mirror of
https://github.com/ZDoom/ZDRay.git
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133 lines
4.3 KiB
C++
133 lines
4.3 KiB
C++
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#pragma once
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#include "wad/wad.h"
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#include "level/doomdata.h"
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#include "level/workdata.h"
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#include "framework/tarray.h"
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#include "nodebuilder/nodebuild.h"
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#include "blockmapbuilder/blockmapbuilder.h"
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#include "lightmap/lightmap.h"
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#include <zlib.h>
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class ZLibOut
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{
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public:
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ZLibOut(FWadWriter &out);
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~ZLibOut();
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ZLibOut &operator << (BYTE);
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ZLibOut &operator << (WORD);
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ZLibOut &operator << (SWORD);
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ZLibOut &operator << (DWORD);
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ZLibOut &operator << (fixed_t);
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void Write(BYTE *data, int len);
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private:
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enum { BUFFER_SIZE = 8192 };
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z_stream Stream;
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BYTE Buffer[BUFFER_SIZE];
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FWadWriter &Out;
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};
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class FProcessor
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{
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public:
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FProcessor(FWadReader &inwad, int lump);
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void BuildNodes();
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void BuildLightmaps(const char *configFile);
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void Write(FWadWriter &out);
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private:
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void LoadUDMF();
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void LoadThings();
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void LoadLines();
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void LoadVertices();
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void LoadSides();
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void LoadSectors();
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void GetPolySpots();
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MapNodeEx *NodesToEx(const MapNode *nodes, int count);
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MapSubsectorEx *SubsectorsToEx(const MapSubsector *ssec, int count);
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MapSegGLEx *SegGLsToEx(const MapSegGL *segs, int count);
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BYTE *FixReject(const BYTE *oldreject);
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bool CheckForFracSplitters(const MapNodeEx *nodes, int count);
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void WriteLines(FWadWriter &out);
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void WriteVertices(FWadWriter &out, int count);
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void WriteSectors(FWadWriter &out);
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void WriteSides(FWadWriter &out);
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void WriteSegs(FWadWriter &out);
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void WriteSSectors(FWadWriter &out) const;
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void WriteNodes(FWadWriter &out) const;
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void WriteBlockmap(FWadWriter &out);
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void WriteReject(FWadWriter &out);
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void WriteGLVertices(FWadWriter &out, bool v5);
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void WriteGLSegs(FWadWriter &out, bool v5);
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void WriteGLSegs5(FWadWriter &out);
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void WriteGLSSect(FWadWriter &out, bool v5);
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void WriteGLNodes(FWadWriter &out, bool v5);
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void WriteBSPZ(FWadWriter &out, const char *label);
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void WriteGLBSPZ(FWadWriter &out, const char *label);
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void WriteVerticesZ(ZLibOut &out, const WideVertex *verts, int orgverts, int newverts);
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void WriteSubsectorsZ(ZLibOut &out, const MapSubsectorEx *subs, int numsubs);
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void WriteSegsZ(ZLibOut &out, const MapSegEx *segs, int numsegs);
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void WriteGLSegsZ(ZLibOut &out, const MapSegGLEx *segs, int numsegs, int nodever);
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void WriteNodesZ(ZLibOut &out, const MapNodeEx *nodes, int numnodes, int nodever);
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void WriteBSPX(FWadWriter &out, const char *label);
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void WriteGLBSPX(FWadWriter &out, const char *label);
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void WriteVerticesX(FWadWriter &out, const WideVertex *verts, int orgverts, int newverts);
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void WriteSubsectorsX(FWadWriter &out, const MapSubsectorEx *subs, int numsubs);
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void WriteSegsX(FWadWriter &out, const MapSegEx *segs, int numsegs);
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void WriteGLSegsX(FWadWriter &out, const MapSegGLEx *segs, int numsegs, int nodever);
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void WriteNodesX(FWadWriter &out, const MapNodeEx *nodes, int numnodes, int nodever);
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void WriteNodes2(FWadWriter &out, const char *name, const MapNodeEx *zaNodes, int count) const;
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void WriteSSectors2(FWadWriter &out, const char *name, const MapSubsectorEx *zaSubs, int count) const;
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void WriteNodes5(FWadWriter &out, const char *name, const MapNodeEx *zaNodes, int count) const;
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void WriteSSectors5(FWadWriter &out, const char *name, const MapSubsectorEx *zaSubs, int count) const;
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const char *ParseKey(const char *&value);
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bool CheckKey(const char *&key, const char *&value);
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void ParseThing(IntThing *th);
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void ParseLinedef(IntLineDef *ld);
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void ParseSidedef(IntSideDef *sd);
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void ParseSector(IntSector *sec);
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void ParseVertex(WideVertex *vt, IntVertex *vtp);
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void ParseMapProperties();
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void ParseTextMap(int lump);
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void WriteProps(FWadWriter &out, TArray<UDMFKey> &props);
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void WriteIntProp(FWadWriter &out, const char *key, int value);
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void WriteThingUDMF(FWadWriter &out, IntThing *th, int num);
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void WriteLinedefUDMF(FWadWriter &out, IntLineDef *ld, int num);
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void WriteSidedefUDMF(FWadWriter &out, IntSideDef *sd, int num);
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void WriteSectorUDMF(FWadWriter &out, IntSector *sec, int num);
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void WriteVertexUDMF(FWadWriter &out, IntVertex *vt, int num);
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void WriteTextMap(FWadWriter &out);
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void WriteUDMF(FWadWriter &out);
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FLevel Level;
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TArray<FNodeBuilder::FPolyStart> PolyStarts;
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TArray<FNodeBuilder::FPolyStart> PolyAnchors;
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bool Extended;
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bool isUDMF;
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FWadReader &Wad;
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int Lump;
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bool NodesBuilt = false;
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bool LightmapsBuilt = false;
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kexLightmapBuilder LMBuilder;
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};
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