mirror of
https://github.com/ZDoom/zdbsp.git
synced 2024-11-28 06:32:08 +00:00
8e785ba3b1
SVN r3983 (trunk)
1762 lines
42 KiB
C++
1762 lines
42 KiB
C++
/*
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Reads wad files, builds nodes, and saves new wad files.
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Copyright (C) 2002-2006 Randy Heit
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include "processor.h"
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//#include "rejectbuilder.h"
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extern void ShowView (FLevel *level);
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enum
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{
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// Thing numbers used in Hexen maps
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PO_HEX_ANCHOR_TYPE = 3000,
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PO_HEX_SPAWN_TYPE,
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PO_HEX_SPAWNCRUSH_TYPE,
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// Thing numbers used in Doom and Heretic maps
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PO_ANCHOR_TYPE = 9300,
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PO_SPAWN_TYPE,
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PO_SPAWNCRUSH_TYPE,
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PO_SPAWNHURT_TYPE
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};
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FLevel::FLevel ()
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{
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memset (this, 0, sizeof(*this));
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}
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FLevel::~FLevel ()
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{
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if (Vertices) delete[] Vertices;
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if (Subsectors) delete[] Subsectors;
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if (Segs) delete[] Segs;
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if (Nodes) delete[] Nodes;
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if (Blockmap) delete[] Blockmap;
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if (Reject) delete[] Reject;
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if (GLSubsectors) delete[] GLSubsectors;
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if (GLSegs) delete[] GLSegs;
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if (GLNodes) delete[] GLNodes;
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if (GLPVS) delete[] GLPVS;
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if (OrgSectorMap) delete[] OrgSectorMap;
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}
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FProcessor::FProcessor (FWadReader &inwad, int lump)
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:
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Wad (inwad), Lump (lump)
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{
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printf ("----%s----\n", Wad.LumpName (Lump));
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isUDMF = Wad.isUDMF(lump);
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if (isUDMF)
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{
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Extended = false;
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LoadUDMF();
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}
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else
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{
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Extended = Wad.MapHasBehavior (lump);
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LoadThings ();
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LoadVertices ();
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LoadLines ();
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LoadSides ();
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LoadSectors ();
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}
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if (Level.NumLines() == 0 || Level.NumVertices == 0 || Level.NumSides() == 0 || Level.NumSectors() == 0)
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{
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printf (" Map is incomplete\n");
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}
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else
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{
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// Removing extra vertices is done by the node builder.
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Level.RemoveExtraLines ();
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if (!NoPrune)
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{
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Level.RemoveExtraSides ();
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Level.RemoveExtraSectors ();
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}
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if (BuildNodes)
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{
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GetPolySpots ();
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}
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Level.FindMapBounds ();
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}
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}
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void FProcessor::LoadThings ()
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{
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int NumThings;
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if (Extended)
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{
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MapThing2 *Things;
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ReadMapLump<MapThing2> (Wad, "THINGS", Lump, Things, NumThings);
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Level.Things.Resize(NumThings);
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for (int i = 0; i < NumThings; ++i)
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{
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Level.Things[i].thingid = Things[i].thingid;
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Level.Things[i].x = LittleShort(Things[i].x) << FRACBITS;
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Level.Things[i].y = LittleShort(Things[i].y) << FRACBITS;
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Level.Things[i].z = LittleShort(Things[i].z);
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Level.Things[i].angle = LittleShort(Things[i].angle);
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Level.Things[i].type = LittleShort(Things[i].type);
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Level.Things[i].flags = LittleShort(Things[i].flags);
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Level.Things[i].special = Things[i].special;
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Level.Things[i].args[0] = Things[i].args[0];
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Level.Things[i].args[1] = Things[i].args[1];
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Level.Things[i].args[2] = Things[i].args[2];
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Level.Things[i].args[3] = Things[i].args[3];
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Level.Things[i].args[4] = Things[i].args[4];
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}
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delete[] Things;
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}
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else
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{
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MapThing *mt;
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ReadMapLump<MapThing> (Wad, "THINGS", Lump, mt, NumThings);
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Level.Things.Resize(NumThings);
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for (int i = 0; i < NumThings; ++i)
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{
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Level.Things[i].x = LittleShort(mt[i].x) << FRACBITS;
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Level.Things[i].y = LittleShort(mt[i].y) << FRACBITS;
