_SUBSECTOR) { *nodes++ = LittleShort(WORD(child - (NFX_SUBSECTOR + NF_SUBSECTOR))); } else { *nodes++ = LittleShort((WORD)child); } } } out.WriteLump (name, onodes, count * sizeof(MapNode)); delete[] onodes; if (count >= 32768) { printf (" %s is too big. (%d nodes)\n", name, count); } } void FProcessor::WriteNodes5 (FWadWriter &out, const char *name, const MapNodeEx *zaNodes, int count) const { int i, j; MapNodeExO *const nodes = new MapNodeExO[count * sizeof(MapNodeEx)]; for (i = 0; i < count; ++i) { const short *inodes = &zaNodes[i].bbox[0][0]; short *coord = &nodes[i].bbox[0][0]; for (j = 0; j < 2*4; ++j) { coord[j] = LittleShort(inodes[j]); } nodes[i].x = LittleShort(zaNodes[i].x >> 16); nodes[i].y = LittleShort(zaNodes[i].y >> 16); nodes[i].dx = LittleShort(zaNodes[i].dx >> 16); nodes[i].dy = LittleShort(zaNodes[i].dy >> 16); for (j = 0; j < 2; ++j) { nodes[i].children[j] = LittleLong(zaNodes[i].children[j]); } } out.WriteLump (name, nodes, count * sizeof(MapNodeEx)); delete[] nodes; } void FProcessor::WriteBlockmap (FWadWriter &out) { if (BlockmapMode == EBM_Create0) { out.CreateLabel ("BLOCKMAP"); return; } size_t i, count; WORD *blocks; count = Level.BlockmapSize; blocks = Level.Blockmap; for (i = 0; i < count; ++i) { blocks[i] = LittleShort(blocks[i]); } out.WriteLump ("BLOCKMAP", blocks, int(sizeof(*blocks)*count)); #ifdef BLOCK_TEST FILE *f = fopen ("blockmap.lm2", "wb"); if (f) { fwrite (blocks, count, sizeof(*blocks), f); fclose (f); } #endif for (i = 0; i < count; ++i) { blocks[i] = LittleShort(blocks[i]); } if (count >= 65536) { printf (" BLOCKMAP is so big that ports will have to recreate it.\n" " Vanilla Doom cannot handle it at all. If this map is for ZDoom 2+,\n" " you should use the -b switch to save space in the wad.\n"); } else if (count >= 32768) { printf (" BLOCKMAP is too big for vanilla Doom.\n"); } } void FProcessor::WriteReject (FWadWriter &out) { if (RejectMode == ERM_Create0 || Level.Reject == NULL) { out.CreateLabel ("REJECT"); } else { out.WriteLump ("REJECT", Level.Reject, Level.RejectSize); } } void FProcessor::WriteGLVertices (FWadWriter &out, bool v5) { int i, count = (Level.NumGLVertices - Level.NumOrgVerts); WideVertex *vertdata = Level.GLVertices + Level.NumOrgVerts; fixed_t *verts = new fixed_t[count*2+1]; char *magic = (char *)verts; magic[0] = 'g'; magic[1] = 'N'; magic[2] = 'd'; magic[3] = v5 ? '5' : '2'; for (i = 0; i < count; ++i) { verts[i*2+1] = LittleShort(vertdata[i].x); verts[i*2+2] = LittleShort(vertdata[i].y); } out.WriteLump ("GL_VERT", verts, sizeof(*verts)*(count*2+1)); delete[] verts; if (count > 65536) { printf (" GL_VERT is too big. (%d GL vertices)\n", count/2); } } void FProcessor::WriteGLSegs (FWadWriter &out, bool v5) { if (v5) { WriteGLSegs5 (out); return; } int i, count; MapSegGL *segdata; count = Level.NumGLSegs; segdata = new MapSegGL[count]; for (i = 0; i < count; ++i) { if (Level.GLSegs[i].v1 < (DWORD)Level.NumOrgVerts) { segdata[i].v1 = LittleShort((WORD)Level.GLSegs[i].v1); } else { segdata[i].v1 = LittleShort(0x8000 | (WORD)(Level.GLSegs[i].v1 - Level.NumOrgVerts)); } if (Level.GLSegs[i].v2 < (DWORD)Level.NumOrgVerts) { segdata[i].v2 = (WORD)LittleShort(Level.GLSegs[i].v2); } else { segdata[i].v2 = LittleShort(0x8000 | (WORD)(Level.GLSegs[i].v2 - Level.NumOrgVerts)); } segdata[i].linedef = LittleShort((WORD)Level.GLSegs[i].linedef); segdata[i].side = LittleShort(Level.GLSegs[i].side); segdata[i].partner = LittleShort((WORD)Level.GLSegs[i].partner); } out.WriteLump ("GL_SEGS", segdata, sizeof(MapSegGL)*count); delete[] segdata; if (count >= 65536) { printf (" GL_SEGS is too big for any port. (%d GL segs)\n", count); } else if (count >= 32768) { printf (" GL_SEGS is too big for some ports. (%d GL segs)\n", count); } } void FProcessor::WriteGLSegs5 (FWadWriter &out) { int i, count; MapSegGLEx *segdata; count = Level.NumGLSegs; segdata = new MapSegGLEx[count]; for (i = 0; i < count; ++i) { if (Level.GLSegs[i].v1 < (DWORD)Level.NumOrgVerts) { segdata[i].v1 = LittleLong(Level.GLSegs[i].v1); } else { segdata[i].v1 = LittleLong(0x80000000u | ((int)Level.GLSegs[i].v1 - Level.NumOrgVerts)); } if (Level.GLSegs[i].v2 < (DWORD)Level.NumOrgVerts) { segdata[i].v2 = LittleLong(Level.GLSegs[i].v2); } else { segdata[i].v2 = LittleLong(0x80000000u | ((int)Level.GLSegs[i].v2 - Level.NumOrgVerts)); } segdata[i].linedef = LittleShort(Level.GLSegs[i].linedef); segdata[i].side = LittleShort(Level.GLSegs[i].side); segdata[i].partner = LittleLong(Level.GLSegs[i].partner); } out.WriteLump ("GL_SEGS", segdata, sizeof(MapSegGLEx)*count); delete[] segdata; } void FProcessor::WriteGLSSect (FWadWriter &out, bool v5) { if (!v5) { WriteSSectors2 (out, "GL_SSECT", Level.GLSubsectors, Level.NumGLSubsectors); } else { WriteSSectors5 (out, "GL_SSECT", Level.GLSubsectors, Level.NumGLSubsectors); } } void FProcessor::WriteGLNodes (FWadWriter &out, bool v5) { if (!v5) { WriteNodes2 (out, "GL_NODES", Level.GLNodes, Level.NumGLNodes); } else { WriteNodes5 (out, "GL_NODES", Level.GLNodes, Level.NumGLNodes); } } void FProcessor::WriteBSPZ (FWadWriter &out, const char *label) { ZLibOut zout (out); if (!CompressNodes) { printf (" Nodes are so big that compression has been forced.\n"); } out.StartWritingLump (label); out.AddToLump ("ZNOD", 4); WriteVerticesZ (zout, &Level.Vertices[Level.NumOrgVerts], Level.NumOrgVerts, Level.NumVertices - Level.NumOrgVerts); WriteSubsectorsZ (zout, Level.Subsectors, Level.NumSubsectors); WriteSegsZ (zout, Level.Segs, Level.NumSegs); WriteNodesZ (zout, Level.Nodes, Level.NumNodes, 1); } void FProcessor::WriteGLBSPZ (FWadWriter &out, const char *label) { ZLibOut zout (out); bool fracsplitters = CheckForFracSplitters(Level.GLNodes, Level.NumGLNodes); int nodever; if (!CompressGLNodes) { printf (" GL Nodes are so big that compression has been forced.\n"); } out.StartWritingLump (label); if (fracsplitters) { out.AddToLump ("ZGL3", 4); nodever = 3; } else if (Level.NumLines() < 65535) { out.AddToLump ("ZGLN", 4); nodever = 1; } else { out.AddToLump ("ZGL2", 4); nodever = 2; } WriteVerticesZ (zout, &Level.GLVertices[Level.NumOrgVerts], Level.NumOrgVerts, Level.NumGLVertices - Level.NumOrgVerts); WriteSubsectorsZ (zout, Level.GLSubsectors, Level.NumGLSubsectors); WriteGLSegsZ (zout, Level.GLSegs, Level.NumGLSegs, nodever); WriteNodesZ (zout, Level.GLNodes, Level.NumGLNodes, nodever); } void FProcessor::WriteVerticesZ (ZLibOut &out, const WideVertex *verts, int orgverts, int newverts) { out << (DWORD)orgverts << (DWORD)newverts; for (int i = 0; i < newverts; ++i) { out << verts[i].x << verts[i].y; } } void FProcessor::WriteSubsectorsZ (ZLibOut &out, const MapSubsectorEx *subs, int numsubs) { out << (DWORD)numsubs; for (int i = 0; i < numsubs; ++i) { out << (DWORD)subs[i].numlines; } } void FProcessor::WriteSegsZ (ZLibOut &out, const MapSegEx *segs, int numsegs) { out << (DWORD)numsegs; for (int i = 0; i < numsegs; ++i) { out << (DWORD)segs[i].v1 << (DWORD)segs[i].v2 << (WORD)segs[i].linedef << (BYTE)segs[i].side; } } void FProcessor::WriteGLSegsZ (ZLibOut &out, const MapSegGLEx *segs, int numsegs, int nodever) { out << (DWORD)numsegs; if (nodever < 2) { for (int i = 0; i < numsegs; ++i) { out << (DWORD)segs[i].v1 << (DWORD)segs[i].partner << (WORD)segs[i].linedef << (BYTE)segs[i].side; } } else { for (int i = 0; i < numsegs; ++i) { out << (DWORD)segs[i].v1 << (DWORD)segs[i].partner << (DWORD)segs[i].linedef << (BYTE)segs[i].side; } } } void FProcessor::WriteNodesZ (ZLibOut &out, const MapNodeEx *nodes, int numnodes, int nodever) { out << (DWORD)numnodes; for (int i = 0; i < numnodes; ++i) { if (nodever < 3) { out << (SWORD)(nodes[i].x >> 16) << (SWORD)(nodes[i].y >> 16) << (SWORD)(nodes[i].dx >> 16) << (SWORD)(nodes[i].dy >> 16); } else { out << (DWORD)nodes[i].x << (DWORD)nodes[i].y << (DWORD)nodes[i].dx << (DWORD)nodes[i].dy; } for (int j = 0; j < 2; ++j) { for (int k = 0; k < 4; ++k) { out << (SWORD)nodes[i].bbox[j][k]; } } out << (DWORD)nodes[i].children[0] << (DWORD)nodes[i].children[1]; } } void FProcessor::WriteBSPX (FWadWriter &out, const char *label) { if (!CompressNodes) { printf (" Nodes are so big that extended format has been forced.\n"); } out.StartWritingLump (label); out.AddToLump ("XNOD", 4); WriteVerticesX (out, &Level.Vertices[Level.NumOrgVerts], Level.NumOrgVerts, Level.NumVertices - Level.NumOrgVerts); WriteSubsectorsX (out, Level.Subsectors, Level.NumSubsectors); WriteSegsX (out, Level.Segs, Level.NumSegs); WriteNodesX (out, Level.Nodes, Level.NumNodes, 1); } void FProcessor::WriteGLBSPX (FWadWriter &out, const char *label) { bool fracsplitters = CheckForFracSplitters(Level.GLNodes, Level.NumGLNodes); int nodever; if (!CompressGLNodes) { printf (" GL Nodes are so big that extended format has been forced.\n"); } out.StartWritingLump (label); if (fracsplitters) { out.AddToLump ("XGL3", 4); nodever = 3; } else if (Level.NumLines() < 65535) { out.AddToLump ("XGLN", 4); nodever = 1; } else { out.AddToLump ("XGL2", 4); nodever = 2; } WriteVerticesX (out, &Level.GLVertices[Level.NumOrgVerts], Level.NumOrgVerts, Level.NumGLVertices - Level.NumOrgVerts); WriteSubsectorsX (out, Level.GLSubsectors, Level.NumGLSubsectors); WriteGLSegsX (out, Level.GLSegs, Level.NumGLSegs, nodever); WriteNodesX (out, Level.GLNodes, Level.NumGLNodes, nodever); } void FProcessor::WriteVerticesX (FWadWriter &out, const WideVertex *verts, int orgverts, int newverts) { out << (DWORD)orgverts << (DWORD)newverts; for (int i = 0; i < newverts; ++i) { out << verts[i].x << verts[i].y; } } void FProcessor::WriteSubsectorsX (FWadWriter &out, const MapSubsectorEx *subs, int numsubs) { out << (DWORD)numsubs; for (int i = 0; i < numsubs; ++i) { out << (DWORD)subs[i].numlines; } } void FProcessor::WriteSegsX (FWadWriter &out, const MapSegEx *segs, int numsegs) { out << (DWORD)numsegs; for (int i = 0; i < numsegs; ++i) { out << (DWORD)segs[i].v1 << (DWORD)segs[i].v2 << (WORD)segs[i].linedef << (BYTE)segs[i].side; } } void FProcessor::WriteGLSegsX (FWadWriter &out, const MapSegGLEx *segs, int numsegs, int nodever) { out << (DWORD)numsegs; if (nodever < 2) { for (int i = 0; i < numsegs; ++i) { out << (DWORD)segs[i].v1 << (DWORD)segs[i].partner << (WORD)segs[i].linedef << (BYTE)segs[i].side; } } else { for (int i = 0; i < numsegs; ++i) { out << (DWORD)segs[i].v1 << (DWORD)segs[i].partner << (DWORD)segs[i].linedef << (BYTE)segs[i].side; } } } void FProcessor::WriteNodesX (FWadWriter &out, const MapNodeEx *nodes, int numnodes, int nodever) { out << (DWORD)numnodes; for (int i = 0; i < numnodes; ++i) { if (nodever < 3) { out << (SWORD)(nodes[i].x >> 16) << (SWORD)(nodes[i].y >> 16) << (SWORD)(nodes[i].dx >> 16) << (SWORD)(nodes[i].dy >> 16); } else { out << (DWORD)nodes[i].x << (DWORD)nodes[i].y << (DWORD)nodes[i].dx << (DWORD)nodes[i].dy; } for (int j = 0; j < 2; ++j) { for (int k = 0; k < 4; ++k) { out << (SWORD)nodes[i].bbox[j][k]; } } out << (DWORD)nodes[i].children[0] << (DWORD)nodes[i].children[1]; } } bool FProcessor::CheckForFracSplitters(const MapNodeEx *nodes, int numnodes) { for (int i = 0; i < numnodes; ++i) { if (0 != ((nodes[i].x | nodes[i].y | nodes[i].dx | nodes[i].dy) & 0x0000FFFF)) { return true; } } return false; } // zlib lump writer --------------------------------------------------------- ZLibOut::ZLibOut (FWadWriter &out) : Out (out) { int err; Stream.next_in = Z_NULL; Stream.avail_in = 0; Stream.zalloc = Z_NULL; Stream.zfree = Z_NULL; err = deflateInit (&Stream, 9); if (err != Z_OK) { throw std::runtime_error("Could not initialize deflate buffer."); } Stream.next_out = Buffer; Stream.avail_out = BUFFER_SIZE; } ZLibOut::~ZLibOut () { int err; for (;;) { err = deflate (&Stream, Z_FINISH); if (err != Z_OK) { break; } if (Stream.avail_out == 0) { Out.AddToLump (Buffer, BUFFER_SIZE); Stream.next_out = Buffer; Stream.avail_out = BUFFER_SIZE; } } deflateEnd (&Stream); if (err != Z_STREAM_END) { throw std::runtime_error("Error deflating data."); } Out.AddToLump (Buffer, BUFFER_SIZE - Stream.avail_out); } void ZLibOut::Write (BYTE *data, int len) { int err; Stream.next_in = data; Stream.avail_in = len; err = deflate (&Stream, 0); while (Stream.avail_out == 0 && err == Z_OK) { Out.AddToLump (Buffer, BUFFER_SIZE); Stream.next_out = Buffer; Stream.avail_out = BUFFER_SIZE; if (Stream.avail_in != 0) { err = deflate (&Stream, 0); } } if (err != Z_OK) { throw std::runtime_error("Error deflating data."); } } ZLibOut &ZLibOut::operator << (BYTE val) { Write (&val, 1); return *this; } ZLibOut &ZLibOut::operator << (WORD val) { val = LittleShort(val); Write ((BYTE *)&val, 2); return *this; } ZLibOut &ZLibOut::operator << (SWORD val) { val = LittleShort(val); Write ((BYTE *)&val, 2); return *this; } ZLibOut &ZLibOut::operator << (DWORD val) { val = LittleLong(val); Write ((BYTE *)&val, 4); return *this; } ZLibOut &ZLibOut::operator << (fixed_t val) { val = LittleLong(val); Write ((BYTE *)&val, 4); return *this; }