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Level.Things[i].angle = LittleShort(mt[i].angle);
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Level.Things[i].type = LittleShort(mt[i].type);
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Level.Things[i].flags = LittleShort(mt[i].flags);
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Level.Things[i].z = 0;
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Level.Things[i].special = 0;
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Level.Things[i].args[0] = 0;
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Level.Things[i].args[1] = 0;
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Level.Things[i].args[2] = 0;
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Level.Things[i].args[3] = 0;
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Level.Things[i].args[4] = 0;
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}
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delete[] mt;
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}
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}
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void FProcessor::LoadLines ()
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{
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int NumLines;
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if (Extended)
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{
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MapLineDef2 *Lines;
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ReadMapLump<MapLineDef2> (Wad, "LINEDEFS", Lump, Lines, NumLines);
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Level.Lines.Resize(NumLines);
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for (int i = 0; i < NumLines; ++i)
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{
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Level.Lines[i].special = Lines[i].special;
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Level.Lines[i].args[0] = Lines[i].args[0];
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Level.Lines[i].args[1] = Lines[i].args[1];
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Level.Lines[i].args[2] = Lines[i].args[2];
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Level.Lines[i].args[3] = Lines[i].args[3];
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Level.Lines[i].args[4] = Lines[i].args[4];
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Level.Lines[i].v1 = LittleShort(Lines[i].v1);
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Level.Lines[i].v2 = LittleShort(Lines[i].v2);
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Level.Lines[i].flags = LittleShort(Lines[i].flags);
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Level.Lines[i].sidenum[0] = LittleShort(Lines[i].sidenum[0]);
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Level.Lines[i].sidenum[1] = LittleShort(Lines[i].sidenum[1]);
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if (Level.Lines[i].sidenum[0] == NO_MAP_INDEX) Level.Lines[i].sidenum[0] = NO_INDEX;
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if (Level.Lines[i].sidenum[1] == NO_MAP_INDEX) Level.Lines[i].sidenum[1] = NO_INDEX;
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}
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delete[] Lines;
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}
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else
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{
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MapLineDef *ml;
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ReadMapLump<MapLineDef> (Wad, "LINEDEFS", Lump, ml, NumLines);
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Level.Lines.Resize(NumLines);
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for (int i = 0; i < NumLines; ++i)
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{
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Level.Lines[i].v1 = LittleShort(ml[i].v1);
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Level.Lines[i].v2 = LittleShort(ml[i].v2);
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Level.Lines[i].flags = LittleShort(ml[i].flags);
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Level.Lines[i].sidenum[0] = LittleShort(ml[i].sidenum[0]);
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Level.Lines[i].sidenum[1] = LittleShort(ml[i].sidenum[1]);
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if (Level.Lines[i].sidenum[0] == NO_MAP_INDEX) Level.Lines[i].sidenum[0] = NO_INDEX;
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if (Level.Lines[i].sidenum[1] == NO_MAP_INDEX) Level.Lines[i].sidenum[1] = NO_INDEX;
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// Store the special and tag in the args array so we don't lose them
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Level.Lines[i].special = 0;
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Level.Lines[i].args[0] = LittleShort(ml[i].special);
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Level.Lines[i].args[1] = LittleShort(ml[i].tag);
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}
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delete[] ml;
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}
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}
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void FProcessor::LoadVertices ()
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{
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MapVertex *verts;
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ReadMapLump<MapVertex> (Wad, "VERTEXES", Lump, verts, Level.NumVertices);
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Level.Vertices = new WideVertex[Level.NumVertices];
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for (int i = 0; i < Level.NumVertices; ++i)
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{
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Level.Vertices[i].x = LittleShort(verts[i].x) << FRACBITS;
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Level.Vertices[i].y = LittleShort(verts[i].y) << FRACBITS;
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Level.Vertices[i].index = 0; // we don't need this value for non-UDMF maps
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}
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}
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void FProcessor::LoadSides ()
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{
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MapSideDef *Sides;
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int NumSides;
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ReadMapLump<MapSideDef> (Wad, "SIDEDEFS", Lump, Sides, NumSides);
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Level.Sides.Resize(NumSides);
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for (int i = 0; i < NumSides; ++i)
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{
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Level.Sides[i].textureoffset = Sides[i].textureoffset;
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Level.Sides[i].rowoffset = Sides[i].rowoffset;
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memcpy(Level.Sides[i].toptexture, Sides[i].toptexture, 8);
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memcpy(Level.Sides[i].bottomtexture, Sides[i].bottomtexture, 8);
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memcpy(Level.Sides[i].midtexture, Sides[i].midtexture, 8);
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Level.Sides[i].sector = LittleShort(Sides[i].sector);
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if (Level.Sides[i].sector == NO_MAP_INDEX) Level.Sides[i].sector = NO_INDEX;
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}
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delete [] Sides;
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}
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void FProcessor::LoadSectors ()
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{
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MapSector *Sectors;
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int NumSectors;
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ReadMapLump<MapSector> (Wad, "SECTORS", Lump, Sectors, NumSectors);
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Level.Sectors.Resize(NumSectors);
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for (int i = 0; i < NumSectors; ++i)
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{
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Level.Sectors[i].data = Sectors[i];
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}
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}
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void FLevel::FindMapBounds ()
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{
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fixed_t minx, maxx, miny, maxy;
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minx = maxx = Vertices[0].x;
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miny = maxy = Vertices[0].y;
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for (int i = 1; i < NumVertices; ++i)
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{
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if (Vertices[i].x < minx) minx = Vertices[i].x;
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else if (Vertices[i].x > maxx) maxx = Vertices[i].x;
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if (Vertices[i].y < miny) miny = Vertices[i].y;
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else if (Vertices[i].y > maxy) maxy = Vertices[i].y;
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}
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MinX = minx;
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MinY = miny;
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MaxX = maxx;
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MaxY = maxy;
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}
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void FLevel::RemoveExtraLines ()
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{
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int i, newNumLines;
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// Extra lines are those with 0 length. Collision detection against
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// one of those could cause a divide by 0, so it's best to remove them.
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for (i = newNumLines = 0; i < NumLines(); ++i)
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{
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if (Vertices[Lines[i].v1].x != Vertices[Lines[i].v2].x ||
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Vertices[Lines[i].v1].y != Vertices[Lines[i].v2].y)
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{
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if (i != newNumLines)
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{
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Lines[newNumLines] = Lines[i];
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}
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++newNumLines;
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}
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}
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if (newNumLines < NumLines())
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{
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int diff = NumLines() - newNumLines;
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printf (" Removed %d line%s with 0 length.\n", diff, diff > 1 ? "s" : "");
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}
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Lines.Resize(newNumLines);
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}
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void FLevel::RemoveExtraSides ()
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{
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BYTE *used;
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int *remap;
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int i, newNumSides;
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// Extra sides are those that aren't referenced by any lines.
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// They just waste space, so get rid of them.
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int NumSides = this->NumSides();
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used = new BYTE[NumSides];
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memset (used, 0, NumSides*sizeof(*used));
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remap = new int[NumSides];
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// Mark all used sides
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for (i = 0; i < NumLines(); ++i)
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{
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if (Lines[i].sidenum[0] != NO_INDEX)
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{
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used[Lines[i].sidenum[0]] = 1;
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}
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else
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{
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printf (" Line %d needs a front sidedef before it will run with ZDoom.\n", i);
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}
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if (Lines[i].sidenum[1] != NO_INDEX)
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{
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used[Lines[i].sidenum[1]] = 1;
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}
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}
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// Shift out any unused sides
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for (i = newNumSides = 0; i < NumSides; ++i)
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{
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if (used[i])
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{
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if (i != newNumSides)
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{
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Sides[newNumSides] = Sides[i];
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}
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remap[i] = newNumSides++;
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}
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else
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{
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remap[i] = NO_INDEX;
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}
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}
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if (newNumSides < NumSides)
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{
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int diff = NumSides - newNumSides;
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printf (" Removed %d unused sidedef%s.\n", diff, diff > 1 ? "s" : "");
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Sides.Resize(newNumSides);
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// Renumber side references in lines
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for (i = 0; i < NumLines(); ++i)
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{
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if (Lines[i].sidenum[0] != NO_INDEX)
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{
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Lines[i].sidenum[0] = remap[Lines[i].sidenum[0]];
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}
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if (Lines[i].sidenum[1] != NO_INDEX)
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{
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Lines[i].sidenum[1] = remap[Lines[i].sidenum[1]];
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}
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}
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}
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delete[] used;
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delete[] remap;
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}
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void FLevel::RemoveExtraSectors ()
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{
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BYTE *used;
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DWORD *remap;
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int i, newNumSectors;
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// Extra sectors are those that aren't referenced by any sides.
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// They just waste space, so get rid of them.
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NumOrgSectors = NumSectors();
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used = new BYTE[NumSectors()];
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memset (used, 0, NumSectors()*sizeof(*used));
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remap = new DWORD[NumSectors()];
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// Mark all used sectors
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for (i = 0; i < NumSides(); ++i)
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{
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if ((DWORD)Sides[i].sector != NO_INDEX)
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{
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used[Sides[i].sector] = 1;
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}
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else
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{
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printf (" Sidedef %d needs a front sector before it will run with ZDoom.\n", i);
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}
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}
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// Shift out any unused sides
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for (i = newNumSectors = 0; i < NumSectors(); ++i)
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{
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if (used[i])
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{
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if (i != newNumSectors)
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{
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Sectors[newNumSectors] = Sectors[i];
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}
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remap[i] = newNumSectors++;
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}
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else
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{
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remap[i] = NO_INDEX;
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}
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}
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if (newNumSectors < NumSectors())
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{
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int diff = NumSectors() - newNumSectors;
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printf (" Removed %d unused sector%s.\n", diff, diff > 1 ? "s" : "");
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// Renumber sector references in sides
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for (i = 0; i < NumSides(); ++i)
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{
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if ((DWORD)Sides[i].sector != NO_INDEX)
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{
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Sides[i].sector = remap[Sides[i].sector];
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}
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}
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// Make a reverse map for fixing reject lumps
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OrgSectorMap = new DWORD[newNumSectors];
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for (i = 0; i < NumSectors(); ++i)
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{
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if (remap[i] != NO_INDEX)
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{
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OrgSectorMap[remap[i]] = i;
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}
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}
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Sectors.Resize(newNumSectors);
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}
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delete[] used;
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delete[] remap;
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}
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void FProcessor::GetPolySpots ()
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{
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if (Extended && CheckPolyobjs)
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{
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int spot1, spot2, anchor, i;
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// Determine if this is a Hexen map by looking for things of type 3000
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// Only Hexen maps use them, and they are the polyobject anchors
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for (i = 0; i < Level.NumThings(); ++i)
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{
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if (Level.Things[i].type == PO_HEX_ANCHOR_TYPE)
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{
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break;
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}
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}
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if (i < Level.NumThings())
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{
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spot1 = PO_HEX_SPAWN_TYPE;
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spot2 = PO_HEX_SPAWNCRUSH_TYPE;
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anchor = PO_HEX_ANCHOR_TYPE;
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}
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else
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{
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spot1 = PO_SPAWN_TYPE;
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spot2 = PO_SPAWNCRUSH_TYPE;
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anchor = PO_ANCHOR_TYPE;
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}
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for (i = 0; i < Level.NumThings(); ++i)
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{
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if (Level.Things[i].type == spot1 ||
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Level.Things[i].type == spot2 ||
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Level.Things[i].type == PO_SPAWNHURT_TYPE ||
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Level.Things[i].type == anchor)
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{
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FNodeBuilder::FPolyStart newvert;
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newvert.x = Level.Things[i].x;
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newvert.y = Level.Things[i].y;
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newvert.polynum = Level.Things[i].angle;
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if (Level.Things[i].type == anchor)
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{
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PolyAnchors.Push (newvert);
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}
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else
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{
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PolyStarts.Push (newvert);
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}
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}
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}
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}
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}
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void FProcessor::Write (FWadWriter &out)
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{
|
|
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<BYTE> (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<BYTE> (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;
|
|
}
|